Solver's Unofficial BtS Patch

ok, so how come when i haven't researched writing yet it still shows alphabet as a can research for the ai even tho they can tech trade and i oviously don't have the pre-requisite for alphabet which is writing..

by what you guys are saying it should be showing me writing as a can research tech not alphabet..
 
ok, so how come when i haven't researched writing yet it still shows alphabet as a can research for the ai even tho they can tech trade and i oviously don't have the pre-requisite for alphabet which is writing..

by what you guys are saying it should be showing me writing as a can research tech not alphabet..

Hmm, good question... I would have expected Writing to show up there too.
 
Because you can reasearch writing, you have the prereques for it. It only gets screwy for techs you don't have the prereques for.
 
I do have something strange to report.

I had 2 Chariots parked over a Rice Tile that was next to a Barbarian City but in my influence field. I sent 2 workers to the tile to 1st build a road and then a farm. As long as the Chariots stationed on Sentry were on that tile I could not get the workers to build either the road or farm. When I moved the Chariots the workers finally began to behave normally.

I didn't want to move the chariots as the Barb City was in an adjacent tile and had 2 Archer units in the city. I didn't want my workers killed or captured obviously so I used the Chariots as Guards. Seems the game didn't like this.

Also I've never had a problem mining before I had researched Iron. Now if I send a worker to Mine Gems it pops up with a Red Iron Requirement. BUT if I move the worker off the tile with the gems and then back I can Mine them. Any ideas as to why this strange behavior is occurring.

I do like the added challenge that Solver's Patch adds to the game. (just like Bhruic's Patch for MoO3 does ;) )

JosEPh :)
 
What would probably be best is to retitle "Can Research" to "Might Have"
They Want (you have, they don't.. but they have the prerequisites for)

Might Have (They have the prerequisite for, but You Don't)

Will Trade/Won'tTrade/Can't Trade (They have you don't but you have the prereqistites for)
 
What would probably be best is to retitle "Can Research" to "Might Have"

This is not right (either), because the "Can Research" category will include techs that you definitely know they don't have (because you have all of the prerequisites, and yet that tech is not available for trade from that opponent).
 
If you have all the Prerequisites, then it shouldn't be in that category it should either be in
Want (You have it+They don't)
OR
Will/won't/Can't Trade (They Have it+You Don't)
OR
NOT THERE... those are techs either you both have or you both don't have... one's you both have are fairly useless for a Diplomacy Screen, same with ones you both Don't have.

If you want to see what they Have that you Don't, look in the
"Trade", and "Might Have" sections

If you want to see what they Don't Have that you Do, look in the 'Want' section.


If you have it , and its not there.. they also have it
If you don't have it and its not there.. They also


Actually there should be:

THEY WANT (They Don't have this, and you do)
sub categories
[Can Trade].. They have Prerequisites for it and you have it
[Can't Trade]... They Don't have prerequisites for it

THEY HAVE (You have the prerequisites, you don't have the tech, they do)
subcategories
[Will]
[Won't]
[Can't]

MIGHT HAVE (You don't have the prerequisites for it, but all of their techs that you do have the prerequisites for, give the prerequisites for it.)

CAN RESEARCH (BOTH don't have, and BOTH have the prerequisites for)

Seperate out Migh have and Can Research because they mean very different things
 
Actually it's very handy to know what the AI doesn't have and that you don't have. You can pick the mosty beneficial tech to research (for trade purposes).

True, you can compare what's listed to what you can research, but that's just extra work.

About the original problem, alphabet is a kind of interesting corner case. You know they have alphabet not because you have the prereq, but because they can trade tech with you. However, it's probably not worth coding in the special case (IMO).
 
NOT THERE... those are techs either you both have or you both don't have... one's you both have are fairly useless for a Diplomacy Screen, same with ones you both Don't have.

Well, I disagree, as (obviously) did the designers of the mod. I think it's very useful to see these listed.

Actually there should be:

MIGHT HAVE (You don't have the prerequisites for it, but all of their techs that you do have the prerequisites for, give the prerequisites for it.)

CAN RESEARCH (BOTH don't have, and BOTH have the prerequisites for)

Hmm, first you argue they shouldn't be listed at all, then you say they should be listed and in more detail than now. The designers made a compromise between those two, to save space. I don't think it's a bad compromise, although I wouldn't object to splitting them up, either.
 
Things I would like to see changed:

- Still be able to build monasteries anytime; just have Scientific Method obsolete their 10% science.

- Remove the airstrike 50% cap.

- Remove the artillery 85% cap.

- Remove the 1/2 strength air attack vs ship.

- Remove the 2 green faces for cities receiving power from 3GD.

- [no personal experience, but read the thread about 100/per city colony maintenance expenses] - fix that

- have subs/stealth destroyers not be moved if an enemy enters their square. Have the sub/s.d. get a free first strike against the attacker, then do a normal combat. Friendly/neutral civs wouldn't notice the sub/s.d. when moving into the square.

- Remove the 4-aircraft limit per city. If this is in place, why not 4 ships docked in a city as another limit ?

- Give guided missile cruiser 100% aircraft intercept.

- Have guided missile cruiser be able to rebase guided missiles while at sea.

- Have guided missile be able to attack a stack of units, not just cities.

- If you take over an enemy worker, you capture it. If the computer player then re-captures the enemy worker, it disappears. What gives?

- Remove the 2-national wonder limit for cities.

Is there a mod that does any of these things?

Thanks,

Jeff
 
This isn't really an "ask for mods" thread, this is (or should be) discussions about Solver's patch(es), and bugs that can only be fixed via the dll. Of course, since he's said he won't be doing any more because the official patch is going to be out "soon", there's not much to talk about at the moment. But you'd be better off making mod requests in the proper forum.

Bh
 
I do have something strange to report.

I had 2 Chariots parked over a Rice Tile that was next to a Barbarian City but in my influence field. I sent 2 workers to the tile to 1st build a road and then a farm. As long as the Chariots stationed on Sentry were on that tile I could not get the workers to build either the road or farm. When I moved the Chariots the workers finally began to behave normally.
from your description it sounds as if you would have selected all four units first.

[...]
Also I've never had a problem mining before I had researched Iron. Now if I send a worker to Mine Gems it pops up with a Red Iron Requirement. BUT if I move the worker off the tile with the gems and then back I can Mine them. Any ideas as to why this strange behavior is occurring.
Gems typically tend to appear in jungle tiles. For chopping jungles, you have to know about Iron Working.
As far as the moving back and forth is concerned, this sounds like you did acquire Iron Working in between.
 
The two national wonder limit actually creates created decisions and strategy, removing it would be terrible. I think the siege damage limit was a good change, as they were a bit too powerful, and this encourages mixing stacks more..
 
I personally would have preferred if they 'fixed' siege units differently. Collateral damage should be an ability akin to bombardment, rather than a side effect of a melee attack.

In any event, as Bhruic says, this is the wrong thread for all this.

Wodan
 
Well, I disagree, as (obviously) did the designers of the mod. I think it's very useful to see these listed.



Hmm, first you argue they shouldn't be listed at all, then you say they should be listed and in more detail than now. The designers made a compromise between those two, to save space. I don't think it's a bad compromise, although I wouldn't object to splitting them up, either.

The problem is the compromise results in Bad Information
all the other categories, Want, etc. make sense but "Can research" includes things you know they Can Research AND things that you don't know the status of (some of which they CAN'T research, because they already have)


Basically you Need the Categories:

Want+Can Trade
Will Give
Won't Give
Can't Give

The other categories are Optional but should NOT Be Merged (or at least if merged should be merged properly into an 'other techs' category)
 
There is a very annoying bug in this patch when creating new Vassals.
If I played Stalin and made a new vassal state, it used to give a Vassal of the same Civ, such as Catherine, but now it seems to give me any old random civ, which really screws up the scenario quite often.
Can you fix this back so it works fine like in the original game please, or can anyone give me instructions in how to make my newly created vassal the same civ as me?
 
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