CiVUO 9.0 Can't bulb techs with GS

Starfleeter

Chieftain
Joined
Mar 6, 2010
Messages
11
I'm using only CiVUP, not the VEM.

After using one GS and building an Academy, I used the second to bulb a tech and then waited around for my next one to pop so I could bulb another tech but I wasn't able to. I figured I'd wait around and see if maybe some sort of time limit for bulbing techs was in place even though it shouldn't be but it wasn't. I couldn't bulb with the next GS I had either and likewise for the one after that.

Essentially, after I used a GS to bulb a tech, I could no longer do that with any of my other GS.

The weird thing is I didn't experience this last night at all and haven't changed any of my mods, have no duplicates, and I delete the cache every time I install an update so I'm not sure why it's happening.
 
I'm investigating this right away, thank you for bringing it up. :thumbsup:


Update: it appears to be working correctly for me. Something to point out is it uses the same method as Great Engineers - it instantly finishes the currently selected technology. This is for modding support (modders can alter this approach, but cannot alter the vanilla select-tech method).

I'll see if I can have it automatically detect VEM and use the vanilla method if VEM is not installed. This should make it more straightforward when using only CiVUP. :)
 
Weird thing is I decided to remove my underscore and play a VEM/CiVUP game and was getting the same effect so I'm not sure what caused it.

I ended up just deleting the mod and reinstalling from modbuddy and reloaded my save and it was gone.
 
Wait, there's NOT supposed to be a turn time limit between bulbing? I always assumed this was intended. I can report the same problem, but eventually yes I can use the scientists.
 
In the standard game there's no turn time limit... something I fixed in v9.1, for people using only CiVUP.

In VEM I used Alpaca's 10-turn cooldown on bulbing. It eliminates an exploit where we could use 20+ scientists at once to instantly jump through all of the Industrial and Modern eras. This exploit was demonstrated in a 200-turn deity science victory game back in the fall.
 
In the standard game there's no turn time limit... something I fixed in v9.1, for people using only CiVUP.

In VEM I used Alpaca's 10-turn cooldown on bulbing. It eliminates an exploit where we could use 20+ scientists at once to instantly jump through all of the Industrial and Modern eras. This exploit was demonstrated in a 200-turn deity science victory game back in the fall.

I'm not sure this is much of an issue anymore, since once you get to industrial/modern you're burning 2-4 scientists per tech. If someone manages to collect 20 GS and save them the entire game, and then burn through 4-6 techs at the end, that doesn't seem bad. The 10 turn cooldown on bulbing 1/3rd of a tech makes them the weakest late game great person (although still good for popping astronomy early). What about reducing the cooldown to even just one turn?
 
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