FoxOfWar
Prince
Yay fixes. Onto the part where I start a new game, I reckon.
As always, thank you for your hard work for this.
As always, thank you for your hard work for this.
upgrade costs are like x2 from how it was before? its so bad to upgrade now. tool tip hasn't even been updated for this.
JEEZ, WHERE WERE YOU BEFORE NOW?
It didn't want to load up my save. That's okay though, I started up a new game and tested it through IGE and it appears to be fixed unless of course this is a bug more exclusive then beyond turn 2. I suppose then excuse me for thinking that other, more specific things would be worth a mention then two easily fix-it-yourself balance blunders.
upgrade costs are like x2 from how it was before? its so bad to upgrade now. tool tip hasn't even been updated for this.
I removed a chunk of legacy code that was giving all cities the unit upgrade cost bonuses of the capital, so it was messing up all values. It was causing problems. We can address the cost later but it is not a bug, rather the actual value based on defines. You could reduce it manually in the coredefines.sql but I didn’t have time to mess with it.
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I changed
UPDATE Defines SET Value = '2' WHERE Name = 'UNIT_UPGRADE_COST_PER_PRODUCTION';
to
UPDATE Defines SET Value = '1' WHERE Name = 'UNIT_UPGRADE_COST_PER_PRODUCTION';
and its close to the values it was before, but then all the orginal numbers on the tooltip halved, too. lol
Assuming they're anything like the terrestrial one...Is the space pope covered in thick slimy scales and filled with a violent, caustic bile?
G
I would suggest that you adjust the UI to just make it say 10%. Or does the tooltip value scale with game speed?Actually just tested it.
Apparently, the base Great Merchants Turn is 10 instead of 20.So now the Towns boost it by 1 extra turn instead of 2 extra turns. Ehh it's close enough. I'll make changes to the code for the next upcoming version in the UI text to say 1 turn instead of 2.
Don't you love the feeling of two bugs cancelling each other out? It's great when you fix one and reveal another, snaking away in the data to surprise you when you're finished with those boring unit tests!I removed a chunk of legacy code that was giving all cities the unit upgrade cost bonuses of the capital, so it was messing up all values. It was causing problems. We can address the cost later but it is not a bug, rather the actual value based on defines. You could reduce it manually in the coredefines.sql but I didn’t have time to mess with it.
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Gobble gobble!
Gobble gobble new version gobble just bugfixes and performance improvements gobble savegame compatible.
Cheers,
Gobblezebo
Translation:
New version, out now. Text cleanup, some LUA fixes (esp. for you 43-dll nerds), and AI fixes/github issue cleanup.
'Balance' is really just two bugfixes as well:
Online as of 7:25 PM EST. Savegame compatible.
- City strength nerfed (now a -25% modifier base, was accidentally +50% base). Average value, may adjust again later.
- Removed 'ignore building defense' shenanigans. Cannons no longer one-shot cities. Yay.
Link: https://mega.nz/#!uB0SBCjI!cLdO6M5ith5qrBcqsClYoeWEbs09ZXJPxB2SylUMONU
Now, to finish my prep for turkey day.
Gobbles and Cheers,
Gazebo
trading luxury between civs is virtually impossible now its way too expensive. adding golds to sweeten the deal doesnt help much either
Hotfixed the upgrade price stuff, value should be closer to pre 11-21.
Link: https://mega.nz/#!ic9nQYIJ!fSbftCK-EUjFIzPKh3eaJoqx3PStXcCeEcsSMitYMaI
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