Negative Science Requirements in Atomic Era?

Wraithcaller

Chieftain
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Alabama
Just wondering if anyone else has come across an issue with huge/marathon games in which the second half of the atomic era techs and beyond all require a negative amount of science to complete. This makes you research all those techs almost instantly (one per turn actually) and kind of ruins the late game for me. If anyone has heard of this or maybe knows a solution that would be great. I am using the most recent Vox Populi/Community Patch Project with the Continents Plus map and no other mods. I have a screen shot of the tech tree showing one turn research time for all those techs

Spoiler Screenshot of Tech Tree w/ Possible Bug :
upload_2016-10-11_7-8-41.png


Sorry about the image - not sure how to get the spoiler function to work right.
 

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Did you multiply your tech cost by a million?
 
Just wondering if anyone else has come across an issue with huge/marathon games in which the second half of the atomic era techs and beyond all require a negative amount of science to complete. This makes you research all those techs almost instantly (one per turn actually) and kind of ruins the late game for me. If anyone has heard of this or maybe knows a solution that would be great. I am using the most recent Vox Populi/Community Patch Project with the Continents Plus map and no other mods. I have a screen shot of the tech tree showing one turn research time for all those techs

Spoiler Screenshot of Tech Tree w/ Possible Bug :


Sorry about the image - not sure how to get the spoiler function to work right.

Guessing that's a mod conflict.
 
I've seen the same thing happen while playing a Marathon game. It was also a game with no other mods like Wraithcaller.
 
I think I may have a possible theory on the cause. I believe it is a mathematical error when calculating the science requirement after founding/capturing cities. On a new game I have been keeping watch and noticed that as I get farther into the game and begin to have a large number of cities then the negative science begins to creep into the future era techs starting with the last one. As more cities came into my empire the negative science bug slowly began tracking leftward on the tech tree. The normal techs at the shift point show a requirement of approximately 208,000 science and the affected ones right next those show -208,000. Right now, each new city is supposed to add an additional 6% to the requirements. Anyone have any thoughts on this?
 
Hi! You are doing a great job on this mod.
By the way, I take the opportunity to ask you:
# 1 In which file can I reduce the amount of science awarded by a great scientist during the game? given that when using them to discover technoilogies they usually give me the equivalent of approximately 2 technologies, which is a great advantage for me.
# 2 Is it possible to solve the problem that occurs when a technology exceeds the cost of 211,000 by turning it into a negative number? In that case it takes only 1 turn to discover this technology.
I don't want to have to go down 5% for each new city or marathon multiplier (UPDATE GameSpeeds SET ResearchPercent = 300 WHERE Type = 'GAMESPEED_MARATHON';).
Thkz
 
What is the maximum number an int type can store in Civ5's DLL? I'm thinking it is related to that, based on how the comments here are talking about the tech costs wrapping around from ~210,000 to ~-210,000.

In fact, I have had it happen to me before when playing marathon and very large maps (ie ynaemp). Extreme settings sure, but why not fix it if it is easy enough?

Possible to go for long long instead?
 
Hi. Thanks for this new version. I take the opportunity to consult about an improvement they had recently made where technology became negative, exceeding the cost of 211,000 and costing only 1 shift to discover it. Now I see that number no longer becomes negative but it still costs 1 turn to discover that technology that exceeded the value of 211,000. Attachment catch in turn 1. Thanks again.
 

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[QUOTE = "danymatrix, publicación: 15608205, miembro: 230472"] Hola. Gracias por esta nueva versión. Aprovecho la oportunidad para consultar sobre una mejora que habían realizado recientemente donde la tecnología se volvió negativa, excediendo el costo de 211,000 y costando solo 1 turno para descubrirlo. Ahora veo que ese número ya no se vuelve negativo, pero todavía cuesta 1 turno descubrir esa tecnología que excedió el valor de 211,000. El accesorio se atrapa en el turno 1. Gracias de nuevo. [/ CITA]

Hola a todos. ¿Se puede resolver esta falla en la próxima versión? gracias por adelantado
 
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