What's the difference between RTPs?

Aerolight

Chieftain
Joined
Sep 16, 2012
Messages
45
OK I'm confused..I mean the option screen before choosing difficulties,civs,speeds and etc.
 
and btw why there is a negative modifier of 50% on my researches?know that the tech tree is huge enough..
does AIs have this modifier? if not, does it mean Players will get new techs 100% slower than AIs in the entire game?
 
OK I'm confused..I mean the option screen before choosing difficulties,civs,speeds and etc.
Is unused atm. Pick anything :)

and btw why there is a negative modifier of 50% on my researches?know that the tech tree is huge enough..
does AIs have this modifier? if not, does it mean Players will get new techs 100% slower than AIs in the entire game?

All players get this, it is a modifier added to the Palace building. It will get phased out in time, probably after dll access(Fall Patch). It simulates a 0.5 Science per population. Which is not doable with the current defines entry.
 
Is unused atm. Pick anything :)



All players get this, it is a modifier added to the Palace building. It will get phased out in time, probably after dll access(Fall Patch). It simulates a 0.5 Science per population. Which is not doable with the current defines entry.

Thanks.
BTW I'm confused in the scale. Is it really meaningful to construct a world wonder which costs MILLIONS OF HAMMERS?
Also is it right that 12 copies of a bonus resource is required to build corresponding Monopoly? and why some of Monopolies are in "Buildings" category while others are in "National Wonders" category?
and one more thing... wonders enchancing specialists does not seem to work correctly. I've constructed a Empathic Network in my cities(which should give all specialists +10 Hammer), but any specialist, including engineers doesn't provide such a hammer bonus.
 
I had the same comment about techs late int he game.... 40-75 turns to learn one tech seemed extreme, especially when it should be getting easier to learn new tech, not harder.... should be easier to build things in the future, not harder.
 
I had the same comment about techs late int he game.... 40-75 turns to learn one tech seemed extreme, especially when it should be getting easier to learn new tech, not harder.... should be easier to build things in the future, not harder.

Many of the problems experienced by Aerolight probably arise due to yet another unnecessary change of XML tags in the Fall Patch. Tech turn problems, however, are a balance issue and should be resolved.
 
Here's another problem with v3( for i don't know whether it's fixed in later versions )
the Beef Vat, which provides +40 food and +5 food for merchants in current city, is actually providing +5 food for merchants in ALL CITIES. I have 12 cities and each with a Beef Vat, and merchants in my cities provides +60 FOOD then all of them grows to about 150+ size and is still growing with 1pop/per turn( seems without an terminal. I've activated Republic-Senate so each of them will only cost 1 food ).
How funny it is.
p.s. population will stop growing at 2147483647 in demonographics, i think it's a design issue for storing population value with a int type.but who has ever think of controlling a empire with over 2.1 billion citizens?
 
Here's another problem with v3( for i don't know whether it's fixed in later versions )
the Beef Vat, which provides +40 food and +5 food for merchants in current city, is actually providing +5 food for merchants in ALL CITIES. I have 12 cities and each with a Beef Vat, and merchants in my cities provides +60 FOOD then all of them grows to about 150+ size and is still growing with 1pop/per turn( seems without an terminal. I've activated Republic-Senate so each of them will only cost 1 food ).
How funny it is.
p.s. population will stop growing at 2147483647 in demonographics, i think it's a design issue for storing population value with a int type.but who has ever think of controlling a empire with over 2.1 billion citizens?

Hopefully the Fall Patch followup patch resolves these issues. I can't say much at the moment.
 
Hopefully the Fall Patch followup patch resolves these issues. I can't say much at the moment.

I wish so, and here is one more report.
In late game when I get ~20000 beakers per turn and working on small technologies, there seemed to be a "memory leak".:crazyeye:For example, progress would become -200000/300 after wasting some turns on those early dead-end techs, it seems(and actually it is) that I'm going to take 10T to get a industrial tech. Is solvable through modifing dll?
 
In late game when I get ~20000 beakers per turn and working on small technologies, there seemed to be a "memory leak".For example, progress would become -200000/300 after wasting some turns on those early dead-end techs, it seems(and actually it is) that

Introduced with Fall patch, from what I read of the notes, it is on purpose by Firaxis to stop the "rollover" granting more than 1 tech, or, it could be due to us using an old tech include. Now 20k beakers a turn, what Era is this in?
I'm going to take 10T to get a industrial tech. Is solvable through modifing dll?
I dont understand?

Also try to post bug reports in the actual bug thread please.
 
Originally Posted by Aerolight
p.s. population will stop growing at 2147483647 in demonographics, i think it's a design issue for storing population value with a int type.but who has ever think of controlling a empire with over 2.1 billion citizens?

China, India, me
 
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