Quick Questions , Quick Answers

They will eventually be a must to be unlimited
Care to say why? And when?
but not with equipment mods and supply lines intending to rely on them as constant ongoing shipping use units.
This seems to be down the road a bit yet isn't it? And why would trade ships and caravans need to be used for equipment and supply for units? Separate vehicles in my mind.

And what about those that may not want to use the equipment mod? Or supply lines? Just sayin'.

Is C2C as it goes down this road going to need to be 2 separate Mods? :dunno:
 
And what about those that may not want to use the equipment mod? Or supply lines? Just sayin'.

Is C2C as it goes down this road going to need to be 2 separate Mods? :dunno:
Those will be options.

GAMEOPTION_STRENGTH_IN_NUMBERS - WIP
GAMEOPTION_HEART_OF_WAR - WIP
GAMEOPTION_BATTLEWORN - WIP
GAMEOPTION_UPRANGE - WIP
GAMEOPTION_EQUIPMENT - WIP
GAMEOPTION_ONGOING_TRAINING - WIP
GAMEOPTION_OUTBREAKS_AND_AFFLICTIONS - WIP

As they are developed they will appear at combat mods options.
 
Care to say why? And when?
Because you'll be needing them for supply line modifications later, to transport goods and equipment, even yields, a need that will far exceed any limits that can be placed on these units which are rather trivial and not completely critical to success at this time. These additional needs for the merchant role to fill would never be non-optional, but balancing for those options before it becomes necessary to make them unlimited entirely is a good way to prepare for that eventuality.
This seems to be down the road a bit yet isn't it? And why would trade ships and caravans need to be used for equipment and supply for units? Separate vehicles in my mind.
Merchant vehicles/units are shipping utilities. Why would we want to duplicate them?
And what about those that may not want to use the equipment mod? Or supply lines? Just sayin'.
As stated, I would not want to enforce it HAS to play that way, but being balanced so it can play either way with the smallest of adjustments is going to make that more possible.

Besides, one shot units seem kinda silly in most cases to me... do we really slaughter people on arrival? Do they stop being what they are somehow? Do semi trucks drop off and then die or do they pick up something more and go to the next destination? I'd prefer it start being more and more reuse of existing units eventually anyhow. It's not an overnight shift though so don't worry. Small adjustments over time here. Still working on the unit review so you don't have to worry about my modding anything for a while.
 
Still working on the unit review so you don't have to worry about my modding anything for a while.
Not worried. I knew you've been doing units. Just knew that it would be awhile yet. Heck I may be dead before you do this! And please, don't be offended that I like to play a little bit less complicated. Plus Civic testing just doesn't give me the time to try all options. Or use them either. Basic play to set stage for Civics platform.
 
Not worried. I knew you've been doing units. Just knew that it would be awhile yet. Heck I may be dead before you do this! And please, don't be offended that I like to play a little bit less complicated. Plus Civic testing just doesn't give me the time to try all options. Or use them either. Basic play to set stage for Civics platform.
I'm not. I'm just saying I'm trying to keep it less complicated to minimize the differential between options as they are being considered.
 
Worldview stays in captured cities? (bought city from ai and still have cannibalism here, it's damn middle ages already). If yes (seems so), why? It should nation-wide worldview, no?
 
Worldview stays in captured cities? (bought city from ai and still have cannibalism here, it's damn middle ages already). If yes (seems so), why? It should nation-wide worldview, no?
Worldwiews are treated as normal buildings internally.

So it seems like all buildings stay if you buy that city.
 
Yes they are from before we had auto builds. Perhaps it is time to see if the method should be changed.
If worldviews were converted into ordinances, they could be local or national, and they could be made buildable if the AI wouldn't build them otherwise.

Realistically, after conquering a settlement of cannibals, they would remain cannibals and it would take a conscious (and generally painful) conversion/inquisition to break them of the custom. Gameplay and coolness-wise, it would help break the mindless hit-ancient*-must-stop-eating-people kneejerk that is either forced on people or is already part of their programming.

* or whatever the trigger is for that compulsion to kick in
 
What is meaning of power sorting in buildings screen?
Screenshot_2.png
 
What is meaning of power sorting in buildings screen?
View attachment 550018
In xml, all units have a "power" value, I guess it sorts them by that value. though, that value is casually set by many different modders who have different ideas about what that value mean and what/how it should be deduced to be.

I often set it to be the same as the units combat strength, though I reduce the number if the unit have stats that make them significantly weaker than their strength indicate, or increase it in the opposite case.
 
In xml, all units have a "power" value, I guess it sorts them by that value. though, that value is casually set by many different modders who have different ideas about what that value mean and what/how it should be deduced to be.
There was discussion on discord about power, asset and flavour values, they are used by AI to measure value and for prioritizing (scoring system) of stuff.
Conclusion was that those values were set pretty much nilly-willy, so AI pretty much judges other AIs and stuff like a drunk.
 
There was discussion on discord about power, asset and flavour values, they are used by AI to measure value and for prioritizing (scoring system) of stuff.
Conclusion was that those values were set pretty much nilly-willy, so AI pretty much judges other AIs and stuff like a drunk.
Flavour influence what the AI decide what to build, invent, civic selection, etc. in that it varies what one leader personality would score higher than another. It's similar to iAIWeight values though that one means the same to all leaders while flavours have different meaning to different leader personalities.

iAssets is pretty much only used to influence a players score, only a few game mechanics care about the score value, e.g. the final five mechanic that eliminates player that are low in score. I don't think the AI care much about a players score in any significant way, other than that a high, or low, score can give other civs an attitude modifier towards you, which again can in a minor way influence how an AI deals with you.

iPower is used to gauge the military of a player, AI sometimes use this value compared to their own power value to make decisions.
 
Flavour influence what the AI decide what to build, invent, civic selection, etc. in that it varies what one leader personality would score higher than another. It's similar to iAIWeight values though that one means the same to all leaders while flavours have different meaning to different leader personalities.

iAssets is pretty much only used to influence a players score, only a few game mechanics care about the score value, e.g. the final five mechanic that eliminates player that are low in score. I don't think the AI care much about a players score in any significant way, other than that a high, or low, score can give other civs an attitude modifier towards you, which again can in a minor way influence how an AI deals with you.

iPower is used to gauge the military of a player, AI sometimes use this value compared to their own power value to make decisions.
Attitude modifier depending on player's score? wow that's why ais hate me so much ;D
 
Quick question:
What determines whether a civ "suicide assimilates" into you?
Just curious based on my current Eternity game, because sometimes civs "submit" with just their Tribal Guardian's death.
Yet sometimes even repeatedly bullying them into having 95%(!) of my influence in the city is STILL not enough.
So I'm wondering - where does this RANDOM sit in the files?
Or how does it work to begin with?
Because, really, even literally 95% of cultural influence IS NOT ENOUGH.
 
Where should i report bugs with svn 11133? (in svn thread now all busy with newer svn, and my svn kinda outdated)
 
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Where should i report bugs with svn 11133? (in svn thread now all busy with newer svn, and my svn kinda outdated)
If you haven't heard of your bug being fixed since, you can certainly report it in the SVN thread. Of course it's very unlikely that anyone will retrofix 11133 for you, but the bug will (sooner or later) be fixed for future versions.
 
Where should i report bugs with svn 11133? (in svn thread now all busy with newer svn, and my svn kinda outdated)
What Yudi said.
If you haven't heard of your bug being fixed since, you can certainly report it in the SVN thread. Of course it's very unlikely that anyone will retrofix 11133 for you, but the bug will (sooner or later) be fixed for future versions.
 
Quick question:
What determines whether a civ "suicide assimilates" into you?
Just curious based on my current Eternity game, because sometimes civs "submit" with just their Tribal Guardian's death.
Yet sometimes even repeatedly bullying them into having 95%(!) of my influence in the city is STILL not enough.
So I'm wondering - where does this RANDOM sit in the files?
Or how does it work to begin with?
Because, really, even literally 95% of cultural influence IS NOT ENOUGH.
Please?
 
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