strategyonly
C2C Supreme Commander
what happened to my Smugglers Shanty, after recent SVN, all my Pirate stuff disappeared??
Now you have 2 games to compare against each other as you play them.
Did you happen to change civics? I don't know of any direct changes to this building... Anyone?what happened to my Smugglers Shanty, after recent SVN, all my Pirate stuff disappeared??
mope i even went BACK to the Banditry Civic where it is authorized, pic 1, and still not there?? and not in my built buildings also,where it used to be pic 2Did you happen to change civics? I don't know of any direct changes to this building... Anyone?
You must produce alcohol or drugs to make this building.mope i even went BACK to the Banditry Civic where it is authorized, pic 1, and still not there?? and not in my built buildings also,where it used to be pic 2
an trying to get Dragon Pirate Ships. .
somehow i lost my wheat/grainYou must produce alcohol or drugs to make this building.
for ( int i = 0; i < GC.getNUM_UNIT_PREREQ_OR_BONUSES(); i++)
{
if ( getPrereqOrVicinityBonuses(i) == NO_BONUS && pClassInfo->getPrereqOrVicinityBonuses(i) != NO_BONUS)
{
if ( NULL == m_piPrereqOrVicinityBonuses )
{
CvXMLLoadUtility::InitList(&m_piPrereqOrVicinityBonuses,GC.getNUM_UNIT_PREREQ_OR_BONUSES(),(int)NO_BONUS);
}
m_piPrereqOrVicinityBonuses[i] = pClassInfo->getPrereqOrVicinityBonuses(i);
}
}
for ( int i = 0; i < GC.getNUM_UNIT_PREREQ_OR_BONUSES(); i++)
{
if ( NULL == m_piPrereqOrVicinityBonuses )
{
CvXMLLoadUtility::InitList(&m_piPrereqOrVicinityBonuses,GC.getNUM_UNIT_PREREQ_OR_BONUSES(),(int)NO_BONUS);
}
if ( getPrereqOrVicinityBonuses(i) == NO_BONUS)
{
for ( int j = 0; j < GC.getNUM_UNIT_PREREQ_OR_BONUSES(); j++)
{
if ( pClassInfo->getPrereqOrVicinityBonuses(j) == NO_BONUS )
{
break;
}
else
{
m_piPrereqOrVicinityBonuses[i+j] = pClassInfo->getPrereqOrVicinityBonuses(j);
}
}
break;
}
}
You are right. We've never really tried to address this but I think it was identified as a potential issue a while back.One potential bug in CvBuildingInfo:: CopyNonDefault regarding PrereqOrVicinityBonuses and PrereqRawVicinityBonuses.
They are stored as arrays of length GC.getNUM_BUILDING_PREREQ_OR_BONUSES,
but the individual values of an array are not a boolean map to bonus-types. Instead the first identifier read from the XML is resolved and stored in the first slot of an array, and so on. The CopyNonDefaults code regarding them is that for a boolean map. The problem arises when a second xml has an extension on the vicinity bonus requirement of the same building. Because the bonus ids are resolved and stored in the first slots of the arrays, this CopyNonDefaults code will overwrite previous values. This is the current code:
Line 7324
Code:for ( int i = 0; i < GC.getNUM_UNIT_PREREQ_OR_BONUSES(); i++) { if ( getPrereqOrVicinityBonuses(i) == NO_BONUS && pClassInfo->getPrereqOrVicinityBonuses(i) != NO_BONUS) { if ( NULL == m_piPrereqOrVicinityBonuses ) { CvXMLLoadUtility::InitList(&m_piPrereqOrVicinityBonuses,GC.getNUM_UNIT_PREREQ_OR_BONUSES(),(int)NO_BONUS); } m_piPrereqOrVicinityBonuses[i] = pClassInfo->getPrereqOrVicinityBonuses(i); } }
This is one possible way to fix it:
Code:for ( int i = 0; i < GC.getNUM_UNIT_PREREQ_OR_BONUSES(); i++) { if ( getPrereqOrVicinityBonuses(i) == NO_BONUS && i != 0 ) { for (int j = 0; j < GC.getNUM_UNIT_PREREQ_OR_BONUSES(); j++) { if ( pClassInfo->getPrereqOrVicinityBonuses(j) == NO_BONUS ) { break; } else { m_piPrereqOrVicinityBonuses[i+j] = pClassInfo->getPrereqOrVicinityBonuses(j); } } } }
The block right below for PrereqOrRawVicinityBonuses is similar.
There may be other similar ones.
K, I'll take a look.as soon as i "tried" to range assault the city circled in yellow from my ship, CTD/ / / mini and save in zip
Barbs used to not be able to use SM, but now that the SM AI isn't instructing much in the way of splitting and is almost entirely using merges, it made sense to enable it for them so that they could compound their units and cost the game less memory as a result. It has helped with speed of processing and game longevity. The way you asked it makes it sound like you are thinking they should be able to use it and they aren't using it but they have. Stone throwers would not normally be 1.5 str, but rather 1. Given the size of that stack, they would probably use it more if they had a higher tech era achieved and thus could.also in the second pic arent barb's allowed to use SM??
I'm not sure how to explain this exactly.as soon as i "tried" to range assault the city circled in yellow from my ship, CTD/ / / mini and save in zip
only thing i changed was using the Confederate civ, and that isnt even involved in this?? oh well, oh it might be the ranged attached that archers use also in the bug optionsI'm not sure how to explain this exactly.
How an option or a modmod would be causing that, I don't know, but it would have to be one of the two things, a difference in options or a modmod you have running that I don't. I can't get a good logical theory here as to what it could be aside from that.
Yeah I don't see that Confederacy as being an issue.only thing i changed was using the Confederate civ, and that isnt even involved in this?? oh well, oh it might be the ranged attached that archers use also in the bug options
Nope no need for that any longer . . its ok i have moved on already . .Yeah I don't see that Confederacy as being an issue.
I don't think you're using archer bombard and even if you were there shouldn't be an overlap between the two.
Might just be a difference in how your processor handled a call in the EXE and something I cannot replicate here as a result. But this all happens in the graphics engine processing somewhere in the EXE, so maybe it has something to do with some graphic options.
Are you using viewports by chance? THAT could have something to do with it potentially.
Yep. Shouldn't need more than that. And cities shouldn't be pumping more than 2 hundred thousand of any commerce in a round. If that's possible, we should be looking at the buildings as being too powerful, or something is. Why does your city generate more culture than a normal game?That is city can't have more than 21 474 275 culture in it - at this cap city doesn't contribute to National Culture anymore.
I already wrote, that I made test mod, where you can build ALL buildings in city, details are in thread I linked.Yep. Shouldn't need more than that. And cities shouldn't be pumping more than 2 hundred thousand of any commerce in a round. If that's possible, we should be looking at the buildings as being too powerful, or something is. Why does your city generate more culture than a normal game?
Here.Where is MISC_HELP_GOLDEN_AGE being called?
//STEP 9 : Golden Age Base Commerce Changes (usually trait driven though it might be interesting to enable this on civics.)
if (owner.isGoldenAge())
{
int iGoldenAgeCommerce = owner.getGoldenAgeCommerce(eCommerceType);
if (0 != iGoldenAgeCommerce)
{
szBuffer.append(gDLL->getText("TXT_KEY_MISC_HELP_GOLDEN_AGE_PLAYER_COMMERCE", iGoldenAgeCommerce, info.getChar()));
szBuffer.append(NEWLINE);
bNeedSubtotal = true;
}
iBaseCommerceRate += 100 * iGoldenAgeCommerce;
So halving those modifiers should be enough.Good to know we have that loophole RE golden ages. Perhaps we should pull back on the buildings that can lengthen them by a bit.
OK, cool I'll look into the text key error and the rest sounds fair enough, since we've already diminished mod%s on gold and research in a like vein.I already wrote, that I made test mod, where you can build ALL buildings in city, details are in thread I linked.
So reducing culture modifiers by 50% or 75% is in order then.
I'm in middle of Industrial era and I have +1735% culture from buildings.
No other commerce has >700% from buildings + resources.
So if I reduced all culture modifiers from buildings by 75% then now I would have 433% boost from buildings - value in line with other commerce boosters from buildings and or resources.
Here it seems only regular buildings need snipping.
Here.
cvGameTextMgr.cpp
Line 37336Code://STEP 9 : Golden Age Base Commerce Changes (usually trait driven though it might be interesting to enable this on civics.) if (owner.isGoldenAge()) { int iGoldenAgeCommerce = owner.getGoldenAgeCommerce(eCommerceType); if (0 != iGoldenAgeCommerce) { szBuffer.append(gDLL->getText("TXT_KEY_MISC_HELP_GOLDEN_AGE_PLAYER_COMMERCE", iGoldenAgeCommerce, info.getChar())); szBuffer.append(NEWLINE); bNeedSubtotal = true; } iBaseCommerceRate += 100 * iGoldenAgeCommerce;
So halving those modifiers should be enough.
Is it possible to make something like Greater Gold but for culture?OK, cool I'll look into the text key error and the rest sounds fair enough, since we've already diminished mod%s on gold and research in a like vein.