devlman127
Chieftain
- Joined
- Aug 27, 2022
- Messages
- 27
How can I tell how many Wonders a city can hold / how many more can be built?
I don't understand, so let me clarify - I want to know how many wonders a City can hold at it's current culture level. I often only see how much when I reach the cap and it says that It can only hold (x) amount of wonders when hovering over the unbuildable wonders. I was wondering if there was a way I could see that before reaching the limit.Game set up Options on Wonders and Civilopedia the little Book in the upper left corner
If I remember correctly you can find it on the top left of the city screen. There’s one set of numbers for national wonders and one for world wonders. Written as x/y where x is the number you have and y the max number you can haveI don't understand, so let me clarify - I want to know how many wonders a City can hold at it's current culture level. I often only see how much when I reach the cap and it says that It can only hold (x) amount of wonders when hovering over the unbuildable wonders. I was wondering if there was a way I could see that before reaching the limit.
ThanksIf I remember correctly you can find it on the top left of the city screen. There’s one set of numbers for national wonders and one for world wonders. Written as x/y where x is the number you have and y the max number you can have
Probably true - just mentioned the key thing we'd need to do to create one on discord - we need a new tag that tells units what they should ONLY be looking to attack during certain mission settings. This would be for animals and would work great for this setting as well. BillW was going to work on this then totally misread what the target types xml did and it was one of the final things he walked away from the mod on was when he realized we don't HAVE a tag to guide attack targets like this and instead THAT tag is to define what can and cannot be same tile attacked in an assassination mission even in cities, and what gets attacked FIRST as a special ability by that unit to avoid attacking anything else in the stack before they clear out all the units among the types it lists - a very special super power tag hunters are supposed to have to target animals in stacks first and enable them to assassinate animals in cities, including your own cities. Coming to realize we actually need a whole new tag for that, he also returned to a pre-exisiting frustration that we have the term UNITCOMBAT as a whole unit type classification system and wanted to rename it UNITTAGS or something and I didn't really like the idea of wasting time on that and didn't want to get confused or introduce unnecessary bugs by doing that and that bothered him so he left the project - I could've been easily persuaded to let it be changed - just seemed like a wasted effort that would make it harder to work with the exe if we changed it over... Anyhow... I didn't mean to be quite as hard lined on that as it may have seemed I wanted to be.AFAIK the auto hunt function for ships was never finished.
Concept theft seems a bit silly when you put it like that, esp. with how niche civ 4 modding is.Probably true - just mentioned the key thing we'd need to do to create one on discord - we need a new tag that tells units what they should ONLY be looking to attack during certain mission settings. This would be for animals and would work great for this setting as well. BillW was going to work on this then totally misread what the target types xml did and it was one of the final things he walked away from the mod on was when he realized we don't HAVE a tag to guide attack targets like this and instead THAT tag is to define what can and cannot be same tile attacked in an assassination mission even in cities, and what gets attacked FIRST as a special ability by that unit to avoid attacking anything else in the stack before they clear out all the units among the types it lists - a very special super power tag hunters are supposed to have to target animals in stacks first and enable them to assassinate animals in cities, including your own cities. Coming to realize we actually need a whole new tag for that, he also returned to a pre-exisiting frustration that we have the term UNITCOMBAT as a whole unit type classification system and wanted to rename it UNITTAGS or something and I didn't really like the idea of wasting time on that and didn't want to get confused or introduce unnecessary bugs by doing that and that bothered him so he left the project - I could've been easily persuaded to let it be changed - just seemed like a wasted effort that would make it harder to work with the exe if we changed it over... Anyhow... I didn't mean to be quite as hard lined on that as it may have seemed I wanted to be.
Sorry BillW... by now your contributions would've vastly swamped such a petty disagreement. I should've just not been worried about it. One concern I had that I didn't say was that it makes our code more hijackable to others who'd want to take ideas from our mod to other places more easily so I was kinda hoping we'd not try to modernize too much because those things that make c2c tough to understand immediately are also some of our best protections against concept theft. Too annoying to steal code directly the way it is now. Ah well.
So... once again, stunned by the speed at which Calvitix and Sunrise are turning back the clock to the way the AI was originally SUPPOSED to work - finding ancient bugs and getting us back to a game that will be truly challenging. Even some of the latest SVN updates have these improvements and daaaaaang it looks like we have a real game coming back online here.
I suspected at the time it was taking placeConcept theft seems a bit silly when you put it like that, esp. with how niche civ 4 modding is.
I would definitely like more granularity with my unit automation, such as being able to only hunt predators blocking tiles from being worked, protect city doing the same, or non-animal hunt for police cars and barb hunters.
When you set a game up, in the options list, there is a Check box for Unlimited Wonders. If you check the box a city can have Many Wonders. Otherwise the Wonders are Limited to 4 per city last time I looked.I don't understand, so let me clarify - I want to know how many wonders a City can hold at it's current culture level. I often only see how much when I reach the cap and it says that It can only hold (x) amount of wonders when hovering over the unbuildable wonders. I was wondering if there was a way I could see that before reaching the limit.
Last I knew Inflation is/was tied to u rushing builds in a city too many times too quickly. It may be different now.Any tips on dealing with City Maintenance and Inflation at the Information Age and beyond?
Still is but we have had slight discussions about expanding that system some - probably needs a more open discussion to plan it out if we're going to do that. UI is weak, tag variations are weak... the whole thing could and should be more interesting.Last I knew Inflation is/was tied to u rushing builds in a city too many times too quickly. It may be different now.
The last Graphics Modder we had was from either Poland or Czechoslovakia I don't remember which. But he was Prolific in his graphic builds for Military units. It is Quite Possible he got them switched when adding them in.A bit odd that the English unit graphics for the Pikeman have a Norman/High Medieval appearance while the Heavy Pikeman has a more Anglo-Saxon/Early Medieval appearance. One would think it would be the other way around...
Dangerous wildlife off doesn't mean all wildlife is not dangerous - it means all animals think they are dangerous predators whether they are or aren't and have a suicidal tendency to attack even if your unit is minding their own business out in the wild. It's a bit of a bring the mountain to Mohammed kind of thing where ducks think they can kick your butt and you should be very afraid of them. What makes this so 'dangerous' really is that your truly weak units now have to worry about deer going rogue. It also may be tedious dealing with animals more late game BUT it should still be purposeful to want those modern hunters to be there to do their thing. Post unit review there will become a renewed reason for extended hunting line units. Dinos, some alien hunting worlds, fantasy animals, biologically engineered hunting targets and of course... xenomorphs basically. Should get fun again. Obviously for now that layer of the game does benefit from less spawning as you modernize your Human conquered civscapes.I swear predators keep spawning on my improved tiles and blocking them despite Dangerous Wildlife being turned off - had to turn on Stay Out! eventually since it's too tedious dealing with them lategame
Riight, now I understand. Still gonna keep Stay Out on, I don't think anyone will think less of me for turning that on during the Transhuman era lol.Dangerous wildlife off doesn't mean all wildlife is not dangerous - it means all animals think they are dangerous predators whether they are or aren't and have a suicidal tendency to attack even if your unit is minding their own business out in the wild. It's a bit of a bring the mountain to Mohammed kind of thing where ducks think they can kick your butt and you should be very afraid of them. What makes this so 'dangerous' really is that your truly weak units now have to worry about deer going rogue.