If he is now happy with Raxxo's fix then this subject is now dead. And I will not bother with it anymore.
He said, that he likes my change earlier.
Case was already closed, when Thunderbrd posted
If he is now happy with Raxxo's fix then this subject is now dead. And I will not bother with it anymore.
<!-- Ammunition -->
<BonusInfo>
<Type>BONUS_AMMO</Type>
<Description>TXT_KEY_BONUS_AMMO</Description>
<Civilopedia>TXT_KEY_BONUS_AMMO_PEDIA</Civilopedia>
<BonusClassType>BONUSCLASS_MANUFACTURED</BonusClassType>
<ArtDefineTag>ART_DEF_BONUS_AMMO</ArtDefineTag>
<TechReveal>TECH_EXPLOSIVES</TechReveal>
<TechCityTrade>TECH_EXPLOSIVES</TechCityTrade>
<iAITradeModifier>10</iAITradeModifier>
<iPlacementOrder>-1</iPlacementOrder>
</BonusInfo>
iAITradeModifier is used 20 times, at its highest is set at 10.Manufactured resources with no displayed values.
In the file Manufactured_CIV4BonusInfos, found in the Terrain Folder, listed below are the only Tag modifiers found. And only a few of the resources use any of the 4 tags found below. Some have 1 or 2 and a few have 3.
<iAITradeModifier>10</iAITradeModifier>
<iAIObjective>10</iAIObjective>
<iHealth>1</iHealth>
<iHappiness>1</Happines>
I presume that <iYields> tag could also be used to give value to resources found in this file.
This file looks incomplete and I think is the cause for many of the Manufactured resources to have no value listed when in Diplomacy and asking for or receiving Trade offers and considerations.
And here is why when I asked "What do you want for ammunition" the response was a blank/empty response. Which when accepted by me gave me Ammunitions for free And added to my Treasury Gold/turn for that turn.
Code:<!-- Ammunition --> <BonusInfo> <Type>BONUS_AMMO</Type> <Description>TXT_KEY_BONUS_AMMO</Description> <Civilopedia>TXT_KEY_BONUS_AMMO_PEDIA</Civilopedia> <BonusClassType>BONUSCLASS_MANUFACTURED</BonusClassType> <ArtDefineTag>ART_DEF_BONUS_AMMO</ArtDefineTag> <TechReveal>TECH_EXPLOSIVES</TechReveal> <TechCityTrade>TECH_EXPLOSIVES</TechCityTrade> <iAITradeModifier>10</iAITradeModifier> <iPlacementOrder>-1</iPlacementOrder> </BonusInfo>
It has the iAITradeModifier which is set at 10%, if I read the modifier as giving a per cent.
So I received a 10% boost from asking "what do you want for Ammo", then accepting the AI's response of "blank response". While things like Squash, since it was brought up, I received a response that the AI wanted x gold, and it was a low amount. Of which I accepted and enriched my empire too.
It is my contention that this file was never fleshed out like the CIV4BonusInfos file was. Thus the lack of a displayed value for most Manufactured bonuses, not only during a transaction but also when viewing the List of all resources that your or the AI empire has to offer as trade.
Yes but not without the consequence of actually having access to the resource actually provide a +1 of that yield to all cities. We found this a little problematic with balance with a ton of resources using it.I presume that <iYields> tag could also be used to give value to resources found in this file.
You are probably correct although I'm not sure this was not intentional but if it was intentional, it should've been reworked later as the manufactured resources began to pick up more value in the game. That said, I'm also not sure that there's currently an XML solution possible until I look at the code.It is my contention that this file was never fleshed out like the CIV4BonusInfos file was. Thus the lack of a displayed value for most Manufactured bonuses, not only during a transaction but also when viewing the List of all resources that your or the AI empire has to offer as trade.
Yes Pepper liked those tags.As you can see they were used on modern/future resources more than on earlier resources.
Those resources may be from other modders, not necessarily Pepper.Yes Pepper liked those tags.
Because birds are very good at withdrawing so were very hard to actually kill.1. My ships regularly (but not every time) get bulk (4-10 that I've noticed) XP from killing a bird.
Perhaps somehow the hidden nationality factor is playing a role somewhere unexpectedly. It's something to look into.2a. HNs don't generate any Great General points. For criminals maybe fair enough, but strike teams are a core part of a civ's military and strategy. Cat units likewise.
They shouldn't be able to attack barbarians since they are supposed to be friends with them (well, Ruffian units are anyhow, so Bandits.) If they are able to do battle with them at all then there is a bug.2b. When HNs (well specifically I've noticed it with Bandit Footpads and Riders) attack (other) barbs, you can't get the odds from alt-mouseover.
That must be it, but something's not right, since I can't remember a bird withdrawing from a ship, whereas they have from my much more specialized hunters/rangers on land.Because birds are very good at withdrawing so were very hard to actually kill.
Yes I lost two Bandit Riders to barbs when I wasn't given any odds beforehand.They shouldn't be able to attack barbarians since they are supposed to be friends with them (well, Ruffian units are anyhow, so Bandits.) If they are able to do battle with them at all then there is a bug.
On reflection they have been stealth attacking (attacking without negating invisibility), so maybe that's why they weren't registering.Perhaps somehow the hidden nationality factor is playing a role somewhere unexpectedly. It's something to look into.
I admit I've made similar observations and have wondered about that. It may well be something to look into.That must be it, but something's not right, since I can't remember a bird withdrawing from a ship, whereas they have from my much more specialized hunters/rangers on land.
hmm... Ruffians shouldn't be able to fight barbs at all. I'll have to do some testing on that.Yes I lost two Bandit Riders to barbs when I wasn't given any odds beforehand.
A possibility also. Obviously something isn't firing quite right somewhere there.On reflection they have been stealth attacking (attacking without negating invisibility), so maybe that's why they weren't registering.
Its related to that problem, but I don't know if the change I made fixes it. It's just a small shot in the blind that can't hurt, but might fix the problem or might not do anything one way or another.1. I saw that @Toffer90 made a fix to the "Lost At Sea" event. Was that to make it so that the ship on the storm/reef tile is lost instead of some random other one? If not, I'm fairly sure that is still happening.
3. I had a turn happen on February 30th. All the excuses I was making for days in the turn dates are gone now. Can you please remove them.
Until it becomes necessary to keep track of time in something greater in resolution than simply 'years', it is good to keep things to at least a yearlong increment for as long as possible. The only reason that months (and days) are even possible is because once you started getting into turn lengths that take less than a year, it's necessary to have them. But until then, (which classically is about modern era in Vanilla) we shouldn't need to break any rounds up into increments less than a year should we? The game engine makes some basic assumptions that you won't be doing that at first.
All months have 30 days.
Days in turn dates are only here to fit calendar to tech count in era.
It would be possible to not display month name if step is longer than 24 months, and day if step is longer than 60 days for example.
As I said before it would be very hard to reduce use of month and day step usages.Until it becomes necessary to keep track of time in something greater in resolution than simply 'years', it is good to keep things to at least a yearlong increment for as long as possible. The only reason that months (and days) are even possible is because once you started getting into turn lengths that take less than a year, it's necessary to have them. But until then, (which classically is about modern era in Vanilla) we shouldn't need to break any rounds up into increments less than a year should we? The game engine makes some basic assumptions that you won't be doing that at first.
This came up recently in a Let's play I was watching and is being found to be a nuissance that months are being displayed before it is necessary. I'm not sure I understand the argument that somehow this is needed before we start having turn times less than a year.
Each option ticked or unticked have an effect on the correctness of the dates displayed through a game, difficulty choice affect it perhaps the most (especially in conjugation with tech diffusion).
Why would we want that, what's the point.I'm hopeful one day it will be possible to make technologies (or columns) the concrete markers that move the calendar forward. Example: your most advanced tech is Steam Power which is at x=62, that means the calendar will display the year 1750 or something.