new civ research rate in SVN 11136

Dionysis

Warlord
Joined
Nov 22, 2002
Messages
205
Location
Canada
I have been playing with Sparth's Civ Mega Pack, trying to get it to run with SVN 11136.

I have changed the offending tags to match the new ones and I can now start C2C with no errors and create a new game using one of Sparth's civs.

The problem is that even though the leader I select has the "scientific" trait, I found that the civ's research rate is ridiculously high. For example, Oral Tradition is taking 26 turns. When I try other civs that are included with C2C, the rates are more acceptable i.e. 4 to 6 turns. My in-game research rate is set to 100%

What controls a leader/civ's research rate?

When creating a custom game, the "Upscaled Research Time" option is turned OFF while Tech Diffusion is turned ON. But as I mentioned, included civs seem fine while Sparth's civ is very slow.

I have used Sparth's civ pack in previous SVN versions (i.e. before the last 'break-saved-game' version) with no issues.
 
Game speed changes how long research lasts.

So if Blitz has typical research times of tech per turn, then Eternity would be 20 turns per tech.
 
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Game speed changes how long research lasts.

So if Blitz has typical research times of tech per turn, then Eternity would be 20 techs per turn.
Don't you mean Eternity would be 20Turns per Tech???
 
Yeah, it was typo :lol:
We All get dyslexic at times typing. :P I have to edit my posts multiple times before I hit the "Post Reply" button. :sad: :old::coffee:
 
Thanks for you replies but it still does not explain why, if I use Sparth's civ, research takes almost 5 times as long as if I use a "built-in" civ.

Example - I started a new game using Sparth's Canadians set to the "Noble" level. I used the "perfectWorld" map script with the speed set to "Normal". When I founded my first city, I was told it would take 9 turns to discover language.

I then created a new game using Frederick of the Germans (again, set to the Noble user level and Normal map script speed) - all map options were the same but this time, my first city would only take 2 turns to research language.

Both first cities were founded in comparable environments (forested and on the coast). If I set the game speed to "Blitz", my Sparth civ's research and production times decrease but they are too fast i.e. one turn per item.

Thanks.
 
Thanks for you replies but it still does not explain why, if I use Sparth's civ, research takes almost 5 times as long as if I use a "built-in" civ.

Example - I started a new game using Sparth's Canadians set to the "Noble" level. I used the "perfectWorld" map script with the speed set to "Normal". When I founded my first city, I was told it would take 9 turns to discover language.

I then created a new game using Frederick of the Germans (again, set to the Noble user level and Normal map script speed) - all map options were the same but this time, my first city would only take 2 turns to research language.

Both first cities were founded in comparable environments (forested and on the coast). If I set the game speed to "Blitz", my Sparth civ's research and production times decrease but they are too fast i.e. one turn per item.

Thanks.
Well a lot of other stuff is broken in it, so I guess this modmod is broken beyond repair.

For example palace may be missing.
Yep, building/unit classes don't exist anymore, so things like this won't work.

Code:
            <FreeBuildingClasses>
                <FreeBuildingClass>
                    <BuildingClassType>BUILDINGCLASS_PALACE</BuildingClassType>
                    <bFreeBuildingClass>1</bFreeBuildingClass>
                </FreeBuildingClass>
            </FreeBuildingClasses>
Also they don't have reworked cultures too.

Building/unit classes weren't converted in that modmod.
That is research is broken, because you don't have palace.
 
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Well a lot of other stuff is broken in it, so I guess this modmod is broken beyond repair.

For example palace may be missing.
Yep, building/unit classes don't exist anymore, so things like this won't work.

Code:
            <FreeBuildingClasses>
                <FreeBuildingClass>
                    <BuildingClassType>BUILDINGCLASS_PALACE</BuildingClassType>
                    <bFreeBuildingClass>1</bFreeBuildingClass>
                </FreeBuildingClass>
            </FreeBuildingClasses>
Also they don't have reworked cultures too.

Building/unit classes weren't converted in that modmod.
That is research is broken, because you don't have palace.

Hey raxo2222, can I bug you one more time?

I have converted Sparth's Canadian civ so all the files match the format for the Brazil and Confederacy "built-in" civs. Unfortunately, I am getting some XML errors relating to the 3 leaders for this civ.

Three errors occur relating to each leader's "CIV4LeaderHeadInfos.xml" file and a fourth error to the civ's "CIV4CivilizationInfos.xml" file (this last one is probably a result of the first 3). I have checked basic formatting items such as lacking a closing header but all seems good.

I have included a zip with my updated civ files and a copy of the error messages.

Would it be possible for you or one of the other XML gurus to look at my files to see if you can figure out what the problem is?

Thanks very much.
 

Attachments

You messed up tags somewhere according to validator.
You also failed to convert to centralized schema files.

Tags were renamed there and here.
Art define tags are misaligned (no need for Assets on beginning of patch)
Also there are missing TXT keys of few cities.
Last two issues could be here since this megapack was done.

I fixed this civ now.
 

Attachments

Last edited:
You messed up tags somewhere according to validator.
You also failed to convert to centralized schema files.

Tags were renamed there and here.
Art define tags are misaligned (no need for Assets on beginning of patch)
Also there are missing TXT keys of few cities.
Last two issues could be here since this megapack was done.

I fixed this civ now.

Wow, thanks so much raxo2222!

I'm going to try comparing my original files to yours to see what you fixed. Hopefully, I can learn from this and not bug you so much :goodjob:

Take care and stay healthy!
 
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