Minor Version - 5/3

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Gazebo

Lord of the Community Patch
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Hey all,

Minor version inbound. Should be savegame compatible, BUT I wouldn't, as it changes some tile yields, and could tank your economy and/or mess up your happiness. Nothing major here, so feel free to finish your current games before switching.

  • Fixed a few smaller XML/SQL bugs
  • Adjusted tile yields further - removed gold from marsh/jungle (didn't like the gold inflation), added a bit more production
  • Boosted tile yield increases on resources from buildings by +1 per resource(Stone Works, etc.) to make the buildings more valuable and to make them pay for themselves a bit more quickly (also makes resource tiles more valuable).
  • Fixed some odd text issues related to spies and a few lua quirks
  • Reduced deal durations by 10 across the board (a little less extreme)
  • Added CvTeam::SetForcePeace(eTeam, bool) for JFD
  • Added Jungle Lumbermill variant (same gameplay as existing system) to give different yields on jungles than forests.

Version up as of 12:15am (5/4).
G
 
Nice update.
But as for lakes, I prefer the previous version.
 

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Nice update.
But as for lakes, I prefer the previous version.

Gold as a natural yield was something I was experimenting with, but I didn't like it, as it really reduced the intrinsic value of trade routes (which are a big part of the game).

Did you fix the Palace gardens and the papermaker?

Yes, ma. :)

G
 
Gold as a natural yield was something I was experimenting with, but I didn't like it, as it really reduced the intrinsic value of trade routes (which are a big part of the game).

0 Gold from lake is no problem.
5 Food is quite powerful.
3 Food was not enough?
 
Gold as a natural yield was something I was experimenting with, but I didn't like it, as it really reduced the intrinsic value of trade routes (which are a big part of the game).
Agreed.
But IMO, +2 yields from Jungle/Forest is to much. +1 should be sufficient to give alternative to choping, as you can build improvments on top of it, +:c5science: from later building & possible religious bonus.
 
Agreed.
But IMO, +2 yields from Jungle/Forest is to much. +1 should be sufficient to give alternative to choping, as you can build improvments on top of it, +:c5science: from later building & possible religious bonus.

Lumbermills were pushed back, however, to compensate for the early yield bonuses of forests/jungles. I may increase the chop value of forests/jungles to make that a more viable option, as I like the early production boost from settling on/near forests. With all of the additional buildings/units/etc. in CBP + CSD + C4DF, a slight bump in global production was needed.

G
 
Not sure why it is 5, when it should be 4. I'll look – I edited the DLL's natural yields mechanic, and I wonder if that created a duplicative effect.
G

I think so too.
I edited FeatureChanges.sql (Line 153) to set 4 Food.

UPDATE Yields
SET LakeChange = '2'
WHERE Type = 'YIELD_FOOD';


2 (default) + 2 = 4 Food ?
 
I think so too.
I edited FeatureChanges.sql (Line 153) to set 4 Food.

UPDATE Yields
SET LakeChange = '2'
WHERE Type = 'YIELD_FOOD';


2 (default) + 2 = 4 Food ?

I bet that's it – what was it, 3? I think I changed the base yield to 2 somewhere else, so I bet that inflated the value. The yield logic in the DLL is, if you haven't guessed, somewhat arcane – some yields are additive and others are not, some features are enhanced by the features tables, others are enhanced in the yield info table itself, and so on...

G
 
Did you fix the text description bug cicero255 found? I.e. does multiplayer work yet?
 
Hey all,

Minor version inbound. Should be savegame compatible, BUT I wouldn't, as it changes some tile yields, and could tank your economy and/or mess up your happiness. Nothing major here, so feel free to finish your current games before switching.



Version up as of 12:15am (5/4).
G

Thanks! SetForceTeam() seems to work as intended.
 
Upkeep and supply cap are different things.
If you go over supply cap then you get empire-wide production penalties. Upkeep is amount of gold a unit takes per turn.
 
It seems that civilians indeed still cost you upkeep.

This is a lua issue – the DLL code works (so they aren't actually counting), but the LUA does not reflect this because the lua code was never updated for BNW, apparently. I've fixed for the upcoming version.

G
 
Is it for me or did the patch increase the turn times like ~20seconds? Turn 30 the wait time is around 1 min for me while previously i had no problems?
 
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