Single Player bugs and crashes v36 plus (SVN) - After the 24th of October 2015

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It will affect everything as I have changed (almost) all returns to be adjusted by game speed and map size. This should mean that your kills are much bigger also.

The adjustment is done in the dll so it may be something wrong there or in the XML definitions that define the differences.
 
Cant you do a "IF" gamespeed is eternity or marathon then use these values... and set the same values like for snail? Kills should not be bigger by game speed or map size. Thats negating the longer game speeds or the faster game speeds. Ok let me know plz when you have fixed that...
 
Cant you do a "IF" gamespeed is eternity or marathon then use these values... and set the same values like for snail? Kills should not be bigger by game speed or map size. Thats negating the longer game speeds or the faster game speeds. Ok let me know plz when you have fixed that...

No the XML should just use the adapt dll function which is the one that decides what should change and when. Any decision on when and by how much should be up to the dll and based on the differences as defined by other XML eg number of turns.
 
No the XML should just use the adapt dll function which is the one that decides what should change and when. Any decision on when and by how much should be up to the dll and based on the differences as defined by other XML eg number of turns.

In all reality, it's probably calculating correctly. The adjustments you've given seem minimal but on a normal gamespeed they may be just as severe as it appears on the Eternity gamespeed he's on. Maybe. Might be worth checking the xml on adapts. And possibly on the adapt function in the dll but I'm pretty sure it would be working properly there and it's the xml that may need to be put to a bit more scrutiny.
 
I have no idea where the adapts XML is. I had nothing to do with it. I was under the impression it was the same function that decided how much a tech/building/unit cost etc.
 
I have no idea where the adapts XML is. I had nothing to do with it. I was under the impression it was the same function that decided how much a tech/building/unit cost etc.

May well be. I know that Toffer had some concerns about those settings. I'll have to try to find it all in the dll so I can trace where it's getting its data from. At some point. Toffer may be able to share some insights since he had a better finger on the pulse of those particular adjust values.
 
Remember: Animal bonus at all should not be sensitive for any game speed or map size, on larger maps there are more animals, with a higher bonus it max out double. And no need for higher or lower the bonus on any game speed, the animal should always give the same bonus. In all game speeds and on all map sizes.
 
Remember: Animal bonus at all should not be sensitive for any game speed or map size, on larger maps there are more animal, with a higher bonus it max out double. And no need for higher or lower the bonus on any game speed, the animal should always give the same bonus. In all game speeds and on all map sizes.

I suppose I can agree with this statement. Is this an automatic effect for outcome mission settings DH?
 
Remember: Animal bonus at all should not be sensitive for any game speed or map size, on larger maps there are more animal, with a higher bonus it max out double. And no need for higher or lower the bonus on any game speed, the animal should always give the same bonus. In all game speeds and on all map sizes.

Doing so will mean we get all the complaints that is doesn't get adjusted for game speed or map size again.
 
Doing so will mean we get all the complaints that is doesn't get adjusted for game speed or map size again.
He makes a good point though that it's doubling up on the adjustments. You get more time to get animals on the longer game so if the animals are again made more effective then it's adjusted at 2 points which would be incorrect.
 
I suspect that it should be an inverse adjustment ie research times get longer but yields from animals get smaller.

At least I have done some changes so that I don't have to change 500 by 10 lines of code. The main reason I am resisting change. One per animal times outcomes(5 culture plus 4 fight plus kills) all times the number of yield type;)
 
Inverse adjustment will work, maybe better because on larger maps more animals and on eternity it will increase my research by a good amount because i can hunt more animals and more because of more time, so all the same will work or lowering instead of increasing on longer game speeds/larger maps will be ok also.

(But the research times are also longer on eternity) So all the same on all or decreasing with game speed/map size, not increasing may work.

EDIT: Decreasing may help the AI that cant go to hunt because they are on a island or blocked, so they will not fall behind so mutch against a other AI civ that has open hunting grounds.
 
That means you did not get all the updates properly as it is on the SVN.

Can someone look at the units in My_Mods/Herds for some reason they are not appearing as trainable when I have the building.
 
No the XML should just use the adapt dll function which is the one that decides what should change and when. Any decision on when and by how much should be up to the dll and based on the differences as defined by other XML eg number of turns.

I have to agree with DH here. The build up after so long a time on eternity is a Most Welcome improvement. Not just for the player but for the AI as well.

@Pit, Sorry :old: but you're way off on this one on my book.

There does not need to be Any adjustments to this any where. I have played Pit's scenario of Eternity, Eon, and Marathon and when the Culture and Science shift up for the "kills/subdue" for a city it is a Most Welcome improvement. And this does Not affect other cities as Each city must be worked to get this next level.

@T-brd, Please don't change this.

JosEPh
 
I have to agree with DH here. The build up after so long a time on eternity is a Most Welcome improvement. Not just for the player but for the AI as well.

@Pit, Sorry :old: but you're way off on this one on my book.

There does not need to be Any adjustments to this any where. I have played Pit's scenario of Eternity, Eon, and Marathon and when the Culture and Science shift up for the "kills/subdue" for a city it is a Most Welcome improvement. And this does Not affect other cities as Each city must be worked to get this next level.

@T-brd, Please don't change this.

JosEPh

Getting one tech in 1-2 turn must be changed. Its currently in the wrong direction, so longer game speeds give more bonus but should give less. ;) Change must not affect your marathon speed. Otherwise there can be a option build in that lets the player turn off the bonus increase.
 
The reason it gives more bonus is to compensate for the fact that the research costs are increased on the longer game speed. And it gives that bonus increased to the same degree that research costs are increased (or should if we're not mistaken here.) The point that there gets to be more animals to collect however, is a valid one that seems to counteract the necessity for adapting the bonus given.

@Joe: I'm kinda on the fence with this. Therefore, out of neutrality, I'm pretty much only commenting and may be interested enough to try to figure out how the adaptation is set to work. Not sure yet that I'd want to do something with it but if the above statements are all true then perhaps something should be done... not a dramatic adjustment mind you, just something. Not sure exactly what per se.
 
By doing the adaption to game speed, level etc and map size in the dll it makes it easier to adjust it towards whatever is correct.

I just gave my galley the promotion 'bounty hunter' I think. It says it gives +1 transport space but I can no longer put normal units on them eg my Guide wont board nor will my Bison Riders. Captives do.

edit I went into world builder and removed the promotion and my guide still can't enter the galley :(
 
By doing the adaption to game speed, level etc and map size in the dll it makes it easier to adjust it towards whatever is correct.

I just gave my galley the promotion 'bounty hunter' I think. It says it gives +1 transport space but I can no longer put normal units on them eg my Guide wont board nor will my Bison Riders. Captives do.

edit I went into world builder and removed the promotion and my guide still can't enter the galley :(
The first part is correct and should be labeled as such on the promotion description. However, the bit where you removed it and it didn't work to remove the special unit redefinition is a bit odd and shouldn't be right.
 
But the galleys could carry 3 normal units I though the promotion would have added space for 1 special as well but it doesn't. This promotion effectively destroys your transport units. Perhaps it should not be available to transport units.

It is possible there is something wrong with the Guide definition.
 
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