JosEPh_II
TBS WarLord
Thanks again for the detailed input. Love it.
This should have been recently repaired. I'll have to check the revision numbers to see if the fix was before or after your version. There may be other reasons for it that weren't addressed.In non-overseas territory however, the AI tended to build Highwayman units which gives +crime, and stationed them in their cities. The AI solved that crime by building lots of guards and guard dogs, so the crime stayed negative, but I don't think that that is optimal game play.
This should have been recently repaired. I'll have to check the revision numbers to see if the fix was before or after your version. There may be other reasons for it that weren't addressed.
Well, you've given us a years worth of bug reports to work on. *sigh*
This should have been recently repaired. I'll have to check the revision numbers to see if the fix was before or after your version. There may be other reasons for it that weren't addressed.
Well, you've given us a years worth of bug reports to work on. *sigh*
A release is actually nowhere near soon at this point. Was hoping but it's just become impossible.
When's the last time I got to add content? I've been stuck on debugging for as long as I can remember and there's SO many more building up faster than I can fix them.If we stop adding content we can do a v38 release soon imhpo.
Ok. Yes much of the fixes are newer. I don't know if the partisan matter is addressed or not because I don't know what AI they were using. They might be easily fixed by calling for their spawning with a proper definition of an AI type to be assigned them. Like Pillage or something - I'd have to check the list to see what I think would be the most appropriate but they probably are using Attack AI at the moment and that would lead to them often being recruited for city defense of all things, or by default being instructed to hang out in cities when not needed to attack.I downloaded revision 9716 on october 12th so if anything has been repaired recently I would have missed it.
Just 50% extra cost for each era behind the tech is to the player.However, I don't remember what the "penalty" is - something like 2X the number of beakers for each era backwards?
Then a review of the + and - crime giving buildings will be in order. I've got some partial notes on which one I think need changed. Crime will probably get easier before a better balance can be achieved though. Then it can be tightened up.
Water pollution also never caused any problems too in my space playtrough.I think Crime is amongst the best balanced properties right now. What excactly do you think is wrong with it? Pollution and Disease are much worse offbalance to a point where disease never causes much (if any) troubles.
It does for the AI, same as Air. If I had not adjusted the settings when StrategyOnly submitted his Modern Era game, where the AI was collapsing down to 1 pop cities and total stagnation from these 2 properties Plus Crime, no game on any speed would've been playable after Modern Era. Blackened Skies, Global warming , Polluted Rivers penalties were overwhelming the AI. And then the rampant Criminals in each AI city was stopping any production to counter those problems. The AI was at a stand still locked in a endless cycle of trying to get any LE units to stop crime so that these other issues could be addressed.Water pollution also never caused any problems too in my space playtrough.
On my playtrough there wasn't any AI, as I wanted to play with new shiny toys in later erasIt does for the AI, same as Air. If I had not adjusted the settings when StrategyOnly submitted his Modern Era game, where the AI was collapsing down to 1 pop cities and total stagnation from these 2 properties Plus Crime, no game on any speed would've been playable after Modern Era. Blackened Skies, Global warming , Polluted Rivers penalties were overwhelming the AI. And then the rampant Criminals in each AI city was stopping any production to counter those problems. The AI was at a stand still locked in a endless cycle of trying to get any LE units to stop crime so that these other issues could be addressed.
So this cry over not enough water or air pollution is unfounded. There are next to nothing in the way of Air and water pollution clean up buildings till well into the Information Era and beyond. Street cleaner is woefully short in what it does to counter these 2 before getting to that mentioned Era.
Disease which uses the same principles and property expressions as crime can be upped. But I held off for a long time because DH was still wanting to do more work there.
On my playtrough there wasn't any AI, as I wanted to play with new shiny toys in later eras
Crime and air pollution were nice annoyance for me though
Disease/pests malues are almost nonexistant as its easy to have couple hundreds of happiness and health.
As for education it was challenge to raise it to top available level.
-1 is the number usually used to represent unlimited in Civ IV. I think it would be best to stick with that. After all it would require the minimum coding changes.If it were me, I'd turn it to 1000 to make it, in essence, unlimited.
There is no way to get what I wanted from a disease system to work with the current disease property. Nor will it work with the one proposed by Tbrd. The main problem I have is the idea that you can fix things before you know of the existence of the problem or even the idea that a problem can have a fix or is a problem.But I held off for a long time because DH was still wanting to do more work there.
I'd have to check the coding to see if maximum num city upkeep can take a -1 the way it's currently coded. The original civ developers may not have planned for anyone wanting to make it unlimited.-1 is the number usually used to represent unlimited in Civ IV. I think it would be best to stick with that. After all it would require the minimum coding changes.
That is the way you implemented Unlimited EXP isn't it?
While I understand this from a RL modeling pov, this is a strategy game. And as a result, the player should have strategic control over his destiny with nearly all things. Random events that can cripple are not that great for game design. But if the player can take steps to avoid them, even if the people's actions must be explained as circumstantially capable of influencing the outcome if not knowingly capable of it, there should be a way to enable control. The trick then is to make it so that sacrifices must be made to exert that control and those sacrifices may take from other areas of focus.There is no way to get what I wanted from a disease system to work with the current disease property. Nor will it work with the one proposed by Tbrd. The main problem I have is the idea that you can fix things before you know of the existence of the problem or even the idea that a problem can have a fix or is a problem.
Current SVN? Or a few versions behind? Last 4 versions have dampened Inflation's impact.In my latest game there seems to be something off in the upgrade costs for units. 1600 for a story teller to entertainer but 800 for a tracker to hunter. In a game where I am lucky to have an income over 40 per turn when science is at 55% and espionage at 5% that means 40 turns to get enough money to upgrade a story teller. Lawmen are much more expensive.
This is snail, huge random map, noble, no traits. I was planning on giving some stats for when I reached Tribalism and Sedentary Lifestyle but forgot. As Egypt I did build the Spinx and Pyramids in the same city before 2500 BC.