Is there a setting for that at all? I tried to find it, but I don't see any.Anyway. I just ask one thing pls just one thing.
What files I have to edit to come back exactly like it was before ? (10/30/60/100...)
Is there a setting for that at all? I tried to find it, but I don't see any.Anyway. I just ask one thing pls just one thing.
What files I have to edit to come back exactly like it was before ? (10/30/60/100...)
This change doesn’t happen immediately. Once you start a route, the yields should stay the same untils the route expires.Just intuitively, having an otherwise identical trade route decrease in value because you built a road for it to operate on is all sorts of wrong.
Hey thanks for the work.
Is there any chance you could make some of these updates betas since it is not possible to play a whole game before the next update currently.
Thanks.
As a new VP player, particularly one who can't play often so takes two weeks plus to finish a game, I would love to see a "supported" version from time to time. One that gets bug fixes applied but no changes to rules/mechanics. Every release thread seems to be full of issues where such changes appear to have possibly had a detrimental affect on the game. I see that some important bugs result in hot fixes, but to get fixes for lesser problems seems to involve taking on a new version with development changes as well.
Maybe that's against the spirit of this community but it does make it difficult for new players to find a good place to start.
I think if Gazebo can spare the time & effort, putting out, every once in a while, a version with just bugfixes and no new changes would be great.
I was referring to your notes on changes:
1. I don't consider my cities as 'lucrative destination', also how is it 'gamey' to send many internal routes to one of my cities? I thought we were talking about exploiting CSs and big foreign cities.
2. Same - how will this broaden spectrum of routes - idk. Internal routes are not blocked, so I still can send all my routes to 1 destination, just with lower yields.
3. There is no information on proximity malus for internal routes (as a matter of fact, there is no tooltip at all). You've added Distance info, but no info how this influences yields is given.
- - - - - - -
On a side note, re: international TRs. Basic game mechanic is to value different resources (+0.5 / +1 G) plus special buildings give some singular yields (market, east india, etc.) This can give you 5-10 gold which is fine. But then mechanisms like cultural influence, open borders, influence over CSs, etc. boost this, adding much more than the base and making it really OP. Maybe it would be better to nerf those thus leaving value to buildings, resources, etc. things that really should affect trade (plus "blocked" destinations).
Just intuitively, having an otherwise identical trade route decrease in value because you built a road for it to operate on is all sorts of wrong.
I think if Gazebo can spare the time & effort, putting out, every once in a while, a version with just bugfixes and no new changes would be great.
I did point out earlier that once that theoretic maximum distance will become huge, like me, then most of TRs will be worthless. Probably only few longest ones will still have reasonable yields. I proposed to limit the malus, like max -75% or maybe even -50%, so even when the entire map is available, most of destinations would still be any good to trade with.Also, I reach situations where my land trade route range is already long enough to trade with anything on my continent, so when it gets increased all that happens is I lose yields. Also I have this odd situation where I earn dramatically more by sending the trade route from my corner cities, instead of strong cities (like before)?
Ok, so it is confirmed that it is a bug then. No need to bother while on vacation, thou. Will wait for you to fix until you returnI was traveling yesterday (with a toddler, multiple airports, you get the idea) and COMPLETELY misread the post. I kept reading internal as international and was like ‘uhh, yeah, that’s intended, why does he keep mentioning this?’ No, internal routes are supposed to be excluded, not sure why they are getting reduced (that’s why they don’t have a tooltip, I didn’t make one for them.
G
Hey thanks for the work.
Is there any chance you could make some of these updates betas since it is not possible to play a whole game before the next update currently.
Thanks.
As a new VP player, particularly one who can't play often so takes two weeks plus to finish a game, I would love to see a "supported" version from time to time. One that gets bug fixes applied but no changes to rules/mechanics. Every release thread seems to be full of issues where such changes appear to have possibly had a detrimental affect on the game. I see that some important bugs result in hot fixes, but to get fixes for lesser problems seems to involve taking on a new version with development changes as well.
Maybe that's against the spirit of this community but it does make it difficult for new players to find a good place to start.
Ok lets say I'm in a situation that I want to trade with a nearby city state (for one of various possible reasons) When I do anything that increases trade route range, it lowers the yields.
Also, I reach situations where my land trade route range is already long enough to trade with anything on my continent, so when it gets increased all that happens is I lose yields. Also I have this odd situation where I earn dramatically more by sending the trade route from my corner cities, instead of strong cities (like before)
I'm not convinced about this change conceptually. The cap of one route per city was a good addition that addressed a balance issue, what exactly is this fixing?
I did point out earlier that once that theoretic maximum distance will become huge, like me, then most of TRs will be worthless. Probably only few longest ones will still have reasonable yields. I proposed to limit the malus, like max -75% or maybe even -50%, so even when the entire map is available, most of destinations would still be any good to trade with.
Ok, so it is confirmed that it is a bug then. No need to bother while on vacation, thou. Will wait for you to fix until you return
Edit. Also, if anyone wants to play without distance malus, there is an option in one of sqls to switch it off.
Ooookey... so that’s why I didn’t see any -90% maluses any more. Cool.75% is the max drop as of the latest version. That was a quirk I dealt with.
G
Is there a setting for that at all? I tried to find it, but I don't see any.
Good point, there is a value in the CBO you can turn off to remove the scaling entirely. If someone with access to the files can post it the value is where all the other CustomModOptions are set in the CBO. Happy hunting.
G
UPDATE CustomModOptions
SET Value = '1'
WHERE Name = 'BALANCE_CORE_SCALING_TRADE_DISTANCE';
I tried as well. With WinMerge, all the difference between 12-06 and 12-13 when "Experience required for leveling units now scales with gamespeed" was introduced. I found nothing relevant.
Is there in CvGameCore_Expansion2.dll ?
Does resetting "EXPERIENCE_PER_LEVEL" in a very simple .xml can "restore" the good old XP gain I love ?
I well understand those who like the new rule but as a "Marathon fanatic" I'm desesperate
If you guys want to bankroll me I’ll quit my job.![]()