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Quick Questions / Quick Answers

Discussion in 'Community Patch Project' started by Theral, Aug 23, 2016.

  1. Galbias

    Galbias Prince

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    Overrun is a 100% bonus to flanking which shouldn't be in play here, but I guess they could have other bonuses that aren't showing up in the combat preview, hard to tell since I don't think there's a way to check promotions of a unit that's not your own outside of just seeing the icons so it could have the bonus against wounded units that's not showing up. I guess the important thing is to not trust the combat preview too much like you said.
     
  2. Infixo

    Infixo Deity

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    Resources. Assuming standard size map Communitas or Continents and default resource level. Does anyone know what should be „optimal” or „ideal” distribution of strategic resources? I’m asking real numbers, doesn’t matter the location.
    Or to rephrase it, we have 8 civs, how many of each strat resource those civs would need to optimally grow and produce a reasonable amount of units of various types.
     
  3. tu_79

    tu_79 Deity

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    I said overrun because I can't remember its proper name. It's the sword icon with the "+" sign under it. This is a promotion that deals +25% vs wounded, and another bonus.

    I'm content with 8 horses, 8 iron, 10 coal, 10 oil and 10 alluminium per civ. There are already some buildings and uniques that increases availability, like the new StateCraft.
     
    CrazyG likes this.
  4. Grabbl

    Grabbl Prince

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    May 25, 2016
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    Is it intended that the automatic war declaration on nuking (e. g., nuke a city state, some civs units are nearby) can bypass peace treaties? I just "declared" war this way one turn after the peace deal.
     
  5. Infixo

    Infixo Deity

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    10 alu? Why so many? That’s seems a lot, especially since you can just create your own copies.
     
  6. tu_79

    tu_79 Deity

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    It's so damn difficult to have helicopters...
     
  7. EriktheRead

    EriktheRead Chieftain

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    May 18, 2013
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    62
    Fair point on drill, I dont use it enough to understand it. After walls, I usually assault cities with siege engines cause im lazy like that.
     
  8. lunker

    lunker Warlord

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    Oct 6, 2016
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    Can someone give me a breakdown of what changes when an AI is "AFRAID" status?
     
  9. PapaRockett

    PapaRockett Prince

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    I THINK they are more likely to accept your trade demands
     
  10. akamal

    akamal Chieftain

    Joined:
    Apr 17, 2006
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    61
    Recently got back into Civ5 and am absolutely loving VoxPopuli. :)

    Couple of, hopefully, quick questions though:

    1) Is the ability to make inland forts passable for naval units deliberately disabled? I've tried setting GLOBAL_PASSABLE_FORTS_ANY to 1 in MODS\(1) Community Patch\Core Files\Core Tables\CustomModOptions.xml, and CustomMods.log contains the following lines:
    Code:
    CustomMods.cpp[265]: CustomMods::getOption - Cache: GLOBAL_PASSABLE_FORTS appears to have the required database updates
    CustomMods.cpp[272]: CustomMods::getOption - Cache: GLOBAL_PASSABLE_FORTS = 1
    CustomMods.cpp[272]: CustomMods::getOption - Cache: GLOBAL_PASSABLE_FORTS_ANY = 1
    
    which seems to suggest that it should work, but it doesn't seem to. Ships will enter coastal Forts\Citadels, but won't go into inland ones. Am I missing something or is this intentional? And if it is intentional, what would I need to do to change it?

    2) Is there a reason why whowards MilitaryLog and DiplomacyLog mods aren't compatible? It looks like the dll code is based on whowards VariousModComponentsDll, but it's missing MOD_API_PLAYER_LOGS defines. Superficially it doesn't look like it'd be very difficult to merge these in, but before I faff about trying to do this, I wondered if there was a particular reason why it wasn't there already?
     
  11. Enginseer

    Enginseer Salientia of the Community Patch Supporter

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    This was asked for the interest of AI's logic since they can't handle long canals. However the global passable fort was maintained to only naval forts now, since they can somewhat handle that. (lol)
     
  12. PapaRockett

    PapaRockett Prince

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    Is FlagPromotions still causing problems with CTD? I miss the mod very much
     
  13. tu_79

    tu_79 Deity

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    I'm not getting CTD with it, but I'm playing small maps.
     
    PapaRockett likes this.
  14. akamal

    akamal Chieftain

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    Ah, that makes sense - although I don't really care about that!
    Anyway I think I've managed to re-implement PASSABLE_FORTS_ANY being honoured if set, as well as getting the DLL changes to support the Military\Diplo Log mods merged back in, so I'm happy for now! :)
     
  15. airbse

    airbse Chieftain

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    Hi, playing as Carthage at the moment and really love the free lighthouses for immediate city connections. If I only have coastal cities, do I need roads/railroads, too, at some point in the future? (except for faster movement for land units of course) Is there any other benefit that roads/railroads offer that lighthouse city connections can't?
     
  16. PapaRockett

    PapaRockett Prince

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    When you unlock Villages from currency, building the villages on roads will increase their yields, particularly if a land trade route passes over it
     
  17. Blue Ghost

    Blue Ghost King

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    The movement bonus is the big one. Having a good road system through your empire gives your troops much more mobility and makes home defense much easier.
     
  18. SLGray

    SLGray King

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    Do you have the Korea DLC activated?
     
  19. Jakethedane

    Jakethedane Chieftain

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    Hey I’ve been looking for an answer in a few places and can’t seem to get one.. I’ve got the Vox multiplayer modpack working seamlessly (besides a resync now and then) but for some reason can’t figure out a way to implement “Wonders Exapanded” in any way besides single player**. Even using the multiplayer mod workaround and packing it to be loaded with assets.. still doesn’t work. JDH’s mod loader won’t detect it even though it’s definitely in the mod folder. The only way I’ve gotten it to work is through single player... really could use some advice as I’ve been at this for days now
     
    Last edited: Dec 25, 2017
  20. Noob Fanboy

    Noob Fanboy Warlord

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    Hello!, this is my first post in the Civilization Forums, i want to make some quick questions to some experienced players (excuse my bad english beforehand):

    1) I'm trying to get a religion with Japan in Inmortal using Goddess of Protection, what do you think is the best way to do it?, i lost the race using progress last time, using 5 cities and going shrine -> barracks -> walls in every city (turn 90 great prophet in standard speed, last religion was picked in 86), i'm trying with authority now since the tree have a good early production.

    2) Is the authority -> progress -> industry combo worth picking when you have a religion?, or should i go authority -> fealty -> industry / imperialism (in case of going for domination)

    3) Do you know a map similar to planet simulator, but without mountains?, I like the distribution of resources in communitas, but i don't like the ammount of rivers and weird distribution of players. And with planet simulator... playing with that ammount of chockpoints is boring, the game feels so easy
     

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