SDK Component Requests:

No that (DP's trade mission) is exactly not what I want! I want to add x food to the current amount of food stored in the city. IE the same as :hammers:.

A one time static food boost? I can probably add that. It consumes the unit, right?

PS. Can you make me a button for it?
 
No that (DP's trade mission) is exactly not what I want! I want to add x food to the current amount of food stored in the city. IE the same as :hammers:.

i'd rather prefere to transoprt :hammers: and :food: via trade routes but i don't argue on this. i find it more important that the possibility of transporting food and hammers exists. but if there's a food caravan shouldn't it be build out of food alone (no food generation through hammers)?
 
Your wish is my command.

A New Dawn 1.60 (beta) will have a new game option called "Multiple Research" which if enabled, and the player has enough beakers, and has queued technologies, can research more than one technology per turn.

It was remarkable easy to add, if I must say so myself. I can't believe it wasn't in BTS to begin with.

would it be possible to do the same for city growth so multi pop growths per turn are possible?
 
would it be possible to do the same for city growth so multi pop growths per turn are possible?

Yes... But why would that be needed? I can't imagine a scenario in which a city has enough food to grow twice in a turn.
 
Yes... But why would that be needed? I can't imagine a scenario in which a city has enough food to grow twice in a turn.

modern ganary = 50% growth retained
villa = 10% retained
shatty town = 25% retained
add in a corperation and a normal or fast game spd and u can get multiple growths
thats 85%

now if i add the palace of potala = 20% retained
thats over 100%

i have a city at 2677/729 and am still producing 200 extra food a turn even w/o the palace i can get multi growths b/c of the corperation
 
modern ganary = 50% growth retained
villa = 10% retained
shatty town = 25% retained
add in a corperation and a normal or fast game spd and u can get multiple growths
thats 85%

now if i add the palace of potala = 20% retained
thats over 100%

i have a city at 2677/729 and am still producing 200 extra food a turn even w/o the palace i can get multi growths b/c of the corperation

Uh, that's actually not correct. The Shanty Town speeds growth, but doesn't retain food. So it's really only 60%. Or 85% if you have the wonder.

As for the insane food production, I think this version will be last one to see that exploit, it's been fairly well fixed in 1.60beta...
 
yep ur right and i miss remembered the shanty town
i did some testing and i cant be absolutely sure but i think modern grainery and the obsolete grainery are both counting for growth as both count for health . i think thats why i have seen over 100% growth.
 
yep ur right and i miss remembered the shanty town
i did some testing and i cant be absolutely sure but i think modern grainery and the obsolete grainery are both counting for growth as both count for health . i think thats why i have seen over 100% growth.

Yeah, I think the whole SDK-based building upgrade feature may be leaving behind the old buildings and their bonuses, rather than deleting them as it previously did in python. So you're seeing the 50% food kept of the modern granary in addition to the 30% of the old granary both present in a city, leading to 80% food kept; this seems to be happening in the game I am playing now with AND. Throw in the additional 20% food kept with the Potala Palace and you've got 100% food kept! :crazyeye:

Of course, looking at Afforess' list of bug fixes for the next beta, it looks like he's already fixed the building-replacing issue.
 
Dancing Hoskuld, I've got the new mission working. It's called iBaseFoodChange, and it gives the amount of food in the tag, * the base hurry modifier in the gamespeedInfos. It works fine, but I need a button, and I haven't taught the AI to use it...yet. ;)
 
Yeah, I think the whole SDK-based building upgrade feature may be leaving behind the old buildings and their bonuses, rather than deleting them as it previously did in python. So you're seeing the 50% food kept of the modern granary in addition to the 30% of the old granary both present in a city, leading to 80% food kept; this seems to be happening in the game I am playing now with AND. Throw in the additional 20% food kept with the Potala Palace and you've got 100% food kept! :crazyeye:

Way to post seconds before me. :)

It's true. However, I am coming up with an SDK way to destroy those buildings. ;)
 
Way to post seconds before me. :)

It's true. However, I am coming up with an SDK way to destroy those buildings. ;)

Does this mean we will need to do stuff with wonders that give free buildings? Eg National Grain Reserve gives a free grainery to all cities, AAranda's Hipocratic Oath gives a free healers hut.
 
Does this mean we will need to do stuff with wonders that give free buildings? Eg National Grain Reserve gives a free grainery to all cities, AAranda's Hipocratic Oath gives a free healers hut.

Well, I would hope not. ATM, if a replacement building gets built, the replaced building gets marked as inactive. So if you get the building later, after the replacement building, it will still work, which would present some issues, for sure. If you want, I could make it so adding a replaced building back to the city makes it get turned off immediately too.
 
Well, I would hope not. ATM, if a replacement building gets built, the replaced building gets marked as inactive. So if you get the building later, after the replacement building, it will still work, which would present some issues, for sure. If you want, I could make it so adding a replaced building back to the city makes it get turned off immediately too.

Alright guys, I fixed the upgrade bug. It was stupid really. Want to know what I did wrong?

So, when a city constructed a new building, it checked to see if that building had a replaced it. Fine and dandy so far. But my check was backwards. So if you building the high walls, it was checking to see if the high walls were replaced by anything, not if the high walls was replacing the walls. Before, in the WB, I could add the walls to a city, then high walls, and it would give the city 80% defense (both buildings were active), but now it only gives 50%. :p

One more bug down. We inch towards a 1.60beta. :mischief:
 
Dancing Hoskuld, I added the AI code and made a button for the new food mission and it seems to be working perfectly. I put some logging statements in for whenever the AI used it, and gave the Trade Caravan the ability to give 15 food, and it was used 14 times in 400 turns.

The AI logic isn't perfect, but it seems reasonable in my book. Basically, if the AI has a unit that can give extra food, it checks all it's cities and the distance to them. Then, if searches the cities to see if any are stagnating or starving. Those are first priority, and the trade caravan will head to them if they aren't really far way (if it takes less than 12 turns to arrive there). Then, if none of those flag, it heads to the first city it sees that is ranked as small in regards to population, to give it a boost. If you have any other suggestions, or complaints about this, I'd love to hear them... otherwise,


I'm marking this mini-project as completed in my book. ;)

Hopefully you get mods working again soon.
 
The AI logic isn't perfect, but it seems reasonable in my book. Basically, if the AI has a unit that can give extra food, it checks all it's cities and the distance to them. Then, if searches the cities to see if any are stagnating or starving. Those are first priority, and the trade caravan will head to them if they aren't really far way (if it takes less than 12 turns to arrive there). Then, if none of those flag, it heads to the first city it sees that is ranked as small in regards to population, to give it a boost. If you have any other suggestions, or complaints about this, I'd love to hear them... otherwise

Hmm, if it was my food caravan i'd preferably send it to a size 1 city to increse it's growth - such towns profit most form growing evidently because they get a 2nd worked tile that usually doubles growth rate or hammers. i would not send it to any city that stagnates since it has no potential of further growth nor to a city that shrinks because additonal food can only buy you a few turns but not prevent the inevitable.

btw, how are food-caravans produced? with :food: only or is it possible to 'trasform' :hammers: into :food: by the usage of these caravans?
 
Hmm, if it was my food caravan i'd preferably send it to a size 1 city to increse it's growth - such towns profit most form growing evidently because they get a 2nd worked tile that usually doubles growth rate or hammers. i would not send it to any city that stagnates since it has no potential of further growth nor to a city that shrinks because additonal food can only buy you a few turns but not prevent the inevitable.

btw, how are food-caravans produced? with :food: only or is it possible to 'trasform' :hammers: into :food: by the usage of these caravans?

:agree:
 
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