Nightinggale
Deity
- Joined
- Feb 2, 2009
- Messages
- 5,385
Serfs can't study at natives either. However my Willy Trader can.Got a situation in v.2 where the game won't let me put a serf in a schoolhouse.
Serfs can't study at natives either. However my Willy Trader can.Got a situation in v.2 where the game won't let me put a serf in a schoolhouse.
Got a situation in v.2 where the game won't let me put a serf in a schoolhouse.
A deer conquered my settlement. When my worker tried to kill the deer, the game asked me if I wanted to go to war with Barbarian, then crashed.
Serfs can't study at natives either. However my Willy Trader can.
Sounds reasonable that they should stay within your own boarders. After all serfs had restricted movement because the lord of the land didn't want all his subjects to move away (like to the new world).They should be able to be educated though, I just tested this and they can. However, I forgot to mention in version 2.0 there is a Max Population limit. If a town reaches that max no one can join until the infrastructure is changed. Hover over the Join Settlement command or while in city screen hover over the City Name to get some help on the matter.
Edit: We could set it up so that serfs can only travel within the players borders.
Now I played with profiling on for a while. I ended up playing 717 seconds and I learned the following:
The most used functions are:
CvGlobal::getDefineINT 133.7s
FVariableSystem::GetValue 132.24s
CvPlot::calculateNatureYield 126.75s
The first two have a design which makes them ideal for caching. In fact RaR caches most of the calls to those two, making them almost instantaneous.
I looked at the calculateNatureYield in RaRE and it appears to be tricky to do anything about.
The really good news is that I don't get "this invention slows everything to a crawl" or anything like that. Making something which is noteworthy faster shouldn't be tricky.
The really jerky interface is gone. I have no idea what happened. When it slowed like that I was exploring with a scout and it took like a second (or more?) from I pressed the key to move until it started moving.
EDIT:
Sounds reasonable that they should stay within your own boarders. After all serfs had restricted movement because the lord of the land didn't want all his subjects to move away (like to the new world).
However it seems odd that my Willy Trader could study at the natives. Is that intensional?
Also if serfs can't study at the natives, doesn't that make it tricky to learn the native only traits?
My guide is too obsolete to be useful in it's current form, and I'm withdrawing it from public view.
Well I am having a lot of fun with my game, the new trade theatres are great, I am having a lot of fun with my professional merchants marching and sailing back and forth and making tonnes of money!
I am not sure if the Traders League is a bit over powered (I assume it is the trade points turned into gold when you have discovered everything?) I am getting about 30000 gold a turn now (not that i am complaining all that much it is fun to be so rich it is hard to spend it) (I am playing marathon though) I really enjoy the trade point discovery system. The Merchant Guild is cool, allowing you to make your local trade even more profitable, maybe the city state faction could have a Banker's Guild that takes it to 200%?
The other extra stuff you have added is cool too, the gold generating buildings etc. I haven't yet fully got into the knights system, I have had 1 specialist become a knight so far but i haven't tooled him out yet, I haven't had a worker build a castle, so I am not really missing that feature, the soldier founding outposts is good enough for me.
With Monasteries can you only found one? or is there some other kind of limit, because i sent a monk to found a second and he just made a normal settlement.
Yeah, we are working to improve this.The turns are taking quite a long time, right from the beginning, I am guessing there are just a lot of new functions going on.
That's what I was aiming at, to add a little strategy. It can be turned off easily enough if it does become just too annoying. After a city reaches a certain pop it no longer gets effected by over Pop warnings.I like the max. pop system, it is annoying but it means you have to make choice on what towns will do, it also makes you spread out and found new settlements which is good.
All in all I am enjoying my game, I stopped because it froze and I have to reload an auto save, I am thinking this is just a game engine problem rather than the mod specifically though.
I'm not sure I like the concept of buildings needing lumber. Lumber is used by carpenter meaning it's consumed by the city. Logistics can make it tricky to supply the city with enough stock to supply the carpenter each turn AND have extra for the building.One thing I wanted to ask you, in this version I have removed workers building Castles with lumber supplies. This was a bit buggy as you pointed out but do you think you will miss it or was it something that added to the strategy and fun?
I will complain whenever something I spot something which isn't ideal. Like in my last game I send a ship towards the spice market and it spent around 20 turns exploring before I realized I had settled next to a huge lake. It seriously took like 20 turns to exploreKeep in mind your are play testing and none of the game mechanics are "wrote in stone". When I play a game I always think in those terms, I think this would be cooler if you could do this or that. So, don't view it like a critic would but rather figure out what would make it better or improved.
Works for me. You have to found with a unit with monk profession. An expert monk with free colonist profession will not found a monastery.With Monasteries can you only found one? or is there some other kind of limit, because i sent a monk to found a second and he just made a normal settlement.
Look a few posts back and I mention I profiled for 717 seconds (a bit long. I forgot it was profilingThe turns are taking quite a long time, right from the beginning, I am guessing there are just a lot of new functions going on.
Heh, sorry buddy, I tried to tell you there were some major changes coming.
No but you intended to do so and Kailric foiled your planI'm not complaining.
That looks really cool. The only thing which worries me is that it might not be that interesting the 30th time you get the spice route.Anchors away and set sail for the Spice Route with this trade achievement vid!
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I will complain whenever something I spot something which isn't ideal. Like in my last game I send a ship towards the spice market and it spent around 20 turns exploring before I realized I had settled next to a huge lake. It seriously took like 20 turns to explore
I don't understand the "build a home" mechanic. Is it true that the specialist builds his home work site and then disappears? I didn't see this in the 'pedia.
Works for me. You have to found with a unit with monk profession. An expert monk with free colonist profession will not found a monastery.
Ok, something fishy is going on with the Animals. For one Bucks are incapable of attacking, Bores also. They can only defend. And they should not be capturing towns. I'll check into this thoroughly in the morning.When a beast unit, buck or black bear, attacks my town, none of the field or town workers fight it. If I recapture the town, they're still at work in the fields. That ain't right.
By the way, what settings are you using when you start your game? I only test using the default Map, THE_NEW_WORLD, and just use the quick start. Custom games sometimes cause problems like these.