He does know about it. No further comment.I can't believe G doesn't know this. It's one of the best ui mods I've ever used.
He does know about it. No further comment.I can't believe G doesn't know this. It's one of the best ui mods I've ever used.
Has nobody else got those insane happiness issue !!!??
Real life in a nutshell.Poverty is nuts. The more cities, the harder to handle.
I only want to notice, your need calculation seems wrong. I was wondering why those values are so high.I think something has been overtuned or doesn't work as intended with happiness.
My most developed cities generate an insane amount of unhappiness ( from religious division and poverty)
Check the screenshot.
As you can see the infrastructure are right and, I don't have many cities ( seven if my memory doesn't play me ), I am still not able to manage unhappiness in my best cities ( I won't even show screenshot from some weakest cities )
Something is not working right either intentional or unintentional
Real life in a nutshell.
If I understand what you're saying, that sounds super broken. I was just about to start a game, but are you saying everything that is supposed to decrease needs is actually increasing them?
I don't think I could play a game knowing that those positive effects were actually bugged to be bad. I guess I'll test it to confirm.
EDIT: I started a game and it seems to make sense. Unlike the screenshot, my modifiers that decrease needs start at -10%, so my 29% needs are reduced to 19%, as I assume is intended. I guess the question is why Gokudo01's modifiers are positive 70% when I'd imagine anything that affects that stat would make it lower. Maybe a mod is using them incorrectly? It's not clear where those numbers are coming from in my game, so it's hard to tell what's going on.
I can tell you that from where I'm standing, it is emphatically not a feature.That look like a big change (essentially geting rid of one of the feature of VP) just for a small exploit.
I can tell you that from where I'm standing, it is emphatically not a feature.
CrazyG also points out how this behaviour is holding up his game in a frustrating way. Now I hear there's some exploits with "conquered religions"? What was the point.
At the very least, I'm going to be issuing a pull request when I can turn this mechanic into a toggle, because it is currently enforced at the Community Patch level and is the reason I can't play with, nor recommend, the CP-as-bugfix-suite to anyone in other circles.
Modders abuse bugs to get their unique ideas working. CP patches a lot of those. A notable separate example is JFD's Hitler Germany UU where Great Generals can be expended for Science and it resulted in being zero'ed out.What is it about vanilla that makes other modders(my memory might be off on horseshoe) so aggressively against changes in the CP? Isn't modding API one of the bigger factors?
I'm not speaking for you. I"m referring to a user named CrazyG who made a post somewhere around 45 posts ago.It is a bug fix. There were broken mechanics in place already in the vanilla DLL. Spaghetti code. I cleaned it up. Without it, civs don’t know which religion they should try to spread.
Please don’t speak on my behalf.
G
I'm not speaking for you. I"m referring to a user named CrazyG who made a post somewhere around 45 posts ago.
What if the "G" in CrazyG stands for Gazebo and CrazyG is just Gazebo on another account?
I'm not speaking for you. I"m referring to a user named CrazyG who made a post somewhere around 45 posts ago.