Quick Questions , Quick Answers

3912 * 1.1 = 4303; something is causing the city to need 10% more food to grow (or an expiration of something that reduced it by 10%), but I'm not sure what could be the cause if not civic or building burned down, etc.
 
Quick question: Why does the "total food to grow" all of a sudden go from 3912 to 4303 ?

In this turn it takes 5 turns to grow my capital:

View attachment 586696

In the next turn it takes 14 turns to grow my capital ??

View attachment 586697

I did not change any civic, nor was there a message in the event log. Restarting the turn yields the same result. Food and Food wasted are identical in both turns. SVN from today (for 100 turns already).
Probably something auto-built itself silently and added a negative effect to the city.
Not sure, though, since most auto-builds also message you - but not all, as far as I can recall.
Probably something related to the newer (aka mod-specific) properties like Education or whatnot.
No idea in particular, but I've seen similarly illogical out-of-nowhere crap happen to me as well.

EDIT:
Toffer'd!:borg:
 
I know you won't like this, but I REALLY would appreciate being able to select a given NUMBER of same-type-on-tile units, instead of ALL-or-MANUAL.
I have my own game play style, and it involves handling literal HUNDREDS of units EACH TURN.
Which is extremely annoying when you need to use HALF of them on ONE task and HALF on ANOTHER - both halves being in the HUNDREDS.
Like we had a similar discussion in the past about BUILDING QUEUE having the same issue - being forced to MANUALLY click dozens of buildings in a NEW city.
This mod is FAR-FAR-FAAAR beyond the Vanilla one-something-per-turn methodology, so it's high time something was implemented to ease it.
Pretty please, huh?
 
I know you won't like this, but I REALLY would appreciate being able to select a given NUMBER of same-type-on-tile units, instead of ALL-or-MANUAL.
I have my own game play style, and it involves handling literal HUNDREDS of units EACH TURN.
Which is extremely annoying when you need to use HALF of them on ONE task and HALF on ANOTHER - both halves being in the HUNDREDS.
Like we had a similar discussion in the past about BUILDING QUEUE having the same issue - being forced to MANUALLY click dozens of buildings in a NEW city.
This mod is FAR-FAR-FAAAR beyond the Vanilla one-something-per-turn methodology, so it's high time something was implemented to ease it.
Pretty please, huh?
I'd like that too. I have no idea how to do that.
 
I know you won't like this, but I REALLY would appreciate being able to select a given NUMBER of same-type-on-tile units, instead of ALL-or-MANUAL.
I have my own game play style, and it involves handling literal HUNDREDS of units EACH TURN.
Which is extremely annoying when you need to use HALF of them on ONE task and HALF on ANOTHER - both halves being in the HUNDREDS.
Like we had a similar discussion in the past about BUILDING QUEUE having the same issue - being forced to MANUALLY click dozens of buildings in a NEW city.
This mod is FAR-FAR-FAAAR beyond the Vanilla one-something-per-turn methodology, so it's high time something was implemented to ease it.
Pretty please, huh?
You should probably be more specific about not only what you want to be able to do but how you want to do it.
Example: Add a button at <insert desired position on screen here> that when clicked deselects half of the currently selected units, equally split among unit types.

@Thunderbrd : There are API functions to mess with the currently selected units in CvDLLInterfaceIFaceBase. Conveniently there is also already a splitGroup function in CvSelectionGroup.
 
You should probably be more specific about not only what you want to be able to do but how you want to do it.
Example: Add a button at <insert desired position on screen here> that when clicked deselects half of the currently selected units, equally split among unit types.

@Thunderbrd : There are API functions to mess with the currently selected units in CvDLLInterfaceIFaceBase. Conveniently there is also already a splitGroup function in CvSelectionGroup.
Yeah, there is a "select and group ALL same-type units" button already, so you could add a clause "only choose the first random 100 units" and make a clone of it.
Custom amounts would be better (or at least making two buttons for "10" and "100"), but I can deal with clicking 50 times, if I won't need to click *250* times instead.

And I dunno any idea about the buildings, but "queue EVERYTHING from left to right based on the currently shown FILTER" would be a VERY appreciated feature.
VERY.
Because this ain't Vanilla, dammit.
Each NEW city spawns with several dozens of available buildings - and NO, you can't make LISTS, because MANY of them are based on city's location and stuff.
So it's a "select ALL that is available" need, not a "run a LIST".
 
You should probably be more specific about not only what you want to be able to do but how you want to do it.
Example: Add a button at <insert desired position on screen here> that when clicked deselects half of the currently selected units, equally split among unit types.

@Thunderbrd : There are API functions to mess with the currently selected units in CvDLLInterfaceIFaceBase. Conveniently there is also already a splitGroup function in CvSelectionGroup.
For generating a popup that would allow for a numeric number to select or something along those lines would be far beyond my current skills. And I don't have much time for what projects ARE within my current skillsets as it is right now.
 
And I dunno any idea about the buildings, but "queue EVERYTHING from left to right based on the currently shown FILTER" would be a VERY appreciated feature.
You realize that's rarely the best way to get an optimal selection order right? I'm not sure its wise to make an 'easy interface option' that is actively damaging to your strategy to use it.
 
You realize that's rarely the best way to get an optimal selection order right? I'm not sure its wise to make an 'easy interface option' that is actively damaging to your strategy to use it.
Let's NOT start discussing game playing strategies of each other, please - that's almost rude, really.
Besides, I've been specifically pointing out "filters" each time I start this topic.
For example: "queue ALL hammer-giving buildings", which is a very specific FILTER (and thus a strategy).
I dunno why you always see me as asking for "ALL buildings indiscriminately", even though not only I haven't asked for that, but it's also my choice in the first place.
The request is to "queue all FILTERED buildings" - as in simply doing "all the clicking in ONE click".
Not selecting (that's what the filters are for), but just the CLICKING itself.
Even if it would save me "merely" 10-20 (normally: 100+) clicks per city, it's already removing a huge pain in the arse, believe me.
And that's having TONS of cities in mind in the first place - I wouldn't ask this for merely 2-3 cities, obviously.

Though the unit-related "number-grouping" issue is even more relevant anyways, and this IS based of the mod's FEATURES (Caravans), after all.
It's not cheating, it's using what is already IN the mod from the get-go.
So why do you react so negatively at me using it, I have no idea.
It's not like I'm forcing you to play the same way like I do - but neither should you have issues with me playing in mine, no?
This really surprises me, SIGH.
 
For example: "queue ALL hammer-giving buildings", which is a very specific FILTER (and thus a strategy).
Ok, so lets say you do that. The first building gives you a +1 Hammer in 1 rnd of construction. The second gives you a +5 Hammers in 2 rnds of construction. Is it automatically better to build the first one then the second?
 
So why do you react so negatively at me using it, I have no idea.
Why do you think I would have a negative reaction to that? I just don't care enough to spend the weekends I would need to figure out how to implement the request when I have too many other more important things to do.
 
Let's NOT start discussing game playing strategies of each other, please - that's almost rude, really.
Please keep in mind that what you are asking for seems to be
  • hard to realize
  • not going to be needed by many players
  • taking away time that is badly needed for implementing features that will be important for a lot of players
So yes, in this case Thunderbrd's answer makes sense, because of massive opportunity costs.
 
Let's NOT start discussing game playing strategies of each other, please - that's almost rude, really.
Besides, I've been specifically pointing out "filters" each time I start this topic.
For example: "queue ALL hammer-giving buildings", which is a very specific FILTER (and thus a strategy).
I dunno why you always see me as asking for "ALL buildings indiscriminately", even though not only I haven't asked for that, but it's also my choice in the first place.
The request is to "queue all FILTERED buildings" - as in simply doing "all the clicking in ONE click".
Not selecting (that's what the filters are for), but just the CLICKING itself.
Even if it would save me "merely" 10-20 (normally: 100+) clicks per city, it's already removing a huge pain in the arse, believe me.
And that's having TONS of cities in mind in the first place - I wouldn't ask this for merely 2-3 cities, obviously.
You should note, that for some +production buildings require buildings, that don't increase production.
Also some cheap buildings may unlock other relatively cheap buildings compared to rest of currently buildable buildings.

I micromanage cities until some population or production rate, then I just put 5 - 10 currently available cheapest buildings.
 
Whatever.
I never *insisted* on anything, just asked a "maybe".
It's not impossible that something was never mentioned, long forgotten, or just needed a mental kickstart to be addressed.
And not everyone is playing it for a "challenging game" - I'm pretty sure that lots of people play to "relax", in which case my playing style applies to them as well.
That is: building (and recycling) tons of units per turn, and building tons of buildings per city (in fact, on fastest speeds you DO build dozens of buildings per TURN even).
So, again, SOME people would definitely benefit from such features.
But I'm not *insisting*, just *suggesting*.
Never mind.:rolleyes:
 
For generating a popup that would allow for a numeric number to select or something along those lines would be far beyond my current skills. And I don't have much time for what projects ARE within my current skillsets as it is right now.
A popup seems too clunky to use anyway. Have you ever played Europa Universalis 4 or a similar Paradox game? The button to split an army in half solves most of that kind of need as if you want a smaller piece you can just press the split in half button again.
The required skillset to implement is just:
- Add a button (in Python)
- React to button press in either DLL or Python and unselect half of the currently selected units
 
Have you ever played Europa Universalis 4 or a similar Paradox game?
No... maybe I'm not understanding the need for this. I was thinking it had to do with when you set units to build.
- Add a button (in Python)
Yep - still beyond me at the moment. I'm still not comfortable enough in python.
I have a few hrs a week right now for modding and it's being used to try to finish the unit planning whenever I get time but lately that's been soaked up by a little debugging as well. I will probably have more time soon but other projects and work have grown a lot more demanding.

I'm probably better off just ignoring requests at the moment than trying to explain why I can't/won't fulfill them. I think it's coming across a little rude and I don't mean it to.
 
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