@TadhgEomonn Check if other civ is sending a route to you. This probably blocks some routes.
Don't worry. Gazebo is only complaining because there's lots of advice without actual play testing.Don't revert the EXP thing if it makes Marathon better plz
The biggest complaint I see about epic+ games is that combat becomes trivial because units level so quickly. I decided that, by raising the XP-needed cap, players will need to work harder to achieve higher-level units. Yes, it makes passive and semi-passive sources of XP weaker, but there are generally many more (and much longer) wars in epic+, so this offsets it.
I think getting less promotions is going to slow down human players.Did I missed something or why should war last longer in epic than in standard speed? I can conquer a city in standard speed in the same time as with epic speed. The game last 50% longer and and the production of units also need 50% more time (rarely played epic speed, correct me if iam wrong), so, the number of produced units is the same. From where should the extra XP come from?
If you want to correct the fighting in epic and marathon, you have to reduce the damage done by units and the health regeneration by 33% / 50%. THIS would lead to longer fights and more XP and would work with the higher borders you set for leveling up.
I believe that whole XP-game-speed-scaling started with the constation of the fact that since humans are much better is preserving units than AI (although AI has improved incredibly in VP in regards of that), then you end-up having crazy op units, especially in slower game speeds, i.e. epic and especially marathon.I think getting less promotions is going to slow down human players.
.....
Ofc your point that winning the war actually takes the same amount of damage, i.e. xp gain, regardless of speed, is a valid one that noone brought up earlier. But I suppose the point is that you can simply have more wars in epic+. Especially ones that do not lead to „conclusion”. Also you can simple play the game of attrition, accumulating those xp until you beat AI more easily.
That is my understanding why slowing down xp gains make sense.
But i agree with @BiteInTheMark that due to some elements in this situation that already scale with gamespeed, perhaps the core xp scaling should not be 1:1 to gamespeed, but adjusted a little. E.g. 80% of full scaling - Epic is 150% of Normal, xp is scaled by 115%, and Marathon is 300%, so xp is scaled 240%.
I fully agree with this idea. Now we need actual play testing from people that play at that pace for feedback. The goal is making combat difficulty comparable to the standard speed. You know Gazebo, he puts some numbers at work, then it's our duty to fine tune them.But i agree with @BiteInTheMark that due to some elements in this situation that already scale with gamespeed, perhaps the core xp scaling should not be 1:1 to gamespeed, but adjusted a little. E.g. 80% of full scaling - Epic is 150% of Normal, xp is scaled by 115%, and Marathon is 300%, so xp is scaled 240%.
In this case it is harder since there are no params. Ideally we could have a column in GameSpeeds, e.g. XPAcquisitionPercent, and problem solved - you can have it faster, slower, not changed, etc.I fully agree with this idea. Now we need actual play testing from people that play at that pace for feedback. The goal is making combat difficulty comparable to the standard speed. You know Gazebo, he puts some numbers at work, then it's our duty to fine tune them.
Is there a reason why the land routes' range was decreased from 10 to 8?Trade Route yields now scale with distance - closer routes are worth less.
INSERT INTO Defines(Name, Value) VALUES('TRADE_ROUTE_BASE_LAND_DISTANCE', 10);
UPDATE Defines SET Value = '8' WHERE Name = 'TRADE_ROUTE_BASE_LAND_DISTANCE';
case DOMAIN_LAND:
#if defined(MOD_TRADE_ROUTE_SCALING)
iBaseRange = GD_INT_GET(TRADE_ROUTE_BASE_LAND_DISTANCE);
#else
iBaseRange = 10;
#endif
break;
Hey Gazebo maybe there can be a hotfix to work with ynaemp