removing features from c2c

code99

Warlord
Joined
Apr 28, 2010
Messages
279
Location
Romania
Is it possible to remove certain features from the mod ?

Lets say, wasted food for example ?
 
No.

Some features you can and some you can't. Options are the easiest then modules. I have not explained how to remove modules in the documentation yet.
 
Ok then, what about disabling some ? This mod is great but i dont like the wasted food at all ...
 
Ok then, what about disabling some ? This mod is great but i dont like the wasted food at all ...

You can turn things on/off in the Custom Game screen. Some other options you can turn on/off in the BUG screen.

If I am going to describe how to turn on/off modules I may as well do that in the documentation thread. ;)
 
Well, no, i know how to turn things on and off lol :)

But i dont think i've seen the "wasted food" option anywhere ... I really dont want to have it in the mod, ruins everything for me (kinda like huge cities and with this "wasted food" thing, hard to do) so i looked in some files and all but havent found anything yet.
If there would be a way to set it to 0 or something ...

I know 1 or 2 things about modding so i dont need a step by step tutorial, i just wanna know where is the file that has wasted food feature in it.
 
Well, no, i know how to turn things on and off lol :)

But i dont think i've seen the "wasted food" option anywhere ... I really dont want to have it in the mod, ruins everything for me (kinda like huge cities and with this "wasted food" thing, hard to do) so i looked in some files and all but havent found anything yet.
If there would be a way to set it to 0 or something ...

I know 1 or 2 things about modding so i dont need a step by step tutorial, i just wanna know where is the file that has wasted food feature in it.
I think there are two parameters for it in A_New_Dawn_GlobalDefines.xml
 
Well, no, i know how to turn things on and off lol :)

But i dont think i've seen the "wasted food" option anywhere ... I really dont want to have it in the mod, ruins everything for me (kinda like huge cities and with this "wasted food" thing, hard to do) so i looked in some files and all but havent found anything yet.
If there would be a way to set it to 0 or something ...

I know 1 or 2 things about modding so i dont need a step by step tutorial, i just wanna know where is the file that has wasted food feature in it.

You will find a link to the correct post in the "Player Document" the part on variables. I haven't written that yet either but there is a link to the original doco.
 
Ok then, what about disabling some ? This mod is great but i dont like the wasted food at all ...

:lol: A "fellow" City Spammer! I knew I wasn't the only one. :D :mischief:

JosEPh ;)
 
a few of the more controversial ideas could be made optional, game options.
It could solve some arguments, and still preserve gameplay for the others, like revolutions.
Just an idea:)
 
a few of the more controversial ideas could be made optional, game options.
It could solve some arguments, and still preserve gameplay for the others, like revolutions.
Just an idea:)

Haet proliferating game options, becaue you then have to tune the AI for all of them. The reality is that I will only be able to tune the AI for some due to time constraints, so it's the default set that are likely to get the most attention, so the net result is that if you happen to want to play with options that are no considered 'core' and have an easy time vs the AI because it doesn;t handle that setting well, you're basically going to be on your own.

For MAJOR features (like REV) I can see the need to support both, but for minor stuff not so much.

Wasted food specifically is a straw man, because you can already adjust it easily (and in it's latest version as per the SVN rather than v21, you have to be in a fairly extrme position for it to be having much effect). That raises the question - is the op runnign with the SVN version or the v21 version?
 
I agree the options are a lot of work.
I am just suggesting that a few major and a few controversial minor features be prioritized to be made optional
, to help the community, and end some of the back and forth discussions/frustrations, so that your time can be more effective.
If so you could open up voting as to what is most frustrating to be worked on for each version. Could end some yes/no debates. :)
 
Quite frankly I'd prefer for Koshling to continue with his current focus. And this can be put on a backburner. I don't like wasted food either but I'm learning to live with it even if I do kick and scream every inch of the way. :P ;) :mischief:

JosEPh :)
 
:lol: A "fellow" City Spammer! I knew I wasn't the only one. :D :mischief:

JosEPh ;)

Larger maps, need more cities.
For me more cities is a good thing, especially in early years, but at some point, I get sick of managing them. I would like to build for strategic growth, exploration, and resources, but not to spam them. :)

Non-related Inspired idea: how about we have city traits, like leadership, so we can have a merchant city, a science city, etc. Maybe it could be an achieved event, like once you produce enough in a city, with the right resources, it could acquire the trait or label. Maybe you could change the city flag to an identifying color that helps you quickly identify it's specialty, like blue for science, red for military, gold for merchant hub, black/grey for production etc.
 
Larger maps, need more cities.
For me more cities is a good thing, especially in early years, but at some point, I get sick of managing them. I would like to build for strategic growth, exploration, and resources, but not to spam them. :)

It's not that I "spam cities" for the sake of just doing it, but for those reasons you just stated. But it Will get you labeled as one. ;)

Non-related Inspired idea: how about we have city traits, like leadership, so we can have a merchant city, a science city, etc. Maybe it could be an achieved event, like once you produce enough in a city, with the right resources, it could acquire the trait or label. Maybe you could change the city flag to an identifying color that helps you quickly identify it's specialty, like blue for science, red for military, gold for merchant hub, black/grey for production etc.

Hold on to that thought. I don't think it can be done this upcoming version but might be a project for a future one.

JosEPh
 
Quite frankly I'd prefer for Koshling to continue with his current focus. And this can be put on a backburner. I don't like wasted food either but I'm learning to live with it even if I do kick and scream every inch of the way. :P ;) :mischief:

JosEPh :)

I completely agree with this sentiment, Koshling has been doing fantastic work in the past few versions with the AI. The only thing I'd like changed is that with all this new AI stuff, the turn times are up a good bit, so some performance work might be nice after V22 comes out.
 
It's not that I "spam cities" for the sake of just doing it, but for those reasons you just stated. But it Will get you labeled as one. ;)



Hold on to that thought. I don't think it can be done this upcoming version but might be a project for a future one.

JosEPh

I agree, the last thing I want to do is stop everyone's momentum. I want to see C2C get better, and The Modders do a awesome job of making progress while entertaining ideas, squashing bugs, balancing, and including people.

I'm just logging ideas as they come up. I only want them to not be forgotten. Never a distraction. When I have an idea that looks like it will solve problems for the team, I try to mention it.

Maybe we need a thread for collecting major feature suggestions vs tweaks and ideas. I think we should also keep a list of ideas that we have been suggesting, and their status for considering.
 
It's not that I "spam cities" for the sake of just doing it, but for those reasons you just stated. But it Will get you labeled as one. :)
JosEPh

I think that city growth and, building cities for all sorts of reasons, is very fun and an important feature in the earlier eras of the game. After that curtail city growth for realism and management. Being able to place a city is one of the most fun strategic features of civilization. It would be nice to have the option in every era. I don't want the map completely filled up ever, but I want to have the freedom to drop a strategic city. Too much / too little is a balance for each era.
 
This could just be a thread for discussing the necessity of a feature be eventually made optional.
It could focus the 'gone off the rails' or 'what I dislike most' debate and help the modders find solutions, while other things get prioritized and worked on by the modders, instead of getting stuck, bogged down in the same old debates.
 
the city governor in smacx was good like that, i chose not to use it usually, but you could tell the governor (automation) to focus in certain areas, and also combine areas such as science + economy - (similar to what c2c has now). One of the nice features was that it would manage workers to avoid unhappiness etc You could also exclude certain units / settlers / workers etc. Or include them in the automations choices.
I feel the same way it does become tiresome sometimes managing your cities. Its not so much the 'managing' that I don't like its the never ending choose what to build now- here- here - here - here - here - here oh and here ever turn. This is even with build ques. The problem sometimes with build ques in since certain buildings go obsolete or will go obsolete soon, and the fact that with new techs comes new priorities- having long build q's really isn't viable.

The game does play better on slower game speeds but then I find it frustrating stuck in the same era for hours and hours.
 
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