The Vault Dev. Canteen (General Discussion)

You can see if you look through the pedia resource entries.

They all have their map graphics. You can also see the ones that are doubled up. I might go looking through the structures from fury road again, see if there are any more that would work. It's just another job!

I also need to think of a way to get books and the other 'abstract' yields back into the game. Whether I want them to just be a regular bonus resource like the others, or make them more like a produced resource. Not really sure yet.
 
Ok, I think I have found the reason why the AI was struggling to expand.

There is an AI value in globaldefinesalt that makes the AI only settle plots of a certain 'value' I have no idea what this value is, or how it is measured, but it was set to 600, so I set it to 100. Theoretically this should make them 6 times more likely to settle some place now.... lets hope so!

The problem I am hoping is that base terrain is much worse in FTTW, but adding improvements makes them much better. I don't think this particualr rating understands the impact of improvements when making it's decision, so it rarely sees a plot that is good by BTS/K-Mod standards. However relatively speaking anywhere in FTTW can be made good eventually and often one city may be a stepping stone to another better city in the future.

I have also tweaked some other values that should reduce the technological lead that one civ can pull over the rest of the civs. (This will hopefully keep the competition high throughout the game.)

It's changed from an 88% tech point lead, to just 30% I will see how interesting the change is when I patch up my version.
 
Cutting the BBAI_MINIMUM_FOUND_VALUE setting from 600 to 100 won't make plots 6 times more attractive to build on but should increase the number of acceptable sites.
 
You can see if you look through the pedia resource entries.

They all have their map graphics. You can also see the ones that are doubled up. I might go looking through the structures from fury road again, see if there are any more that would work. It's just another job!

I also need to think of a way to get books and the other 'abstract' yields back into the game. Whether I want them to just be a regular bonus resource like the others, or make them more like a produced resource. Not really sure yet.

Do you mean buttons or actual resource nifs or pedia entries?
 
the actual map graphics, those that you see on map in game.

That display on the top right hand side of the pedia

That has been a problem for awhile. Moonshine being grapes and so forth. There just isn't any potential reason for graphics like these to exist.


On another note:

Someone asked me to a late game unit to replace the Xcom unit in civ 5. This is naturally what happened

CnSoYSA.jpg
 
hahaha. Is that the machine gun, or an actual minigun?

Yes, I know it has been a problem for a while, that is why I say we still need to fix it. :D

We need more graphics though, I am already doubling up many of the used graphics for stuff.

Should have gone with the minigun. The models over 1000! vertices already so I'll just it alone.

Lets break it down though. What exactly represents nuka cola, moonshine, or whatever else we have nothing for?
 
well, for most of the bonus resources (scangey type ones) I have been using buildings.

So there are shop type buildings, building sites (sort of) and military warehouse/bases.

So something like a bottle factory for nuka cola, moonshine is meant to have a distillery improvement (it is basically just wine, but it is the booze you make yourself, rather than scavenge) so that could be some kind of 'growing' thing like potatoes or whatever really...

Most of the rest just need diverse or recognisable buildings I think..
 
I just made some Tandi diplomacy quotes (thanks for her leaderhead! :p), although I don't really like them, but her in-game text - as far as the Fallout Wiki goes - is very limited. Considering you use Willem van Oranje, perhaps you can make use of them: http://pastebin.com/mpfjCSjB I have, however, replaced 'brahmin' with 'cow', as my mod isn't a Fallout mod.
 
Coninued from here and here, since it's neither bug list nor game report anymore.


Noble. Noted. Until I forget again, anyway.

Sorry about that. I made notes for me, not you, and then decided I might as well stick it in the bug thread 'cause there were a few little bugs. I didn't think beyond that. I guess I'd better type a while longer and hope it reduces confusion instead of increasing it.

What I was unable to keep up with were buildings. I kept turning research down and still was unable to build close to everything my tech progress enabled.

The GPs ...I was trying to get the game to move at what felt to me a normal pace. The time limit at Normal speed in vanilla BTS is 500 turns; I expect to get through the tech tree before 350 and usually to win before that. (Power players may disagree; people who like a difficulty where they lose often may disagree the other way.)
If you want a single world time for all game turns, I suggest one quarter; three months. 500 seasons would only add an extra 25 years onto the end of the 100-year span you want. If people finish at 2/3 through they will barely be into Fallout 3, never mind F4 (when is F4?), so if you like the seasons idea I guess you could always declare the suggested speed to be Epic (750 turns/(4 turns/yr)= 187.5 years).
If you really want 5000-turn games, I suggest you make a custom speed as some other mods have done, but leave Normal speed balanced for vanilla Normal game lengths.
E.g., Caveman2Cosmos has so very much stuff they pretty much had to add their own speeds, but they put in overflows so you could play Normal and make and research 15 things in one turn if you wanted.

The game notes: you're right, there's not much to learn there, what with the wrong difficulty and me adding stuff in. I learned from it that it is possible to get AI civs to expand at something like the human player's rate without giving them advantages the human didn't get. So that's not fundamentally broken. I suspect that this remarkable adventurousness has something to do with them having a) (for most of them) some distance from each other and b) decent units and the barbarians not rather than the other way around.

Re the event, you could turn off bRecurring so it only happens once per player and make it free so the weaker players get the full advantage. If you wanted a recurring version in addition... the modiki says iMinOurLandmass counts a player's tiles with cities on them. This might mean that iMaxOurLandmass works the same way, in which case you could set it to 2 and the event would stop firing for anyone that built a third city. If it counts cultural control instead, no number would work right, since early Vault cities, with less culture/safety, would be privileged. iMaxPopulation might work, too. Or PythonCanDo; roll your own. Python,ICantDo.

So the idea is that instead of travelling to new continents, you move further and further eastward.
A campaign!?? A campaign is the first thing on my civ wishlist. It would be so nice if Civ had a campaign. I define civilization as the optimal (long-term) way for a nation (broadly: any group of people large enough to have their own culture) to organize itself. Which means it's different for different tech strata, different cultures, different scales. And a campaign could let you have different mechanics to emulate those things. So early on, everything costs people, cities are small, slavery is most efficient. As you progress, all that changes; you have new resources & luxuries, fresh aims & abilities, people do other things. Also, a campaign lets you have random era goals that would be no fun at all in a full game. E.g., cooperate with other small civs to keep the big civ from eating you; succeed to win control over a merged civ and gain a trait from your new partners. And, of course, at each phase the old map shrinks into part of a new map, nearby small civs disappear or merge and new larger ones show up farther away.
Pushed my own button there, didn't I?:p -You meant something less ambitious.

If you want you can even make a new thread that hosts your work in progress list of ideas suggestions and thoughts, even if unfinished.
I thank you. I just might. I have some sciencey stuff from last year - what is necessary for a Fallout/Hollywood scenario to be physically possible? Quite nerdy, utterly useless; somebody might even like it.:crazyeye:

Anyway, one question: if I fiddle with costs to try to get things to progress capital-N 500-turn Normally, would it be helpful?
 
Why wre you turning down tech progress to build? Do you mean you were trying to rush build buildings, or was it about making improvements?

Until I asked the quetion yesterday, I had no idea civ was so short.

I have been playing big long games for so long that I did not realise 500 turns was a full game!! In my thinking 500 turns was about an era and a bit.. maybe.

Right now I am just trying to make 'one version' where everything is working effectively, like dealing with all of the AI issues where they just seem to perform 'sub-optimally'

As far as I know, game speed settings are just percentage modifiers, so I am not too concerned about making games of different lengths, once we have something that works we can adjust from there.

Yeah I wasn't talking about a campaign, I don't even think you could make a campaign as you describe on the civ engine, you could make a set of scenarios that 'mimic' levels, but there would be no persistent connection between them.

I am just talking about the standard way of playing, but where as the mid late game is all about overseas exploration/expansion, Fallout is just about the journey east.

definately share your findings towards a normal speed game. Like I said, I enjoy longer epic style games, that really take their time. So I am not great at judging what a 500 turn game should play like.

That would work out at about 1 tech per 4-5 turns average we have just over 100 techs. (although I do intend to expand this in the future if/when we get other game play mechanics implemented)

You should try adjusting the normal game speed setting too, set it to like 10-50% and see how that plays out for you.

@Speed
Thanks for the Leader quotes, I haven't even don anything with the leaderheads, beyond the obvious cosmetics, I need to build their AI personalities too, I planned to tackle all that stuff once I had the base game working right.

@Lurker
I will add that to the bug thread.
 
Why wre you turning down tech progress to build? Do you mean you were trying to rush build buildings, or was it about making improvements?

To catch up. No builds were hurried. Having enough money for improvements didn't hurt but wasn't the reason.
Building prices in A5P1 are such that once you get through the first era and a bit you can set research to 0 and still research new buildings faster than you can build the ones you already know how to make.
 
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