doronron
King
I thought a bit about this in order to fix it until the patch: The xml only allows one factor to be entered, i.e. the number of turns and the effect is always the same.
Todd, which XML file are you looking into?
I thought a bit about this in order to fix it until the patch: The xml only allows one factor to be entered, i.e. the number of turns and the effect is always the same.
Todd, which XML file are you looking into?
Check post #23 in this thread:
http://forums.civfanatics.com/showpost.php?p=5716726&postcount=23
While this would work, it has 2 elements that will probably ensure that Firaxis will not implement it:
1) The duration is not a fixed amount of turns but dependent on whether the population shrinks. That is a difficult concept to grasp for players who want to dive into the new expansion with lots of new features. It's not too difficult for experienced players, but game developers want their game to be accessible.
2) Firaxis hates fractions and fractional turns (at epic and quick speed) would of course be rounded again. It would make the thing again less clear for players who face the effects of the mission and don't know why the duration shortens in the way it does.
The idea is basically good as it would really compensate perfectly for the differences between the various game speeds. But it requires an experienced player like yourself to understand what is going on.
It seems that is quite easy to fix until official patch comes and does the trick. We have used simple mod that changes poison and unhappiness mission default lengths from 8 to 3. This means that at marathon game now those missions have effect of 9 turns (3 * 3 = 9 opposed to former 3 * 8 = 24).
Mod file has been attached to this post in case someone wants to use it instead modding stuff himself. Just copy and unzip it to "Mods" folder in Beyond The Sword folder and load if from game menu after starting the game.
-- Migo
Totalcaused in current system:
- Normal: 36
- Epic: 78 (2.16 times Normal)
- Marathon: 300 (8.33 times Normal) !!!
Totalcaused by reducing foment value to 8 for all speeds:
- Normal: 36
- Epic: 56 (1.55 times Normal)
- Marathon: 108 (3 times Normal)
The only thing broke about this mission are the values on speeds other than Normal and perhaps the cost.
The effect itself at Normal is not OP.
The only thing needing to change is the/
value, which needs to be the same for all speeds.
The problem with reducing the Normal turns is that it would make the Marathon mission hurt and a Normal mission a joke.
I mean seriously? 8for 3 turns ... that's like 8 for turn 1, 5 for turn 2 & 3 for turn 3 ... for a total of 16
. HA! Any city of any size with a Granary or half-decent food production can survive that with barely a scratch.
I don't think you understand how it works. You can only change it for all difficulty levels, with Marathon simply getting 3 times as much as normal. And the number of turns always equals the effect value(!).
His idea was to change it so that it has 9 for 9 turns on marathon. Of course you shouldn't use that change with the normal game speed since then it would only be 3 for 3 turns.
We've had this game what ... a week now? And we have the audacity to tell Firaxis their years of programming and testing were absolutely wrong and that we know how to better design the system after having only played a handful of games?
24 unhealthiness for 24 turns at marathon speed. Yes, I have the audacity to say that their programming and testing were absolutely wrong in this instance. Wooo, I'm feeling very audacious now.![]()
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(That of course doesn't mean that the expansion pack sucks or something like that. Still a big error.)
By the way, there were a few other problems with the basic normal speed mission discussed in this thread. I don't know in how much detail you've read the thread.![]()
1) The destructiveness of these 2 missions is very dependent on the amount of food which happens to be in storage. I personally don't think such a relation should exist.
This has all been discusses in the first 2 pages of this thread in far more detail than the few sentences that I'm using now so I hope you don't mind if I refer you to those post for a more elaborate explanation of these problems.![]()
2) Scaling it across difficulty levels is harder than you think because population point decrease is at the same rate at all gamespeeds. Therefore just increasing the duration with the normal factors isn't a correct way to balance the mission across various gamespeeds.