Single Player bugs and crashes v37 plus (SVN) - After the 24th of December 2016

All this setting does is raise the upgrade cost by +1 Gold for each integer step taken. I took the slinger to 0 for this setting and the upgrade cost was reduced by 5 gold
Ah so it works as minimum cost for upgrade.
It doesn't need to be here at all then, just be zeroed,, as most likely any unit upgraded to anything else even on fastest pace of Settler/Duel/Normal will have cost difference between two units, even if it would end up as 1 gold.
 
Significant and probably quite reasonable as well to eliminate any arbitrary hike in the base value on the formula.
Speaka da plain english please! Put it a 0 or leave at 5???
 
Ah so it works as minimum cost for upgrade.
Indeed, though it should imo be scaled by gamespeed, something it currently is not.

It is currently added to the price first thing before the code consider adjustment from unit hammer cost and the other percentage modifiers.

I would change it to be at the very end of the dll upgradePrice function like so:
... ↓ ...
iMinCost = GC.getBASE_UNIT_UPGRADE_COST() * GC.getGameSpeedInfo(GC.getGameINLINE().getGameSpeedType()).getUnitHurryPercent() / 100
if iPrice <= iMinCost
{
iPrice = iMinCost​
}
return iPrice;​
}
 
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Indeed, though it should imo be scaled by gamespeed, something it currently is not.

It is currently added to the price first thing before the code consider adjustment from unit hammer cost and the other percentage modifiers.

I would change it to be at the very end of the dll upgradePrice function like so:
if iPrice <= 0
{
iPrice = GC.getBASE_UNIT_UPGRADE_COST() * GC.getGameSpeedInfo(GC.getGameINLINE().getGameSpeedType()).getUnitHurryPercent() / 100​
}
return iPrice;​
}
Well thunder wants BASE_UNIT_UPGRADE_COST to be 0.
You could scale UNIT_UPGRADE_COST_PER_PRODUCTION by game speed instead:
if iPrice <= 0
{
iPrice = UNIT_UPGRADE_COST_PER_PRODUCTION * GC.getGameSpeedInfo(GC.getGameINLINE().getGameSpeedType()).getUnitHurryPercent() / 100​
}
return iPrice;
 
Well thunder wants BASE_UNIT_UPGRADE_COST to be 0.
I'm not so sure about that.
You could scale UNIT_UPGRADE_COST_PER_PRODUCTION by game speed instead:
No, UNIT_UPGRADE_COST_PER_PRODUCTION is already scaled by gamespeed because the hammer amount is scaled by gamespeed.
It would result in double scaling.
 
<Define>
<DefineName>BASE_UNIT_UPGRADE_COST</DefineName>
<iDefineIntVal>5</iDefineIntVal>
</Define>
<Define>
<DefineName>UNIT_UPGRADE_COST_PER_PRODUCTION</DefineName>
<iDefineIntVal>150</iDefineIntVal>
</Define>

Since Production cost to build units is based off of GS used and now Dificulty too I am going to set these values to:
<DefineName>BASE_UNIT_UPGRADE_COST</DefineName>
<iDefineIntVal>0</iDefineIntVal>
</Define>
<Define>
<DefineName>UNIT_UPGRADE_COST_PER_PRODUCTION</DefineName>
<iDefineIntVal>50</iDefineIntVal>

The upgrade cost should never be a 1:1 ratio. I strongly disagree with that assessment. In light of that I'm setting it to 50% of Production cost. IF we start getting complaints from regular average players that it is too low we can up it. (But the Uber players will probably complain straight way anyway.) So it is now a .5:1 ratio, as soon as I commit.

Also I will be changing 1 more Global and that is the Distance from Empire borders that workers can build Super Forts. It is currently set to 7 tiles. I am reducing that to 5 tiles. Too much land grab area for AI and Player both
 
I'm using SVN-9891 and have been seeing several red blobs. In this savegame I got a wisewoman from a goodie hut and she is a red blob. I tried to take a screenshot, but it keeps saying it failed.
 

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SVN9891 (today) nightmare/snail/large map: buildings are now exceptionally expensive to build. I guesstimate 3x as much as a few weeks ago. Most buildings used to have a Returns-On-Investment of roughly 1%. For the first few buildings, ROI was even better than that. However, the ROI is much lower now. Stick gatherer (+1 hammer) costs already 131 hammers to build. Rock gatherer (+1 hammer) is 262 hammers (used to be below 100 if I remember correctly) and it gets worse after that: Travois maker costs 595 hammers, for a benefit of +1 hammer and +1 money. Similar for wonders.

Problem is that this makes almost all economic buildings too expensive to build. It takes almost forever for them to pay back their construction cost.

Also, all units seem significantly more expensive to build too although not as bad as the buildings.
 
I'm using SVN-9891 and have been seeing several red blobs. In this savegame I got a wisewoman from a goodie hut and she is a red blob. I tried to take a screenshot, but it keeps saying it failed.
Yes we are aware of the problem. There were some files left out of the .pak files. These are being redone but take sometime to repak.
 
I'm using SVN-9891 and have been seeing several red blobs. In this savegame I got a wisewoman from a goodie hut and she is a red blob. I tried to take a screenshot, but it keeps saying it failed.
Currently there are problems with FPK things - something somewhere broken, this issue is getting fixed.
 
I strongly disagree with that assessment.
Why? This has been the main reason gold has purpose in the game, outside of covering your basic expenses - unless you play with tech trading. If we diminish the value of having something to do with it we really take away from the player ever wanting to spend some turns saving up some gold for things.
 
Also I will be changing 1 more Global and that is the Distance from Empire borders that workers can build Super Forts. It is currently set to 7 tiles. I am reducing that to 5 tiles. Too much land grab area for AI and Player both
I agree with this.
 
Indeed, though it should imo be scaled by gamespeed, something it currently is not.

It is currently added to the price first thing before the code consider adjustment from unit hammer cost and the other percentage modifiers.

I would change it to be at the very end of the dll upgradePrice function like so:
... ↓ ...
iMinCost = GC.getBASE_UNIT_UPGRADE_COST() * GC.getGameSpeedInfo(GC.getGameINLINE().getGameSpeedType()).getUnitHurryPercent() / 100
if iPrice <= iMinCost
{
iPrice = iMinCost​
}
return iPrice;​
}
Using this as an end minimum value would make a lot more sense. I forget sometimes we have strange numeric situations that don't produce a good comparison from old to new and thus come up with basically a zero value for that. This would be a good change I think.
Speaka da plain english please! Put it a 0 or leave at 5???
I WAS meaning put it at 0 but the point that this is used as a minimum is a good one so we should probably leave it at 5 and I'll adjust the formula so that it ONLY counts as a minimum value if needed.
 
SVN9891 (today) nightmare/snail/large map: buildings are now exceptionally expensive to build. I guesstimate 2-3x as much as a few weeks ago. Most buildings used to have a Returns-On-Investment of roughly 1%. For the first few buildings, ROI was even better than that. However, the ROI is much lower now. Stick gatherer (+1 hammer) costs already 131 hammers to build. Rock gatherer (+1 hammer) is 262 hammers (used to be below 100 if I remember correctly) and it gets worse after that. Similar for wonders.

Problem is that this makes almost all economic buildings too expensive to build. It takes almost forever for them to pay back their construction cost.

Also, all units seem significantly more expensive to build too although not as bad as the buildings.
Well costs of buildings/units are upped by 225% in Nightmare.
 
SVN9891 (today) nightmare/snail/large map: buildings are now exceptionally expensive to build. I guesstimate 3x as much as a few weeks ago. Most buildings used to have a Returns-On-Investment of roughly 1%. For the first few buildings, ROI was even better than that. However, the ROI is much lower now. Stick gatherer (+1 hammer) costs already 131 hammers to build. Rock gatherer (+1 hammer) is 262 hammers (used to be below 100 if I remember correctly) and it gets worse after that: Travois maker costs 595 hammers, for a benefit of +1 hammer and +1 money. Similar for wonders.

Problem is that this makes almost all economic buildings too expensive to build. It takes almost forever for them to pay back their construction cost.

Also, all units seem significantly more expensive to build too although not as bad as the buildings.
I'm glad you are seeing this too.
 
Well costs of buildings/units are upped by 225% in Nightmare.
It's Not just nightmare Raxo. And Nightmare has been at 225 for a long time.
 
I WAS meaning put it at 0 but the point that this is used as a minimum is a good one so we should probably leave it at 5 and I'll adjust the formula so that it ONLY counts as a minimum value if needed.
Too late already done at 0 and committed.
 
Also, if units are more expensive in hammers, that means that upgrade costs are likely higher too.
 
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