samhaz2524
Chieftain
- Joined
- Jan 16, 2015
- Messages
- 10
YES THANK YOU SO MUCH:
I've also enabled civ4 diplomacy and the other one for city states from the community patch page (thank you for making me discover them btw XD).
Maybe there is a problem between these and Piety and Prestige now that I think of it...I just supposed they had to be compatible just for being part of the community patch blob XP
Now I'll try without them! (but they work with ExCE alone)
EDIT: No ok, scrap that. I had already tried to disable everything else, the logs are from a game with only your two mods active.
My game also thinks cedar and oak are luxuries, and they appear as such on a civ's trade screen. So I'm going to guess ginger counts as one, too. And taking a glance at the civilopedia shows that all added bonuses are counted as luxuries.
But limiting Scurvy to ocean, apart from the disappearing chance, would still be for the best. There's been a lot of suggestions and a bit of feedback lately. I wonder which route you would take in an update to naval movement and attrition? The uncertainty of this section is the only thing keeping me from updating to this version of ExCE.
But I guess that's because I'm biased by my interest in all things naval, and the desire to have the most enjoyable (and historically correct, where applicable) experience with naval exploration in Civ. I mean no disrespect in any case.
After the update, things seemed to start working fine, (and thanks for the tip on the terrain file), though I'm still experiencing a fair amount of glitches and eventually crashed. I can't really tell how much of it was ExCE and what wasn't though. Should I send a log? (Database, right?) The last time I tried, it was too big to copy-paste or upload.
I'm not 100% sure the CTD was from ExCE, and it didn't happen near the first turn. I think I should still send it as I'm still noticing a minor bug relating to certain icons (and last time the music cut out after a bit.) It's not a bother, is it? I'd hate to annoy you.
Nothing really in there; try and update CulDiv (Core) and see if that resolves it.
Are there any plans to replace the ridiculous steampunk airship with something else?
Can you please make all components of ExCE avaliable for choice in the advanced menu?
also, did you asked (me) a question?
PSA: My modding laptop has died again :/ So no ExCE progress or updates until next week.
function JFD_DoScurvyAttrition(playerID, unitID, unitX, unitY)
local player = Players[playerID]
if (player:IsAlive() and (not player:IsBarbarian())) then
local unit = player:GetUnitByID(unitID)
if unit:IsHasPromotion(unitPromotionScurvyAttritionID) then
local plot = Map.GetPlot(unitX, unitY)
if (plot and plot:GetOwner() ~= playerID) then
if plot:IsPlotOcean()then
local lossChance = mathFloor(JFD_GetLossChance(playerID, unit, plot, true))
local randomChance = JFD_GetRandom(1,100)
if lossChance >= randomChance then
JFD_SendUnitLostEvent(playerID, unit, true)
end
end
end
end
end
Noooo. Its definitely evil spirits attack your laptop. So what about Polynesia?
That's unfortunate. Would you be able to provide a quick fix for the lost at sea issue by just glancing at the scurvy lua? Or at least a way to significantly decrease the rate for now. Or whatever experiments you want me to try. If all else fails, what lines can I take out to keep scurvy attrition but remove the lost at sea effect for now?
Spoiler :Code:function JFD_DoScurvyAttrition(playerID, unitID, unitX, unitY) local player = Players[playerID] if (player:IsAlive() and (not player:IsBarbarian())) then local unit = player:GetUnitByID(unitID) if unit:IsHasPromotion(unitPromotionScurvyAttritionID) then local plot = Map.GetPlot(unitX, unitY) if (plot and plot:GetOwner() ~= playerID) then if plot:IsPlotOcean()then local lossChance = mathFloor(JFD_GetLossChance(playerID, unit, plot, true)) local randomChance = JFD_GetRandom(1,100) if lossChance >= randomChance then JFD_SendUnitLostEvent(playerID, unit, true) end end end end end
function JFD_DoScurvyAttrition(playerID, unitID, unitX, unitY)
local player = Players[playerID]
if (player:IsAlive() and (not player:IsBarbarian())) then
local unit = player:GetUnitByID(unitID)
if unit:IsHasPromotion(unitPromotionScurvyAttritionID) then
local plot = Map.GetPlot(unitX, unitY)
if (plot and plot:GetOwner() ~= playerID) then
if plot:IsPlotOcean()then
local lossChance = mathFloor(JFD_GetLossChance(playerID, unit, plot, true))
local randomChance = JFD_GetRandom(1,100)
if lossChance >= randomChance then
--JFD_SendUnitLostEvent(playerID, unit, true)
end
end
end
end
end
You bring me much shame.
No and yes.
PSA: My modding laptop has died again :/ So no ExCE progress or updates until next week.
PSA: My modding laptop has died again :/ So no ExCE progress or updates until next week.
Sukritact's Revenge!
As for the changes in naval exploration that can be mulled over until you have your computer fixed (salty about it being broken ), I guess that's what was present in the feedback:
- lower Scurvy damage to 10 HP.
- lower Scurvy chance to 33%.
- keep Scurvy and chance of disappearing only for Ocean tiles
- make sure disappearing chance stays very low. I would make it a chance upon ending a turn, and not upon entering a tile - if possible.
- two options for Ocean movement:
a) return to vanilla Ocean movement cost.
b) return to vanilla Ocean movement cost (perhaps make it cost 1.25 or 1.5 instead of 2), and implement the rudimentary wind strength system.
Opposite Wind (or In Irons): -2 movement points
Calm: -1 movement point
Breeze: no change
Good Wind: +1 movement point
Running Wind: +2 movement points
Gale: +2 movement points, take 10HP damage.
Breeze and Good Wind have the most chance to appear, Calm and Running Wind is like 10-15%, the most extreme ones have 2-5% chance.
I think that's all. It just needs to be less extreme than what people have described, and mostly occur in Ocean instead of Coast.