Txurce
Deity
I'm saying that Infixo's broad rework is not needed when we can make surgical changes to problematic modifiers.
G
Can't beat metaphors for flexibility.
I'm saying that Infixo's broad rework is not needed when we can make surgical changes to problematic modifiers.
G
BUILDING_SOLAR_PLANT YIELD_PRODUCTION 50
BUILDING_NUCLEAR_PLANT YIELD_PRODUCTION 50
BUILDING_TRAINSTATION YIELD_PRODUCTION 25
BUILDING_SEAPORT YIELD_PRODUCTION 25
BUILDING_SPACESHIP_FACTORY YIELD_SCIENCE 25
CORPORATION_TRADER_SIDS YIELD_GOLD 50
CORPORATION_FIRAXITE_MATERIALS YIELD_SCIENCE 100
Semantics aside, these are outside of any "sorts of" rules.
Semantics aside, these are outside of any "sorts of" rules.
Code:BUILDING_SOLAR_PLANT YIELD_PRODUCTION 50 BUILDING_NUCLEAR_PLANT YIELD_PRODUCTION 50 BUILDING_TRAINSTATION YIELD_PRODUCTION 25 BUILDING_SEAPORT YIELD_PRODUCTION 25 BUILDING_SPACESHIP_FACTORY YIELD_SCIENCE 25 CORPORATION_TRADER_SIDS YIELD_GOLD 50 CORPORATION_FIRAXITE_MATERIALS YIELD_SCIENCE 100
Like I said somewhere else - no single building, policy, etc. is problematic. They just stack up.
These above are not even gold-related in most part.
No please... corporations, train station and seaport unlock mid-game. There are still eras like Atomic and Information, right?
Information is so ephimeral sometimes, that I understand people not counting this era.Offtopic, but for me: early = ancient & classical, mid = renaissance & industrial, late = atomic & information, medieval & modern are blurry transition periods.
Like this ?Would it be possible to have a format such as this? I can't really follow or understand the code...
https://www.civfanatics.com/civ5/info/difficulties/
Speaking of: @Gazebo can you please give us the most up to date formula for Handicap bonuses? That one is a bit old. Thanks!
int CvPlayer::DoDifficultyBonus(HistoricEventTypes eHistoricEvent)
{
if (eHistoricEvent == HISTORIC_EVENT_DIG || eHistoricEvent == HISTORIC_EVENT_TRADE_CS)
return 0;
int iEra = GetCurrentEra();
if(iEra <= 0)
{
iEra = 1;
}
int iHandicapBase = 0;
int iHandicapA = 0;
int iHandicapB = 0;
int iHandicapC = 0;
int iYieldHandicap = 0;
CvHandicapInfo* pHandicapInfo = GC.getHandicapInfo(GC.getGame().getHandicapType());
if(pHandicapInfo)
{
iHandicapBase = pHandicapInfo->getAIDifficultyBonusBase();
iHandicapA = pHandicapInfo->getAIDifficultyBonusEarly();
iHandicapB = pHandicapInfo->getAIDifficultyBonusMid();
iHandicapC = pHandicapInfo->getAIDifficultyBonusLate();
iYieldHandicap = iHandicapBase * (iHandicapA * iEra * iEra + iHandicapB * iEra + iHandicapC) / 100;
}
if (iYieldHandicap > 0)
{
if (eHistoricEvent == HISTORIC_EVENT_ERA)
iYieldHandicap *= 2;
else if (eHistoricEvent == HISTORIC_EVENT_GP)
iYieldHandicap /= 3;
else if (eHistoricEvent != NO_HISTORIC_EVENT_TYPE)
iYieldHandicap /= 2;
bool IncludeCities = true;
if (eHistoricEvent == HISTORIC_EVENT_GP ||
eHistoricEvent == HISTORIC_EVENT_WONDER ||
eHistoricEvent == HISTORIC_EVENT_TRADE_LAND ||
eHistoricEvent == HISTORIC_EVENT_TRADE_SEA)
{
IncludeCities = false;
}
if (IncludeCities)
{
int iLoop;
CvCity* pLoopCity;
for (pLoopCity = firstCity(&iLoop); pLoopCity != NULL; pLoopCity = nextCity(&iLoop))
{
if (pLoopCity != NULL)
{
pLoopCity->changeFood(iYieldHandicap);
pLoopCity->changeProduction(iYieldHandicap);
}
}
}
GetTreasury()->ChangeGold(iYieldHandicap);
ChangeGoldenAgeProgressMeter(iYieldHandicap);
changeJONSCulture(iYieldHandicap / 2);
TechTypes eCurrentTech = GetPlayerTechs()->GetCurrentResearch();
if(eCurrentTech == NO_TECH)
{
changeOverflowResearch(iYieldHandicap);
}
else
{
GET_TEAM(getTeam()).GetTeamTechs()->ChangeResearchProgress(eCurrentTech, iYieldHandicap, GetID());
}
}
return iYieldHandicap;
}
Thanks! Updated.stuff
A is late, and C is early. I can see why the order would confuse you a bit though.I thought A was the early handicap and C the late one, but its A that gets the most bonus with era scaling...so I'm confused.
A is late, and C is early. I can see why the order would confuse you a bit though.
You are free to edit it to make things clearer.Yes that helps, thank you!
But you could interpret what the phrase means, "The difficulty in the Community Patch is unchanged, but the rest of Vox Populi changes difficulty greatly, as described below." This isn't a very clear statement to me. G often says that such-and-such a difficulty in Vanilla is like such-and-such a different difficulty in Vox Populi, so a more clear statement of what is going on would be nice.