JosEPh_II
TBS WarLord
Access Denied to Document VI.
You must be in the game with the option on to see them show up properly.Some traits have no Level I trait, only default version is displayed.
[\Assets\Modules\Thunderbrd\Traits\C2C_TB_CIV4PromotionInfos.xml:1292,5: The 'x-schema:C2C_TB_CIV4UnitSchema.xml:iReligiousCombatModifierChange' element is not declared.
Some things to clean up in the schema apparently, again, not that it makes any difference to anything but the validator.\Assets\Modules\Thunderbrd\Traits\C2C_TB_CIV4TraitInfos.xml:10091,8: The 'x-schema:C2C_TB_CIV4CivilizationsSchema.xml:UnitCombatPrereqType' element is not declared.
\Assets\Modules\Thunderbrd\Traits\C2C_TB_CIV4TraitInfos.xml:76516,26: The element 'DisallowedTraitType' in namespace 'x-schema:C2C_TB_CIV4CivilizationsSchema.xml' cannot contain text. List of possible elements expected: 'x-schema:C2C_TB_CIV4CivilizationsSchema.xml:TraitType'.
It's possible a replacement effort I went through may have bled over to numerous files and places completely unintended since they were supposed to be limited to the highlighted portion. I didn't catch this error, sorry. Help in resolving it is certainly appreciated.You also changed random 50 to 25 in game text files like civics
Is that the only one? All Tier II traits should be unlocked at Ren Lifestyle and all Tier III traits should be unlocked at Information Lifestyle..I think some tech boosts may be allocated to wrong levels, for example Medical III trait.
That is Natural Epoch - Level I - Prehistoric/Ancient/Classical/Medieval
Technological Epoch - Level II - Renaissance/Industrial/Atomic/Information/Nanotech
Space Epoch - Level III - Transhuman/Galactic/Cosmic/Transcendent.
Thanks. Fixed now.Access Denied to Document VI.
Oh this would explain it, I thought third tier is unlocked at Transhuman era.Is that the only one? All Tier II traits should be unlocked at Ren Lifestyle and all Tier III traits should be unlocked at Information Lifestyle..
I had no idea what you were talking about at first.How national culture ladder look for Complex Traits?
It's not really intended to differ.Looks like cost goes *10, its pretty steep, maybe it should be *5 with Complex Traits.
That's why I put the long lists at the bottom (generally). I'll have to do something to have that display bleed out with a few buildings/techs mentioned and then say etc... or something but I'm not sure how to differentiate when it's in a hover vs when its in the pedia and in the pedia it should list them out in full.Some traits don't fit window.
Hey, I tried to make sure that all the spots where that dang autoreplacement from 50 to 25 had hit were corrected. But I had somewhat limited time to ensure that they were all taken care of. If you have some time, could you help me with a quick audit on the SVN logs to make sure I got them all?
When I was doing some final editing I did some sweeping adjustments to some building production modifiers and had a number of files open in notepad and must have selected to replace all instances rather than just the ones that were within the highlighted range - I have a hell of a time with notepad suddenly deselecting that checkbox for some reason. Anyhow, I THINK I caught all the files that got randomly hit by that and corrected them in one of the last few commits last night but a quick check on all the files that I had modified in my initial release MIGHT find I missed correcting a file or two so a quick compare and correct would take care of it. I'm just wanting a 3rd pair of eyes to look at the files that were changed in that initial release to ensure that if there were 50s changed to 25s in any of them that they've since been corrected. (fixing my main traits info file was the biggest time consumer with this but you can't check any files I added with this because the SVN doesn't show any 'original' to compare to - this is one reason to get things onto the SVN before worrying too much about extensive testing and fixing since its often easier to do that once you have a record established.)So what items were meant to be changed from 50 to 25?
I'm not sure what you're asking exactly. By getting enough culture would be the general answer I suppose. You're supposed to not necessarily be able to get every trait you've selected up into the higher tiers but you should be able to get some up there. I may need to now open up the cultural cap limit on national culture earnings by switching from a maximum limit over to the system used by gold with a new denomination amount at a million. The math will be a little tricky for figuring out thresholds for new trait level gains at that point but I'll sort it out. It was a 'next step' to getting this stuff onto the SVN and then fully debugged. Shouldn't take long.Also how someone can get multiple traits selections in Renaissance-Atomic era and then in Information and later eras?
I think we got all 50->25 replacement mistakes fixed now.I'm not sure what you're asking exactly. By getting enough culture would be the general answer I suppose. You're supposed to not necessarily be able to get every trait you've selected up into the higher tiers but you should be able to get some up there. I may need to now open up the cultural cap limit on national culture earnings by switching from a maximum limit over to the system used by gold with a new denomination amount at a million. The math will be a little tricky for figuring out thresholds for new trait level gains at that point but I'll sort it out. It was a 'next step' to getting this stuff onto the SVN and then fully debugged. Shouldn't take long.
At what point do you find nations are hitting the current maximum limit?
<!--Alberts2 high iThreshold can lead to integer overflows
<CultureLevelInfo>
<Type>CULTURELEVEL_MONUMENTAL</Type>
<Description>TXT_KEY_CULTURELEVEL_MONUMENTAL</Description>
<iCityDefenseModifier>50</iCityDefenseModifier>
<SpeedThresholds>
<SpeedThreshold>
<GameSpeedType>GAMESPEED_ETERNITY</GameSpeedType>
<iThreshold>8000000</iThreshold>
</SpeedThreshold>
<SpeedThreshold>
<GameSpeedType>GAMESPEED_EONS</GameSpeedType>
<iThreshold>7000000</iThreshold>
</SpeedThreshold>
<SpeedThreshold>
<GameSpeedType>GAMESPEED_SNAIL</GameSpeedType>
<iThreshold>5000000</iThreshold>
</SpeedThreshold>
<SpeedThreshold>
<GameSpeedType>GAMESPEED_MARATHON</GameSpeedType>
<iThreshold>3000000</iThreshold>
</SpeedThreshold>
<SpeedThreshold>
<GameSpeedType>GAMESPEED_EPIC</GameSpeedType>
<iThreshold>2000000</iThreshold>
</SpeedThreshold>
<SpeedThreshold>
<GameSpeedType>GAMESPEED_NORMAL</GameSpeedType>
<iThreshold>1000000</iThreshold>
</SpeedThreshold>
</SpeedThresholds>
<iCityRadius>3</iCityRadius>
<iMaxWorldWonders>14</iMaxWorldWonders>
<iMaxTeamWonders>16</iMaxTeamWonders>
<iMaxNationalWonders>31</iMaxNationalWonders>
<iMaxNationalWondersOCC>31</iMaxNationalWondersOCC>
</CultureLevelInfo>-->
Since DL was put in place, I have not been able to play a game that deep. My wife did but I'm not sure what she experienced with more trait selections past medieval. So truth is, I'm not sure what one would expect.I meant, that I should be able to upgrade multiple traits after Medieval era.
That is trait selection popup should be guaranteed to be once or twice per era.
So by endgame how many level I/II/III traits I should have?
Excellent question. As I explained in the first post, I used a purchase process to buy positive and negative values on traits and with the exception of how some promotions skew the results a little, Pure Traits should be equally balanced as if it was not on because the same amount of negative penalties and positive benefits were purchased across all traits depending on if the trait is overall positive or negative.Is the Pure Traits option going to be more or less balanced? It seems like a challenge in game design making so.
I don't believe they are unused. When you free your slaves, you get citizens. I guess I'm letting this tell DH how I think he should make them work if they don't already. There could be other applications of them to come if we're not using them now anyhow.Aren't settled citizens unused in thev current mod SVN? Why the bonuses then? Seems like unnecessary complexity.
That's an entire strategy one can try to play on. I would need to see proof that something is completely OVER powered in comparison to other massively powerful combinations. I'm not going to pretend that these traits do not make a great deal more power possible in a lot of ways. The question that stands on the table here is whether those powers are so much greater than the powers other trait and trait combinations can give.Some traits make settled slaves quite OverPowered, remember they also the get the bonuses that the regular specialists also get. In mid game, before industrialization, you can get between 40-70 slaves to settle in a medium-size city easily.
All fractions round down in end results, though there are some places where decimals are taken into account but even those can have decimals past the tracking and it will round down to the decimal places it tracks to. Thus if a value tracks out 2 decimals and the end result is 3.5743, you'll only have 3.57. That's just how C++ works if you don't adjust it differently and has always been what Civ IV just allows to happen as a standard. It's easier that way.Are fractions/decimals in the property modifiers going to get rounded to 0 due to the hardcoded Civ IV mecanics like Joseph said the other day?*
Yes, well put and was designed with that being the process in mind.*Example: 1 water pollution every turn for every 4 citizens in a city. One small city has 3 citizens, so the city gets 0 extra water pollution every turn. Other small city with 6 citizens gets only 1 extra water pollution every turn.
The AI does not select traits in DL like they select civics. They aren't looking at 'what's going to benefit me the most right now' and doing a huge analysis process over that. What they do, for both speed and effectiveness in design, is make their selections based on the flavors they were given in their leader definition XML compared to the flavors the traits were given, which were defined by the coloring of the value purchases those traits made on positive and negative values.I really really want to see this to carry on and get into the main mod as an option, it is probably going to be another burden for AI to select, AI seems like it is going to have a stroke choosing between traits, but in some aspects (like the militar one) the AI is already too screwed up, so don't worry about it.
AdditiveThe next tier of traits, do they replace previous trait entirely or modifications are additive?
Sorry... may consider adding them to canines. Dogs are kinda fast already though.Btw, I miss canine promos on nomadic
I would love any repeatable crash saves. We have some kind of deeper problem with the mod right now than anything stemming from this that I was not aware of until now but that's not to say some crashes might not be related still so I'm happy to look to see if there's anything I can do about it.EDIT: in my first custom game with this option, game CTD without any message when I reached the turn when I should have my 1st trait selection choice.
Thank you. I really like that arrangement of religious traits as well. The 4 that don't lock out any other traits are the 4 that don't have an opposition trait. 3 positive traits for Earth, Water and Air (I MIGHT do one for fire at some point but I figure that's pretty much the whole normal military spectrum) and one oddball Negative Trait that was really only included because it had to be since something had to replace the one in the core. It's still got some blend opportunities with many other traits and is a good simple selection.I like how religious traits are fourway: two positives and two negatives, one trait makes three other traits unavailable:
Spiritual: All religions are equal.
Pious: My religion is most important.
Zealous: Other religions should be destroyed.
Anti-clerical: All religions should be annihilated.
Few traits don't lock other traits from being available:
Aerial, Hunter-Gatherer, Nomadic, Seafaring.
So Nomadic is for land units then?Thank you. I really like that arrangement of religious traits as well. The 4 that don't lock out any other traits are the 4 that don't have an opposition trait. 3 positive traits for Earth, Water and Air (I MIGHT do one for fire at some point but I figure that's pretty much the whole normal military spectrum) and one oddball Negative Trait that was really only included because it had to be since something had to replace the one in the core. It's still got some blend opportunities with many other traits and is a good simple selection.
Not by domain so much as it is for Explorers mostly, being Hunters and Scouts. The leader strongly appreciates mobility and puts a lot of emphasis on speed and travel... in a particularly militant manner.So Nomadic is for land units then?
Yes, while I'm working on the crashes and getting the text descriptions for each trait up here, please keep running lists on tech research or building production modifiers that you feel should be included. Although I didn't stick to this rule for myself on the military selections of those, otherwise I have kept all selections from the core XML files ONLY so that there would not be extreme complexities yet involving modules. If we keep some lists on the stuff in modules that should be included, eventually we can get those included in a modular safe manner.By the way there are few religious/spiritual tech boosters in Information - Cosmic eras, as I noticed that you listed Transcendent era techs after Atomic era techs.
@pepper2000 could point more techs for religion related traits, but those techs that unlock religious civics should be counted: Synergetics and Cosmic Perspective.
All techs except for punks and some religions are in core.Yes, while I'm working on the crashes and getting the text descriptions for each trait up here, please keep running lists on tech research or building production modifiers that you feel should be included. Although I didn't stick to this rule for myself on the military selections of those, otherwise I have kept all selections from the core XML files ONLY so that there would not be extreme complexities yet involving modules. If we keep some lists on the stuff in modules that should be included, eventually we can get those included in a modular safe manner.
True. Not all of them I understand what they are for, particularly in the very late game. So keep the running lists on those (and any you think shouldn't be included in a list they're currently in) and we'll do some editing in a bit.All techs except for punks and some religions are in core.
On review of the Nomadic Trait, since you brought this up, the Nomadic promos go on all animals. If Canines aren't counted as an animal, I think we have a problem.Btw, I miss canine promos on nomadic