Single Player bugs and crashes v38 plus (SVN) - After the 20th of February 2018

Is it possible to make something like Greater Gold but for culture?
Even with 4 slower speed you will eventually get 21 million culture in city and then city stops providing culture for national culture.
Yes, and it's done already on a national level but would be very difficult to integrate it in for the city level alone. Is it REALLY needed? Culture thresholds for any added culture levels beyond the cap we're at would need to pick up a Greater Culture tag to express what they require, because even expressing too high a number in the XML would not work. Then that amount won't be quite so granular to adjust to scaling effects with much accuracy. Not saying it can't be done, just that it's mathematically fiddly and wouldn't be quite as smooth as one might hope.
 
Yes, and it's done already on a national level but would be very difficult to integrate it in for the city level alone. Is it REALLY needed?
Yes as city that reaches culture cap no longer contributes to national culture.

Can be this bypassed then?
That is culture income would be separately accounted in national culture, so city that capped still can contribute to national culture.
 
Yes as city that reaches culture cap no longer contributes to national culture.

Can be this bypassed then?
That is culture income would be separately accounted in national culture, so city that capped still can contribute to national culture.
I should be able to fairly easily allow it to continue to add to national culture, yes. I thought it would be doing that already but I'll review to make sure it does.
 
@raxo2222
This in from the Discord server. Thought you might be able to help us with this one:
The bakery goes obsolete at botanical alchemy, while the only other building that produces bread (Food manufacturing district) is unlocked at augmented consumables
 
@raxo2222
This in from the Discord server. Thought you might be able to help us with this one:
Botanical Alchemy is at X=114 and Augment Consumables is at X=102.
Is 12 column window too short?
That is there are 12 columns of techs after you get Food Manufacturing District and before Bakery is obsoleted.
That is about one era.

This is just laziness - players should always use that one city where they build all resource producers.
 
Botanical Alchemy is at X=114 and Augment Consumables is at X=102.
Is 12 column window too short?
That is there are 12 columns of techs after you get Food Manufacturing District and before Bakery is obsoleted.

This is just laziness - players should always use that one city where they build all resource producers.
Jeez... I dunno what he's *****in'... erm... complaining 'bout then. Is it possible to get Botanical Alchemy before Augment Consumables? If so, maybe Augment Consumables should become an additional prereq for Botanical Alchemy and there you have it. Not sure why this seemed jarring to this player. Are there some other hidden problems maybe with accessing the Food Manufacturing District perhaps?

BTW, your immediate ability to see how this all flows the way it does is exactly why I relied on you to sort out this comment. Awesome job with that! I am definitely NOT up on my understanding of these eras.
 
Jeez... I dunno what he's *****in'... erm... complaining 'bout then. Is it possible to get Botanical Alchemy before Augment Consumables? If so, maybe Augment Consumables should become an additional prereq for Botanical Alchemy and there you have it. Not sure why this seemed jarring to this player. Are there some other hidden problems maybe with accessing the Food Manufacturing District perhaps?
Looks like Augment Consumables always is researched when going to Transhuman era.

Then again I saw some saves where players didn't have computers in Information era or Automobiles in Atomic era wondering why they can't build good property control units.
 
Looks like Augment Consumables always is researched when going to Transhuman era.

Then again I saw some saves where players didn't have computers in Information era or Automobiles in Atomic era wondering why they can't build good property control units.
lol... yeah beelining will cause issues sometimes and that's not necessarily a bad thing. Sometimes it's the player's mismanagement that's giving them the bug they think they have.
 
This is just laziness - players should always use that one city where they build all resource producers.

No they should Not be forced to do this. This idea is wrong on so many levels.

As for the rest of the discussion carry on. :)
 
So anything that produces resource shouldn't obsolete at all?
Not what I said.

You said " players should always use that one city where they build all resource producers.". I said this is wrong. Still following me? Your statement is one sided and limits the play path(s) players make take. Just like the constant "harping" that players should Specialize every city. This is wrong too because it again limits the playability and path of play that a plyer has at their disposal. I do not intentionally Specialize any of my cities while I play. A stark contrast to T-brd's style of play where he Does Specialize his cities. Neither of us are Wrong in our separate approach. Because Both are viable paths for decision making. A stark contrast to your broad sweeping statement of " players should always use that one city where they build all resource producers."
 
Not what I said.

You said " players should always use that one city where they build all resource producers.". I said this is wrong. Still following me? Your statement is one sided and limits the play path(s) players make take. Just like the constant "harping" that players should Specialize every city. This is wrong too because it again limits the playability and path of play that a plyer has at their disposal. I do not intentionally Specialize any of my cities while I play. A stark contrast to T-brd's style of play where he Does Specialize his cities. Neither of us are Wrong in our separate approach. Because Both are viable paths for decision making. A stark contrast to your broad sweeping statement of " players should always use that one city where they build all resource producers."
I mean if they ignore resource producers they might find that their producer obsoleted while its replacement appeared some time ago.

Or they might ignore seemingly unimportant resource, that is part of important chain.
 
I mean if they ignore resource producers they might find that their producer obsoleted while its replacement appeared some time ago.

Or they might ignore seemingly unimportant resource, that is part of important chain.

Which is a learning process for how all chains work. And that only comes from extended play because we have Many chains to learn.

But telling a player to put All chains in one city is not ideal advice either. And may not even be a good game idea as well. Example: AI destroys that 1 city. Now that player has lost the game. Can't build needed items or units to stay in contention because all Chain dependent resources are gone.

And obsolescence is Not always a good thing either. Bread making going obsolete is a perfect example of pointless obsolescence.

Overall our Chains are too complex in most cases as they stand now.
 
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Hi! Would like to report a couple of bugs I have noticed:
1) Cannibalism doesn't work - has Worldview but there is no button on human or Neanderthal captives.
2) The prehistoric Ambusher has somewhat wrong model - guys with rifles??

May you have an excellent day! Thanks for a great mod!!
 
Hi! Would like to report a couple of bugs I have noticed:
1) Cannibalism doesn't work - has Worldview but there is no button on human or Neanderthal captives.
2) The prehistoric Ambusher has somewhat wrong model - guys with rifles??

May you have an excellent day! Thanks for a great mod!!
1. @Dancing Hoskuld needs to move it to core - there are technical limitations with modules.

2. You have low render quality or animations frozen on in graphic options.
If not then its bug somewhere in unit artstyles.
 
Added help text entry for that.

@Thunderbrd why fifth level of it is commented out in PromotionInfos?
It was only one buildup entry missing help text by the way.
I'm not sure. I think this may be the first buildup DH did. It's not against the rules to have a different buildup scheme than just 5, each earned each round. You can have 1 step through any number of them you want to make. DH probably didn't realize it was important to do a text key for the promotionline itself. Quite fascinating to have a buildup for spies... I like it!

2) The prehistoric Ambusher has somewhat wrong model - guys with rifles??
Either Rax is correct, which is likely, in which case many other units aren't looking as they should, particularly animals, OR you are realizing that the model did use a rifle originally, but the stock has been removed and the animation still shows the puff out the end. It's the best our limited art and animation pool has come up with for them. I'm not sure if the sound for them was ever changed.
 
I'm not sure. I think this may be the first buildup DH did. It's not against the rules to have a different buildup scheme than just 5, each earned each round. You can have 1 step through any number of them you want to make. DH probably didn't realize it was important to do a text key for the promotionline itself. Quite fascinating to have a buildup for spies... I like it!
Last buildup level was in Nanotech era - Thought Scanning.

He didn't add art file for fifth buildup level.
 
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