BlastDuke
Always hungry
Regarding this thread the quest aims are mainly based on "default number of players".
In a multiplayer game my colleague and I got the same quest (Classic Literature) : I had to build 18 libraries to complete the quest, my colleague only 9.
This is because the game seems to check the <iDefaultPlayers> value in the Assets\XML\GameInfo\CIV4WorldInfo.xml File.
Since I am setting up the games in multiplayer, I have changed the <iDefaultPlayers> value to 18 (so that I do not have to add so many civs every time I start a new game - just for convenience), my colleague has his XML File unchanged.
Problem: When the system works this way, I can easily set all <iDefaultPlayers> values of all map sizes to 1 to allow for easy quests. (Would not be any fun or challenge for me but it could allow some kind of cheating in multiplayer?!)
Possible solution: All quest aims should only be based on the <iDefaultPlayers> value of the first player.
In a multiplayer game my colleague and I got the same quest (Classic Literature) : I had to build 18 libraries to complete the quest, my colleague only 9.
This is because the game seems to check the <iDefaultPlayers> value in the Assets\XML\GameInfo\CIV4WorldInfo.xml File.
Since I am setting up the games in multiplayer, I have changed the <iDefaultPlayers> value to 18 (so that I do not have to add so many civs every time I start a new game - just for convenience), my colleague has his XML File unchanged.
Problem: When the system works this way, I can easily set all <iDefaultPlayers> values of all map sizes to 1 to allow for easy quests. (Would not be any fun or challenge for me but it could allow some kind of cheating in multiplayer?!)
Possible solution: All quest aims should only be based on the <iDefaultPlayers> value of the first player.