Quick Questions , Quick Answers

I'd have to go code digging to see where the generic scaling value is applied. At some point it was meant to replace all of them but I don't think it ever has gotten to that point. It was a bit of a work in progress and there may well be scaling xml tags and globals that have been made completely defunct but not yet removed now that the generic scaling value is applied instead but it's not so easy to go through and catalogue them all to give you this answer directly.
Oh, well, eventually, I guess.
 
I got it from the Mechanical Unit Health/Healing promotions, the first of those promotions mentions "+5% fortitude".
Interesting. I had thought even if it was included on a promotion now, it wouldn't show up unless a combat mod option that's invisible to select was turned on. Perhaps some refactoring of the tag on the promo allowed it or you've got the option on somehow.
 
How significantly does size matters change the game and do you recommend it over not having it turned on?
 
How significantly does size matters change the game and do you recommend it over not having it turned on?
It changes combat quite significantly and the change becomes more noticeable as the eras/periods go by as you can form larger and larger units. The AI also forms bigger units so it's not a cheat-mode thing either. It can be annoying to have to build 27 units and then to merge them together but it's doable enough. It certainly adds to the combat so I would recommend it.
 
I started a game with Size Matters for the first time.
I have an Axeman and can split it in three and merge it again.
I have three Chasers, but cannot split any of them, and cannot merge them either. The icon never appears. What am I missing?
 
I started a game with Size Matters for the first time.
I have an Axeman and can split it in three and merge it again.
I have three Chasers, but cannot split any of them, and cannot merge then either. The icon never appears. What am I missing?
Some units can't be merged or split
 
That was quick, thanks.
Does the pedia mention this ability (or absence of this ability)?
It's in the combat class type. The unit description in the pedia gives all unit type benefits/penalties under the type and I THINK that types themselves have been given details more recently in the pedia.

The reasoning helps to understand why: Hunter units are kind of like strike teams in that they would lose more than usual and not gain nearly as much as usual if merged or split - they are at their most optimal performance at the volume they are set to because they rely a lot on stealth. Generally spot and veil specialists, healers, and property manipulators cannot be merged or split due to major game exploit loopholes if they did. Their strengths are measured for balance and not being able to split or merge also helps to differ them from military role units that can. Military units being able to merge is sometimes the main reason you'd still NEED those military units if strike teams and criminals and ruffians could be merged. Ruffians, large groups of wilderness roving criminals and mercenaries, are usually starting a group level higher than in the normal mod but many other special units are a group size less to take the military function even further from their shoulders.
 
I assume the build list thing is for saving and sorting build orders, but when I tried to use it (with a very simple build order of Alpha Male then Alpha Female) my city only built the alpha male before then asking me again if I wanted to continue using the build order, what's the best way to use this feature?
 
I assume the build list thing is for saving and sorting build orders, but when I tried to use it (with a very simple build order of Alpha Male then Alpha Female) my city only built the alpha male before then asking me again if I wanted to continue using the build order, what's the best way to use this feature?
You need to set the list on repeat build to get it to run through the list as it sounds like you expect. It's also kinda buggy with units so wouldn't suggest using it for those. Alt click to repeat build, just as you would with units if you wanted the city to just build that unit repeatedly.
 
@JaguarDemon Welcome to civfanatics btw.

We have a discord channel here https://discord.gg/cZ5N3Jdq
Feel free to start a group PM either here or on our discord server, main people to include would be me, Thunderbrd, MattCA, and Flabbert..... perhaps also Blaze (not very active in a while).
We are the current active coders on C2C.
you have a permanent link to the discord?
 
Hi all. Please tell me how can I change the required amount of culture to increase the leadership level to select traits? For example, at "epic speed" game a leadership level 1 culture requires 132,000 culture points, Level 2 culture requires 1,320,000, Level 3 culture requires 11,880,000 and so on. In which file can I change the values so that it takes less culture points to advance to the next level?
 
It is hardcoded in DLL, maybe @Toffer90 or @Thunderbrd could reduce steps to 50% more or 2x more per each step.
It could be done but I wouldn't do it for the mod as a whole. I feel it's already too fast if anything. We may want to change this to an xml or global value reference set perhaps if we keep getting requests to be able to change it though. There gets to be an issue with global culture totals capping out though, even on long long amounts, which also eventually needs to be addressed with some numeric condensing system, which I had tried to establish in a way that it could later be easily continually expanded further on as I don't think in the latest stages of the game we'd see any kind of reasonable numeric limitations on this number.
 
Perhaps culture needs to be nerfed like hammers, gold and food have been then. If the issue is just a technical limitation with large numbers, crunch down both culture output, and reward milestones. It's a temporary fix, but still a fix.
 
It could be done but I wouldn't do it for the mod as a whole. I feel it's already too fast if anything. We may want to change this to an xml or global value reference set perhaps if we keep getting requests to be able to change it though. There gets to be an issue with global culture totals capping out though, even on long long amounts, which also eventually needs to be addressed with some numeric condensing system, which I had tried to establish in a way that it could later be easily continually expanded further on as I don't think in the latest stages of the game we'd see any kind of reasonable numeric limitations on this number.
Perhaps culture needs to be nerfed like hammers, gold and food have been then. If the issue is just a technical limitation with large numbers, crunch down both culture output, and reward milestones. It's a temporary fix, but still a fix.
Big numbers aren't problem, he meant that pacing is way too slow at least above certain national culture most likely.
 
The 'issue' with big numbers is that we are trying to scale from nothing to near infinity and counting infinities beyond that up to infinities of infinities. To keep any numeric scheme meaningful here we're going to need to have an infinite progression or nearly one. It's not an issue yet. We ARE talking about the full on total culture ever earned in the game by the player. This can be somewhat addressed by nerfing but not in the late late game when what a planet creates in total with each city on that planet must be insignificant to what a galactic empire can generate, vs what a multi-dimensional empire can generate and so on.

We will concern ourselves more with this later.
Big numbers aren't problem, he meant that pacing is way too slow at least above certain national culture most likely.
The exponential growth curve of demand is part of how we ensure that the traits system does not become overly abused. It's already possible to take an almost full on culture growth strategy as opposed to a tech growth strategy and while I want that to be possible and a valid alternative way to play, much as an espionage growth as a priority strategy could be, we can't let it become so powerful in the game that it strangely completely replaces the standard tech growth strategy. Further, the output of culture just gets stronger and stronger the more you grow, gather, collect cities and so on and with even some slider dedication to culture, the output can be incredible. It MUST get vastly exponentially more expensive as it goes or it becomes far too easily abused. At first its cool and rewarding as its easy to collect the first ones but each is a lot more power, even more later in the game when you've unlocked the 2nd and 3rd tiers. I'm hoping it should only be maybe 1 or 2 3rd tier rewards are possible at most by the end of the entire game or its probably just too much. Even as it stands now I think you can get probably too many by simply adjusting the slider later to absolutely max out. In the late game this would become horrifically powerful in how much culture all your cities in sum total could produce.
 
The exponential growth curve of demand is part of how we ensure that the traits system does not become overly abused. It's already possible to take an almost full on culture growth strategy as opposed to a tech growth strategy and while I want that to be possible and a valid alternative way to play, much as an espionage growth as a priority strategy could be, we can't let it become so powerful in the game that it strangely completely replaces the standard tech growth strategy. Further, the output of culture just gets stronger and stronger the more you grow, gather, collect cities and so on and with even some slider dedication to culture, the output can be incredible. It MUST get vastly exponentially more expensive as it goes or it becomes far too easily abused. At first its cool and rewarding as its easy to collect the first ones but each is a lot more power, even more later in the game when you've unlocked the 2nd and 3rd tiers. I'm hoping it should only be maybe 1 or 2 3rd tier rewards are possible at most by the end of the entire game or its probably just too much. Even as it stands now I think you can get probably too many by simply adjusting the slider later to absolutely max out. In the late game this would become horrifically powerful in how much culture all your cities in sum total could produce.
I saw players having one or two 3rd level traits, but not much more.
So I guess aggressive scaling works as intended.
 
Quick question: I like using 'automate hunt' and 'explore (automated)' for master hunters and for axemen. But when a great general is with either of these units, then these two options are unavailable. Is this intentional?

Quick question 2 (I guess the answer is no...): Is there a way to automatically wake an animal when it can build something in a city? Like when you built a 'Hunters Camp', then the Deer and Moose should wake because they can build their camp.
 
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