Mapsize altering tech cost

cryptc

Chieftain
Joined
Oct 29, 2010
Messages
83
I made a tech cost 10 000 beakers, and tested the mod with duel map which showed 10 000 beaker cost as expected, and then on huge map which showed 13 000 beakers.

I am wondering, where is this modification based on mapsize done? I'm pretty sure it's in none of these: Technologies, Gamespeeds, Eras
 
It is in the gameinfo/civ5worlds.xml


But could have trouble with Updating things in this table.
I'm testing somethings with that.
 
Thanks, worked like a charm :) just needed to find out what the table was in database (I don't do it in xml unless forced to). Added following to my mod and it now doesn't scale tech by mapsize:

UPDATE worlds SET ResearchPercent=100;
 
Nice, I'm Not into SQL so I use XML as much as possible, do you Know if it changes the Result for the database if using SQL instead of XML?
 
All XML changes are translated internally into SQL before being used to update the same database so it doesn't matter if you use XML or SQL to do the update.

If your XML is not appearing to change the database, check the xml.log and database.log files for errors.
 
I just thought it could change something because i get some clear CTDs with explicit parts of XML although its not marked as an error in Modbuddy.
I will check the XML.log, thanks.

Update:
Nothing unusual in XML.log or Databse.log, I dont know why.
 
This is one of the reasons I prefer SQL (not just since I also use it at work)

I can open all the tables in database, look at values easily, and test a new SQL change there to immediately be sure syntax is correct, then I just move that to SQL script in my mod and I'm done :)
 
I understand that aatabases have more performeance especial for games, but I just don't get the SQL syntax. (C# is my Friend;))
Do you know if it is possible to change worldsize with SQL or could you test it? I just get clear CTD, but the syntax of the XML Update is ok.
 
the SQL isn't case sensitive, not sure about the XML though, prolly is there since it's so strict...
 
For me in XML changing Techcosts and everything with worldsize works perfect, just the lines
<GridWidth>256</GridWidth>
<GridHeight>160</GridHeight>
are causing real big problem, and that are the only problems.
Do you know something about?
 
But what did change with G&K? I made some maps in such a size with vanilla Civ5 and worked without any trouble, and i also saved a map, worldeditor can read it and you can play it with G&K but now it causes crash by generating a new map with anything bigger than 128*80.
I'm helpless, 2K is still not able to send me activation for their forums, to ask a dev :(
 
@ Cryptc
Do you know if SQL can handle something like
Code:
UPDATE Worlds SET ResearchPercent *= 4;
?
That would make writing Updates much more dynamic.
XML is unable to calculate because of its nature but to my mind SQL should do it?
 
UPDATE Worlds SET ResearchPercent = ResearchPercent * 4;
 
UPDATE Worlds SET ResearchPercent = ResearchPercent * 4;

That would work, but be careful when increasing research percents, if the amount of beakers hits somewhere between 210k and 220k it wraps around and becomes negative... This can also be undiscovered until you hit a later era (since eras also gives research modifications)

In my own private mod I ended up having to make a building that gave beaker penalty on population to reduce tech speed enough, since just increasing the costs didn't do it well enough.

I guess I should try checking out steam workshop at some point and release my mod once I've finished deciding on exact modifications...
 
Ok, thx I will keep an eye on the ResearchCosts.
I tried changing Start_Year with SQL, seams to have no effect, how do I activate the SQL gamerules?
The Modding guide only shows that XMLs activation OnModActivated.
 
Ok, thx I will keep an eye on the ResearchCosts.
I tried changing Start_Year with SQL, seams to have no effect, how do I activate the SQL gamerules?
The Modding guide only shows that XMLs activation OnModActivated.

Exact same way, OnModActivated UpdateDatabase and pick your .sql file
 
When you Update the Researchcosts via SQL automatically it gives negative entries, but as far as I know if you do it manually for each tech it should be fine, I will test it :)
Civ4 was no problem with research costs of 250k and more.

Edit:
Nope not even manuall entries for Techcosts above ~200k are well calculated :(
 
Back
Top Bottom