Is inability to pick up Indentured Servants from Ship Wreckages in Hot Seat a bug, or occurs by design?

Can AI pick up Indentured Servants from Ship Wreckages in multiplayer games?
 
Is inability to pick up Indentured Servants from Ship Wreckages in Hot Seat a bug, or occurs by design?

Definitely not by design. :thumbsup:
Everything that works in Single Player should also be working in Multi Player by design.
If something that works in Single Player is broken in Multi-Player that is a MP-bug.
 
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Find a strange thing:
Master butcher cannot produce hides and food from cattle in butchers house.
There are more than 400 cattle, but production is red: claims no material for production.

Tried to find the problem in buildinginfos, professioninfos, unitinfos but those looks all right.

Probably it is a bug what WTP already corrected ?

Edit:
Reload of game/ save did solve the problem, so not even savefile were corrupted.
Still have no clue what was the reason. :think:
 
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Im prolly in wrong thread (not sure where to post, to be honest).
Question about food consumption per unit/colonist, its always 2. What about change it (if its possible) for different types of units. For example, slaves (and criminals)should use less (1 food or 0,5) and statesman more (3), governor even more (4-5). Also shouldnt every military unit stationed in city use some food also? (like 1 or 0,5). I think it would add dept to the game (we usually try not to use to many slaves, but with that changes, who knows). Thoughts?
 
Im prolly in wrong thread (not sure where to post, to be honest).
Thread is perfectly fine. :)
(It is a "Quick Question")

Question about food consumption per unit/colonist, its always 2.
Everything you can imagine is possible to be modded. (Full numbers are however a lot easier because the DLL currently uses ints.)

Thoughts?
Well it has all been discussed already several times.
  • Slaves needing less Food
  • High Tier Experts needing more Food
  • ...
In the end it simply came down to the fact that there was no consense in the team.
Personal tastes are too different.

There is no real wrong or right in modding. :thumbsup:
Simply implement what you like best.

Code changes needed (also by e.g. creating a new XML entry in Units) should be easy.
Should not take much more time than a couple of hours to implement and test.

General:

This will impact balancing much more than what you expect.
The whole mod considering Production Slots and so on is balanced on the assumption that every Unit needs 2 Food.
Change on your own risk to unbalance.

However be careful:

AI will not uderstand that out of the box !!!
Without also taking care of AI (which is more effort) this could cause trouble.
You may have to teach AI how to calculate actualy required Food or to flat out increase priority of Food.

-------

Have fun modding. :)
 
Medieval Conquest has units consuming 1, 2 or 3 food. There is also a civic, which increase food consumption (+1 for each unit... I think). Clearly this can be modded.

General:

This will impact balancing much more than what you expect.
The whole mod considering Production Slots and so on is balanced on the assumption that every Unit needs 2 Food.
Change on your own risk to unbalance.

However be careful:

AI will not uderstand that out of the box !!!
Without also taking care of AI (which is more effort) this could cause trouble.
You may have to teach AI how to calculate actualy required Food or to flat out increase priority of Food.
This is how I view it as well. Also maybe performance could be a concern. Looking up xml data for each unit takes longer than doing "number of units in colony" * 2.
 
How can u do that?
Quick questions - quick answers?
Code:
int CvCity::foodConsumption(int iExtra) const
{
    // Ramstormp, PTSD, Guards eat food too - START
    if (isHuman())
    {
        return ((getPopulation() + plot()->getNumDefenders(getOwnerINLINE())) * GC.getFOOD_CONSUMPTION_PER_POPULATION());
    }
    // Ramstormp - END
    return ((getPopulation() + iExtra) * GC.getFOOD_CONSUMPTION_PER_POPULATION());
}
Now, I have also changed getNumDefenders to only consider armed units as defenders, so if you did only this small change anyone capable of defending will end up eating food. Which I played with initially, but ended up chaotic to say the least.

You might have to do things differently.
 
Hey Guys,

Still playing the game, can't get enough of it... I don't know how to program or anything like that, but if you feel I can contribute in anyway - let me know!

I have a question (or suggestion rather) for the game, and did not find any related topics while using the search function hence decided to drop it here. For settlers in the towns, the town generates food in order for them to stay alive. However, outside the colony I do not require food (e.g. pioneers, military units, scouts). Would it be an idea to pay these units a small gold fee (for example 3 gold/turn for a pioneer, 5 gold/turn for a scout, etc..). I have no idea how difficult it is to include such a feature. And I am more than willing to draw up a table of units and gold per turn...

Looking forward to hearing your thoughts!!
 
Would it be an idea to pay these units a small gold fee ...
Upkeep is already a planned and agree feature. :)

Even my gameplay concept and parts of the techncial concept are alreay done.
Simply did not yet have enough time to implement it. :dunno:

I have no idea how difficult it is to include such a feature.
It is not difficult technically or conceptually.
I actually consider it really easy if you just consider Human.

Teaching AI needs a few tricks and maybe "easier AI rules" but it is still no real problem.
But it is a lot of effort for all the small details (visualization, balance, write Colopedia ...)

----

The only real issue we have is that we are only a few modders. :sad:
(This weekend there were only 2 active modders in the team for example.)
 
I'm (sadly) aware that the team is currently out of map scripters, yet I still have a question about mapscripts:

How can I increase the number of native villages per player?
 
thanks for the quick response!

hmm, and if I want all native players to stay and still double the amount of villages created?
 
hmm, and if I want all native players to stay and still double the amount of villages created?

Make villages by world editor for them when in game.
Quite tiresome, because needs to figure out which "leader" is which tribe/ civilization.
 
How can I increase the number of native villages per player?
There are ways to increase the number of villages per player by XML attributes.
But trust me, you do not want to mess with most of those XML attributes.

Mostly it is these here that are considered:
(Stuff about food to find suitable viallge spots, distance settings and WorldInfoSettings - there is more though because the algorithm is really complicated.)

- min distance between players - used for all players
- min food consumption by pop
- food prodcution of plots / features / bonus ressouces
- availabiltiy of Bonus Ressources
...
- settings in WorldSizes if I am correct (Target Cities)

Other more efficient ways, would be to directly adjust the DLL logic for Native Placement.
But we had really put a lot of thinking and improving in there.

Especially for Gigantic Maps I had purposely taken care that Natives are a bit more spread out.

If at all, maybe change this here:
<iTargetNumCities> in WorldInfos
(The higher you set it, the more villages it will try to place if it finds plots suitable enough.)

But do not mess with all the other settings, they are too important for balancing.
 
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Thank you ray for that detailed answer! I'll meddle with the occult and see if the results are satisfying to me :)

Make villages by world editor for them when in game.
Quite tiresome, because needs to figure out which "leader" is which tribe/ civilization.
Yeah, that's what I've been doing the last couple iterations of WtP/RaR.
If you use the "Territory" line in WB I usually can easily find the right leader, flags on unit shields and territory are the same - it takes some time tough...
 
are you going to include more colonial nations?
@czechball
We know about all of that. :)
Scottland, Courland, Little Venice (failed German attempt) ...

But no, we are probably not. :dunno:
Simply because of effort for our graphical modder @Schmiddie.

Technically or considering gameplay there would be no issue with it. :dunno:
But everytime we discussed the effort needed killed this right away ...

---

If we had somebody skilled enough and motivated to create all the graphics (needed for a full new Nation - UnitArtStyles, City Set, ...) we would definitely not mind. :thumbsup:
Currently that is however simply not the case. :dunno:

It is however also not really a problem for me, because 8 colonial Nations is already 4 more than in Vanilla. ;)
The game works fine with those 8 as it is.
 
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