SpyFanatic
Chieftain
- Joined
- May 1, 2013
- Messages
- 93
V0.3 is released!
On Discord, Zusk (who apparently wrote the barbarian outpost events) said he is working on an update to the system and more explanation in the civilopedia. Hopefully he can finish in time for it to be included in 0.4.I think that this is due to the fact that the event of sell slaves is available also for friendly (maybe can be worth to have gold in exchange of population?) but other friendly events are not available as the other preconditions are not met... A savegame could be helpfull for debug and correct this.
Maybe a solution could be to add an additional events that triggers only for friendly attitude 'we are fine thanks' with no options... But if you can provide a savegame it could save some time on my side to replicate the case and check deeper what can be done...
I agree that it should be decreased. I play on normal speed, elf size maps. Especially if you have Nature mana or build a few merchant districts you can pretty much count on every improved tile to pop a resource. In my most recent game I stopped building cottages, windmills or trading posts because I knew that a plantation or pasture would get me a resource.I am not quite sure how changing religion works and what is allowed then... Never done! But I believe it will be the same also for 0.2 or 0.3...
About increased resource spawn rate this has been introduced as part of initial merging, did some bugfix on it in 0.2 and it works fine as part of our gameplay (quick speed, tiny maps, game over in about 200 - 300 turns) but I do not know how it feels for larger maps and slower games as in this cases I guess even small percentage once applied each turn and on a lot of plot results in a lot of spawning. I can try to add some logging to have a feeling on the overall spawn rate and to adjust it on different game styles... Just a thought...
On Artistan guild we felt it was almost a must in each game in order to be able to access to vital resources like gold and gems, on 0.3 you will be still able to see them but only access them if you own the guild (the nearby city bonus will still be applied like deer and fur for example) and in this way they will be treated like all other resources in game.
So I reduced the rate enhancement effects of Cottages(and its analogues) and Trade post(and its analogues) in civ4ImproventInfos.xml and Xguild_civ4ImproventInfos.xml. Reduced all <iAdjacentFindResourceModify> numbers to 3. Its better but I feel its still not enough. My games end usually at around t400 (normal speed, standard map) and most of civilized territories are covered with resources before that time. And actually I consider this as a nerf for human(only me) because AIs don't build cottages and Trade posts a lot and effectively.I thought the resource spawn rate was perfect in 1.09 and unplayable in 0.2
You can build a cottage or Trade post adjacent to a plantation, pasture or farm. It will accelerate the resource spawning rate greatly. Then you can change the cottage into another Plantation, pasture or farm once a new resource spawns. Adjacent resource also increase the popping rate.In my most recent game I stopped building cottages, windmills or trading posts because I knew that a plantation or pasture would get me a resource.
That's was really hard...Sorry, I don't have the previous saves any more. But I found a new issue! When I finish my turn in turn 205 the game just hangs. Here is 204 and 205 just before I end the turn.
for(int iI=0;iI<GC.getMAX_CIV_PLAYERS();iI++)
...
//m_aiUnitCombatWeights[iI] += 100;
m_aiUnitCombatWeights[pLoopUnit->getUnitCombatType()] += 100; //Spyfanatic bugfix: iI means out of array boundaries
I would like to share it for other to comment, on my PC I got a CTD and tracing back was due to a null pointer in updateGroupCycle after pLoopSelectionGroup =