Idiot Incoming, How can I change game options mid-game (assimilation)?

Would it be possible to move the personalized map option to Bug. I want to use this option but I don't want it to clutter my map up late game.
Probably possible. There's some flaws in that structure somewhere - known bugs as it were. A move may be the audit needed to find them. That said, I've never setup a bug option before so I'll be a little reluctant to work on this for a while but - request noted.

I actually divy my military up into 5 "Active Duty" Armies, with 10 "cohorts" each, lead by a Great Commander. The units in each army are specialized through promotions to make a very self-sufficient group capable of being launched with minimal support. While one if these armies inevitably ends up as QRF (Quick Reaction Force), they are typically deployed near hot-spots.

As for my woes before, I was still in the Prehistoric Era and lacked the funds and infrastructure to have a viable QRF. Also, this is my first real play through in C2C. Playing Gigantic on the longest setting. I've got into the Classical age and have built the Great Wall. Now my civilians bite their thumbs at the barbs!

(Post-Script, Thunderbird, if you're still looking for suggestions, would it be difficult to remove the graphic for Scotland Yard? Skyscraper among yurts looks... strange)
The new edits to the Tribal Warfare civic should enable a larger army when you need it the most.

Scotland yard is a noted issue we've discussed more than once but still haven't done anything with. I THINK there's a way to alter the graphic depending on the era and if so that would be a good way to fix it earlier than other proposals.
 
Scotland yard is a noted issue we've discussed more than once but still haven't done anything with. I THINK there's a way to alter the graphic depending on the era and if so that would be a good way to fix it earlier than other proposals.

As a quick and dirty fix you could also remove the graphics...
But I'd prefer if it wasn't buildable then at all. Can't you set up a Tech requirement for Great Persons buildings? Or a building prereq? A Size prereq? Something?
 
As a quick and dirty fix you could also remove the graphics...
But I'd prefer if it wasn't buildable then at all. Can't you set up a Tech requirement for Great Persons buildings? Or a building prereq? A Size prereq? Something?

It would take some adjustments to the mechanism that have been discussed. You can set a tech prereq on the building but it won't work since the unit that makes it is a great person... something like that. I can't recall the specifics and would have to look into it again.
 
It would take some adjustments to the mechanism that have been discussed. You can set a tech prereq on the building but it won't work since the unit that makes it is a great person... something like that. I can't recall the specifics and would have to look into it again.

Well, but the Great General can build the Military Academy (?) which gives 50% Military production only AFTER you researched Military Science (or tradition?). Why is this working then? :confused:
 
There is no tech requirement on Scotland Yard. Tech requirement is the only one that applies where Great People are concerned. That is why they are called Great!
 
You could add more Sensible actions to the Spy, Before Criminology, i mean Scotland Yard isn't something that has been around since the Stone Age ;) what could be added is a Underground Network building, after researching Sedentary Lifestyle (or how it's called), or Something else like Secret Police Network, The Royal Eyes (just coming up with names now) and similar things like that
 
Well... it also reminds me to make the option default!

Do we have so many Options now that some must be hidden?

Why can't they all be shown? How many are hidden?

Have Options really become this messy?

JosEPh
 
Do we have so many Options now that some must be hidden?

i think they are hidden for savegame Compatibility, as i remember reading that removing options breaks things.
and once a stage comes where savegames Must be broken in order to expand, one could clean up those minor issues that where just shoved under the rug making (hopefully) no problems just for convenience sake,
Although at this point C2C being a 200-800 Hour Single Playthrough mod Breaking saves is as appealing as breaking your own nuts, :P
 
Do we have so many Options now that some must be hidden?

Why can't they all be shown? How many are hidden?

Have Options really become this messy?

JosEPh

I lost count but there are over 70 options and about 20 of them are hidden. Some hidden options are for things that don't work others are for things that must be on.
 
I lost count but there are over 70 options and about 20 of them are hidden. Some hidden options are for things that don't work others are for things that must be on.

I remember koshling fretting about too many Options back in the v17 City Limits War.

And since so many have inter-dependencies of a sort and "must" be On, then maybe all those should no longer be options? Not sure I even want to say or suggest that since I'm all about Choices. But when something becomes too cumbersome sacrifices will need to be made for efficiency. :cringe:

JosEPh
 
The problem is that if you remove option 20 then option 21 gets the value you had in option 20, 22 gets the one you had for 21 and so on, for your saved games. I think.
 
The problem is that if you remove option 20 then option 21 gets the value you had in option 20, 22 gets the one you had for 21 and so on, for your saved games. I think.
That is not true as long as you keep the enum in the DLL in sync with the XML. The actual value in the savegame is remapped similar to the other stuff like units and buildings.
 
I remember koshling fretting about too many Options back in the v17 City Limits War.

And since so many have inter-dependencies of a sort and "must" be On, then maybe all those should no longer be options? Not sure I even want to say or suggest that since I'm all about Choices. But when something becomes too cumbersome sacrifices will need to be made for efficiency. :cringe:

JosEPh

With those... the code is setup to conditionally adjust processing flow based on the option and while it could be audited in the code and then removed, much easier to simply leave the option on and hidden.

Then there's options that are hidden and turned off by default simply because something about the option either doesn't work or is incomplete. Afforess left us with some of those - the one you had trouble with in particular. It would also take a code audit and careful removal but AIAndy did change things so we could remove options safely - DH's statement used to be true but is now safer for us to do this in C2C. If the time spent carefully removing these would prove to add something to the game then we'd spend the time to do it but the processing speed would not adjust nor would the play experience of the game so there's little motive over the many other tasks on the plate.

I have some option shells input that are invisible and off by default because they aren't ready for play - just established so that further work may be done to develop them.

In the case of Assimilation - it does seem to benefit us to improve the experience of setup if we can identify the options everybody sets the same way and make that setting non-optional (but leaving it defined so that someone desperate to still play with the option in the non-default setting has a means to do so.) The vast majority seem to accept assimilation as an improvement so why keep it in as an option at all? At that point it's advanced to a basic C2C game mechanic we can rely on as being valuable for just about everyone. So it makes setup easier if we make that one less thing to have to 'decide' for a new player.
 
The No Future Eras option is not straight forward to implement

First the NotGameOption would need to be added to the technology infos schema.

All the techs from Transhuman on would require the XML tag <NotGameOption>GAMEOPTION_NO_FUTURE</NotGameOption> added to them including the Future Tech

A new Future Tech added which comes after all the modern techs and has the tag <PrereqGameOption>GAMEOPTION_NO_FUTURE</PrereqGameOption>

All units, bonuses and buildings etc. would need to have the technologies that enable them added in as <AndDependencies>. If we still had those woc files around this would be almost trivial.
 
When I load that game now the No Future Era does not show up in that list. :rolleyes: But anytime I have a path finish in the Tech tree the Future era techs still show up. Of course I'm not going to select a tech that takes 3200 turns to complete either. I just hope the Ai doesn't.

And SVN 6958 is missing from the SVN Log file, it goes 6957 and the 6959. What's up with that?

I suppose I could abandon this game too, like so many C2C games anymore. That's kind of getting old too, or I'm getting tired of constant change. Oh well, it is what it is.

JosEPh
 
Please keep in mind that just because an option is hidden, there aren't any players who like to play with it. I for example love to play an OCC every now and then. And I planned to make and OCC let's play focussing on war once TB's combat mod is more implented. (Well, at least after we have capture-manipulation promotions because you basically NEED slaves to compete with the AI).
 
The No Future Eras option is not straight forward to implement

First the NotGameOption would need to be added to the technology infos schema.

All the techs from Transhuman on would require the XML tag <NotGameOption>GAMEOPTION_NO_FUTURE</NotGameOption> added to them including the Future Tech

A new Future Tech added which comes after all the modern techs and has the tag <PrereqGameOption>GAMEOPTION_NO_FUTURE</PrereqGameOption>

All units, bonuses and buildings etc. would need to have the technologies that enable them added in as <AndDependencies>. If we still had those woc files around this would be almost trivial.
Or we just add the use of NotOnGameOption to the 'All units, bonuses and buildings etc...' as well. If there's an info type without NotOnGameOption we need to get the tag in there anyhow. I can add those and it's important to do - it's just something I'd have to think about at an appropriate time to do it.

When I load that game now the No Future Era does not show up in that list. :rolleyes: But anytime I have a path finish in the Tech tree the Future era techs still show up. Of course I'm not going to select a tech that takes 3200 turns to complete either. I just hope the Ai doesn't.

And SVN 6958 is missing from the SVN Log file, it goes 6957 and the 6959. What's up with that?

I suppose I could abandon this game too, like so many C2C games anymore. That's kind of getting old too, or I'm getting tired of constant change. Oh well, it is what it is.

JosEPh
I think it's possible that something got corrupted in the tech prereqs when the game WAS on the No Future Era option and whatever did isn't included in the recalculation process to reset it. Dang... that's a pain. Mind you, this isn't due to any changes we've made but how the settings were before you started with C2C. Furthermore, though AND 2 must've fixed the option, we apparently inherited it from a broken state. As mentioned, not a small job, though actually simple - just laborious - to fix it so we can turn it back on. I also recall we'd been discussing instead having a maximum Era setting instead which would probably be a more desirable function.

The reason it would've reset would be due to that adjustment that Platyping made - it must run the hidden defaults even when just loading a game, not only when a game is being started entirely.

What this will also mean in regards to the OCC option is that if someone wants to play with OCC they'll have to make the option visible to keep it set that way between game loads.
 
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