developing traits, trait point limiter

evmcmunn

Chieftain
Joined
Dec 14, 2015
Messages
76
I am wondering if anyone knows where the formula/table for determining the trait point values in developing traits option. I have found the line that alters the start number in the gamespeedinfo.xml i believe it was but that does not seem to stop the disturbing part that at some point the necessary total culture doubles every time meaning it grows exponentially instead of linearly, which needless to say, after you are needing 10 mil culture(you already had 10 mil) the next time you will neex 20, then 40, then 80...now, I have played games where I have gotten to 250k+ culture a turn so I know numbers like those are not impossible, just wondering where the line is, and if it is and integer value is there some way of getting around that and making it a fraction like one half i.e. instead of x2, x1/2. or enter a flat increase to the increase requirement of a desired number(which would then be integer). Well thats my question for everyone/anyone, I will poke around again when my current play is done, it is 40x60 and the MAF's are indeed coming up when certain specific actions are taken(opening the world editor more than once I mean) so I think I understand what the multiply by 4 with the igridwidth height value means even if there was a post that said the game could handle a 100x256...I just don't believe that. Long post.
 
The game CAN handle even something as huge as Pit's Earth map (check it, it's huge) - as far as the MAP itself goes.
Now, cities and units... is a different story (and WB as well) - in any decently POPULATED game, you'll start getting memory problems rather sooner than later, and that's SAD.

I have a much weirder (and older) "complaint" about the Traits - there's a limit at which it overflows, and it means a hard limit on the number of TRAITS that can overall be unlocked per game.
And it's much-much lower than what I'd wish it to be (somewhere around 32-35 total unlockable traits per game, I guess, which is rather far from "getting them all x3" that I'd like to do, lol).
UNLESS, of course, this has been fixed by now (but I have my reasonable doubts about that).
 
ya id like to pokemon them also...i tried setting the gamespeedinfo.xml file line for traitinfo something whatever to 1 and in the game the starting was 0, next was 0, ive seen that before, and I knew it meant it was going to loop 0 and freeze the game like before so just exited and reset the line.
 
ya id like to pokemon them also...i tried setting the gamespeedinfo.xml file line for traitinfo something whatever to 1 and in the game the starting was 0, next was 0, ive seen that before, and I knew it meant it was going to loop 0 and freeze the game like before so just exited and reset the line.
The game ALSO freezes (to the ugly point of you needing to LOG OUT) when it has no available traits to choose from - I've been Cheat Engine-ing enough to bump into this more than once.
 
well its not that i need that many or anything, but I like to know how things work and where the levers are so i can customize it for a certain kind of game I want to play.
 
well its not that i need that many or anything, but I like to know how things work and where the levers are so i can customize it for a certain kind of game I want to play.
I think I needed Git for that (editing pre-compiled stuff), but it was way too long ago, so I don't remember now.
 
The game CAN handle even something as huge as Pit's Earth map (check it, it's huge) - as far as the MAP itself goes.
Now, cities and units... is a different story (and WB as well) - in any decently POPULATED game, you'll start getting memory problems rather sooner than later, and that's SAD.

I have a much weirder (and older) "complaint" about the Traits - there's a limit at which it overflows, and it means a hard limit on the number of TRAITS that can overall be unlocked per game.
And it's much-much lower than what I'd wish it to be (somewhere around 32-35 total unlockable traits per game, I guess, which is rather far from "getting them all x3" that I'd like to do, lol).
UNLESS, of course, this has been fixed by now (but I have my reasonable doubts about that).
Why not just go back to the old trait system. It still works just fine.
 
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