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(SPOILERS) Donovan Zoi Fights in Honor of Japan's Bad Name

(April 28th, 2020, 06:28)Papa Bear Wrote: I am not quite sure that all Great Wonders have the same (50%) whipping penalty. I recall to have read somewhere that each GW has it's individual value there... Could be I am wrong but maybe worth checking...

Unless PBmod changed something here, which I doubt, it is 50% for all great wonders.
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Hey all, thanks for the input so far on this.

I had also checked the whip pop after the GLH had some hammers to confirm the 15 per whip.  Not ideal but still the best we have.  I have one other plan that I think could shave off one turn.  Turn 60 is up now, but I will wait to play until we discuss a bit further.

We get the Settler next turn in Ieyasu, but I am a concerned about founding an island city without reinforcements (that's another discussion we have to have at some point -- the connected copper.  The only garrisons we can build right now are weak Scouts and expensive Axes/Spears).

So my thought is...let's whip that Settler and bring it down to the southern part of the mainland.  That will pick up one forest tile we can use in Kojiro's fat cross which will net us 20h instead of 13.  The city will be founded at the same time the non-Dyes whip completes (I recommend the plains hill so we can mine it afterward), so I would just need to make sure to deactivate the Worker on T62 and then make sure that tile gets allocated correctly before I chop it out on T63 once the new city is founded.

I know that this delays the settlement of one of the mineral cities, but it would allow me to get a better naval assessment of our surroundings before we start planting off of the mainland.  The capital whip can go to either a new Settler or even better, a second Galley since we want Ieyasu back to Size 5 ASAP.  Regardless, we seem to be pretty much in the clear with nice ocean borders to the north and east, but doing this also allows us to send the existing Galley west to scan for any trouble there.  Once I have full confidence of our surroundings, we can go nuts with Settlers as we now have a total of 11 viable city sites (including existing).




Incidentally, this shot also shows the glitchy graphics I mentioned.  Can I get a game admin to look at this?  It started off as 4 weird tiles, but is now about 30 tiles.  I just want to make sure this does not get progressively worse as the game file gets larger.  Thanks!
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This mostly occurs around the (0/0) point of the map. I had the same problem in PB43.
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So would you still chop the grass deer?
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(April 28th, 2020, 12:58)Cornflakes Wrote: So would you still chop the grass deer?

If we go with the 2-whip plan, I don’t think I have to.  The 2nd ring Plains hill replace the chop outside our borders to get us over that 5h deficit on T64.

In order to use the deer chop plan, we would have to get workers to chop all 3 included sites by T64, which we is not possible.
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(April 28th, 2020, 12:54)Charriu Wrote: This mostly occurs around the (0/0) point of the map. I had the same problem in PB43.

Hmm just curious, where was the (0/0) point on the PB43 map?  Because I think I scanned every “corner” of that map and nothing jumped out.

I am more concerned of an exponential progression as the game goes on.  But if it’s irreversible, I guess it’s okay if the game paints happy little plains where water should be. lol
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(April 28th, 2020, 13:35)Donovan Zoi Wrote:
(April 28th, 2020, 12:54)Charriu Wrote: This mostly occurs around the (0/0) point of the map. I had the same problem in PB43.

Hmm just curious, where was the (0/0) point on the PB43 map?  Because I think I scanned every “corner” of that map and nothing jumped out.

I am more concerned of an exponential progression as the game goes on.  But if it’s irreversible, I guess it’s okay if the game paints happy little plains where water should be. lol

This glitch only occurs if there is or was land near this point.
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Hello Donovan, I've read your bug description.

I think Charriu is right. Plot (0,0) is not in your range of visibility, but you had started nearby the left border of the map.

Does the error disaapear if you move the camera to the right and left again?
If not I will test if I can reproduce it and maybe uncover some plots, if that helps.
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(April 28th, 2020, 14:20)Charriu Wrote: [quote='Donovan Zoi' pid='729021' dateline='1588098924']
[quote='Charriu' pid='729008' dateline='1588096473']
This glitch only occurs if there is or was land near this point.

How near?
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(April 28th, 2020, 14:29)Ramkhamhaeng Wrote: Hello Donovan, I've read your bug description.

I think Charriu is right. Plot (0,0) is not in your range of visibility, but you had started nearby the left border of the map.

Does the error disaapear if you move the camera to the right and left again?
If not I will test if I can reproduce it and maybe uncover some plots, if that helps.

Hi Ramk, the discoloration of the affected tiles is ever-present and if I scroll in-out or pan side to side, there is some wave-like movement within a percentage of the tiles though they maintain the unusual rendering throughout.  I hope that helps and thanks for looking!
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