Noriad2
Emperor
- Joined
- Oct 23, 2014
- Messages
- 1,153
Not a bug - distance attacks don't contribute to GP pts.
Yes they do. But not immediately as the video proves. You get the GG points from distance attacks a bit later.
Not a bug - distance attacks don't contribute to GP pts.
hmm... not supposed to be. Are you sure the melee attack didn't actually generate that much xp itself?Yes they do. But not immediately as the video proves. You get the GG points from distance attacks a bit later.
hmm... not supposed to be. Are you sure the melee attack didn't actually generate that much xp itself?
Sorta. GG Pts are based on XP earned, with exceptions and modifiers. You can get a LOT of GG pts from wonder modifiers, particularly for combat within your borders. Not all sources of XP gain will give GG pts either.I believe xp and gg points are separate subjects?
hmm... then it's a caching factor, again, that would not be a bug but one of the things keeping the game from processing too slow. And if it IS assigning GG pts for ranged assault, that should be changed or the amount modified by greater/lesser group volumes - at least on SM games. By far the easiest code solution is to not have Ranged Assault XP add to GG gains.Anyway, the first example I pointed at (with timestamps on the vid) has no battle occurring after the ranged attacks, but a minute later, the GG points counter suddenly updates anyway.
Could the jump in GG pts there be a result of XP gains from defenses made over the course of the end of turn processing for the AI?
Similar thing happened, when I was play testing on my spacemap for calendar overflow on Normal speed with Gigantic map and Deity/Nightmare difficulty.Its still happening, i am about in the middle of the Classical Era, and one civ is all the way to the Industrial era already, i tried to beeline but i guess to no avail??


Can't wait till you met Hadrian.Its still happening, i am about in the middle of the Classical Era, and one civ is all the way to the Industrial era already, i tried to beeline but i guess to no avail??
And that's not it. I verified that in the code the other day.Can't wait till you met Hadrian.
My current Normal Test game is doing the same thing, in Classical era and it's 1572AD while researching Mounted Archer.
Another 23 techs till Medieval Lifestyle. But I have not met any neighbors yet either.
Have not pinpointed how the Research rate changed. Only have a guess as to why, New Option.
It was balanced and did not have this problem just a few months ago. Something was changed in the code and Now current games are acting like this. So you tell me what happened as I made no changes to Normal GS modifiers. Dates, eras, and research rates were hitting their "target" settings. Now it's not.So basically Normal speed doesn't downscale tech costs enough![]()
Maybe building rebalance increased cost of buildings, and it resulted in less research/commerce producing buildings being built?It was balanced and did not have this problem just a few months ago. Something was changed in the code and Now current games are acting like this. So you tell me what happened as I made no changes to Normal GS modifiers. Dates, eras, and research rates were hitting their "target" settings. Now it's not.
But, there was a Greater Gold change to the code......another possibility. The Tech recosting did have some effect as well. Imho this change is a code change somewhere.
And that's not it. I verified that in the code the other day.
It definitely changed the order of When buildings got built.Maybe building rebalance increased cost of buildings, and it resulted in less research/commerce producing buildings being built?
All that did was make it so that if you get over 1mil gold it converts to Greater Gold and reduces the normal gold amount by 1mil. And then the opposite - go beneath 0 gold and you exchange in a Greater Gold to cover it if necessary. It's a currency exchange system basically. 1 Greater Gold = 1 million gold. It keeps things from overflowing in gold totals. Nothing that would influence research rates.So what did your Greater Gold make changes to? Gold and Research go hand in hand..........
10% increase for Snail and longer GS. But nothing to Normal and Epic. Maybe it was marathon and longer, anyway the 2 fastest GS were not changed. And SO's continued Bug postings correlate to what is happening in my own Normal game(s). Just trying to figure it out, exploring the possibilities. And you should agree coding can have far reaching effects wouldn't you?I thought you HAD made an adjustment to research times lately that would account for what you're talking about. Maybe review other recent changes? Coding adjustments have not been made that would be adjusting research rates lately.
CAN, yes. If there is logical cause for it to. It's not like a mystic thing where anything can happen with the slightest change though. It is very possible to be completely sure of the inability for something to have an effect due to the manner in which it is applied.And you should agree coding can have far reaching effects wouldn't you?
if it's from the recosting projects then it's taken at least several months to manifest. A real possibility and I'm just trying to reduce those same possibilities.CAN, yes. If there is logical cause for it to. It's not like a mystic thing where anything can happen with the slightest change though. It is very possible to be completely sure of the inability for something to have an effect due to the manner in which it is applied.
For example, the option you are pointing to does nothing but eliminates the processing of WFL and TD modifiers for human players and only if those options are on. It does nothing else to the processing of the research and the modifier amount is added to the rest of the stream later only if there is a modifier to add, which this makes sure there wouldn't be.
Given that it shows up nowhere else in the code I can say with confidence that the ability for it to influence results on non WFL/TD games is absolutely impossible.
I do not recall anything else that could influence the research stream. Except, as noted, some XML changes that can have a more significant impact than perhaps imagined.

I'll take a look... those are notorious issues. Thanks!Potential if (a = b) error in the following places:
- Sources\CvGameTextMgr.cpp line 23186, 23221
- Sources\CvPathGenerator.cpp line 929
- Sources\CvPlot.cpp line 5674