ALLOW_TILE_FLIPPING = true -- if true, allow flipping of tiles from one civ to another (check CULTURE_FLIPPING_RATIO)
Some things I noticed on testing the mod:
- Culture bombs get largely undone the next turn
- Water tiles are excluded (they show no culture percentages and don't flip)
- When the game 'scrolls' to center on a unit, you get a whole list of culture percentages in a mouseover.
Presumably of all the tile the mouse goes over while the world moves by under it.- A notification of a tile flip could be nice, like in TreeGrowth, with the flipped tile(s) highlighted with a pink/purple border.
You could also add a condition that checks if tiles flipped that are adjacent to each other, you only get one notification for it.
what is the threshold value for flipping? I have over 50% on tiles than haven't flipped. Good mod altogether. One pretty big problem though is if you invade a city with neighbouring cities with high culture, your city can have no cultural tiles. Please change it so cultural tiles gained by conquest can't be flipped (at least for a while).
how many turns after capture do you end up with no tiles ? do you use v0.5 ?what is the threshold value for flipping? I have over 50% on tiles than haven't flipped. Good mod altogether. One pretty big problem though is if you invade a city with neighbouring cities with high culture, your city can have no cultural tiles. Please change it so cultural tiles gained by conquest can't be flipped (at least for a while).
I believe the default value is 150, it's in "CultureDefines.lua".
And I also think you need 75%.
with the fix now that's exactAnd I also think you need 75%.
new version with 2 bugfix, but nothing for the culture bombing yet.
question btw : does the AI use culture bomb ?
changelog :
v0.6 (May 02, 2011)
- tweak : malus is now only applied according to destination tile, not diffusing tile.
- bugfix : CULTURE_FLIPPING_RATIO is now applied to the total culture of a plot, not just the highest single value
- bugfix : a city build on a tile with another(s) existing civ culture but no culture from the city owner wasn't producing culture for him.
with the fix now that's exact
and maybe it's to high, I may change it to 60-65%
I haven't looked into it, but is it possible to have the tool-tip not display the plot number info and just list the culture percentages of each Civ?
DEBUG_CULTURE = true
DEBUG_CULTURE = false
Yeah, I think around the 60% mark would be better. There is one rather large problem with this mod. When you take over a rival city, they can reclaim basically all of their tiles surrounding the city. Usually, in order to actually use your cities you take over, you have to completely wipe out the neighbouring civ. Also, once I razed a city, I think it was the last city for that civ, but the tiles that that city owned could not be taken over by other cities - it was still in the favour of a civ I had wiped out!
Other than that, a really, really great mod.
that's strange, how many turn for the rival civ to take your tiles back when you conquest one of his cities ?
and which version of the mod are you using ?