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Pitboss time is definitely slower than real time. The timer pauses whenever someone is trying to sync. Civstats is accurate if you refresh the page though (assuming the uploader is connected).
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Sorry guys, I just checked civstats and realized I forgot to end turn this morning. If the other players end turn in the next little while I'm ok with a lurker logging in and ending turn for me, my password is somewhere near the start of my thread.
March 12th, 2013, 15:38
(This post was last modified: March 12th, 2013, 15:38 by plako.)
Posts: 6,893
Threads: 42
Joined: Oct 2009
btw. This part of the RBmod description is a bit misleading at least as far as I can tell:
Quote:Addendum: These changes are only present in the Tech Trading version of the mod.
Tech Trading:
Known Tech Bonus changed to 50 (up from 30), enabled by Tech Trading (so there is no Known Tech Bonus until you research Paper)
Alphabet no longer enables tech trading, allows Open Borders
Writing enables Map trading, no longer enables OB
Paper enables Tech trading, no longer enables Map Trading. Requires Metal Casting, Literature and Code of Laws as mandatory prerequisites.
Corporation enables Tech Trading
Scientific Method enables Tech Trading
Cost of Education, Gunpowder, Printing Press, Astronomy and Nationalism increased by 50%
Cost of all subsequent techs increased by 100%
Known tech bonus seems to be 25% for this game and it is on from the start of the game.
These are still valid:
Alphabet no longer enables tech trading, allows Open Borders
Writing enables Map trading, no longer enables OB
Paper no longer enables Map Trading. Requires Metal Casting, Literature and Code of Laws as mandatory prerequisites.
Cost of Education, Gunpowder, Printing Press, Astronomy and Nationalism increased by 50%
Cost of all subsequent techs increased by 100%
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yeah I think Krill clarified that during the setup, the "these changes are only present in the TT version" statement is misleading.
Please don't go. The drones need you. They look up to you.
March 12th, 2013, 16:24
(This post was last modified: March 12th, 2013, 16:25 by plako.)
Posts: 6,893
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I thought this would have been worth a post. At least for me these things weren't obvious, before I started to check them today.
March 12th, 2013, 16:35
(This post was last modified: March 12th, 2013, 16:36 by Krill.)
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There is this tag <iNoTechTradeModifier>50</iNoTechTradeModifier> in the Handicap XML file. Whatever that does is anyones guess, but that it probably has something to do with the effect you are seeing Plako.
Current games (All): RtR: PB80 Civ 6: PBEM23
Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71. FFH games: PBEMVII, PBEMXII. Civ 6: PBEM22 Games ded lurked: PB18
March 12th, 2013, 16:55
(This post was last modified: March 12th, 2013, 16:59 by plako.)
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This is the code:
Code: //T-hawk for Realms Beyond balance mod
//If trading is ON: apply iModifier once for each known tech that enables tech trading
//If trading is OFF: halve the XML value and apply iModifier always once and only once
if (!GC.getGameINLINE().isOption(GAMEOPTION_NO_TECH_TRADING))
{ //trading ON, apply modifier once for each known tech that enables trading
for (int iI = 0; iI < GC.getNumTechInfos(); iI++)
{
if (GET_TEAM(getTeam()).isHasTech((TechTypes)iI) && GC.getTechInfo((TechTypes)iI).isTechTrading())
iModifier += (GC.getDefineINT("TECH_COST_TOTAL_KNOWN_TEAM_MODIFIER") * iKnownCount) / iPossibleKnownCount;
}
}
else
{ //trading OFF, halve XML value and apply it always exactly once
iModifier += (GC.getDefineINT("TECH_COST_TOTAL_KNOWN_TEAM_MODIFIER") * iKnownCount / 2) / iPossibleKnownCount;
} //end mod
Original is the OFF (i.e. else branch) without halving.
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In general I think higher tech costs are good idea also in NTT games, but I think a bit higher known tech bonus (50-100%) would be in order in case this mod gets another revision some day. This way those behind get a better chance to catch up.
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I suggest you PM/email T-hawk, he was the coder.
Current games (All): RtR: PB80 Civ 6: PBEM23
Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71. FFH games: PBEMVII, PBEMXII. Civ 6: PBEM22 Games ded lurked: PB18
March 12th, 2013, 17:51
(This post was last modified: March 12th, 2013, 17:52 by NobleHelium.)
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So you're saying that the known tech bonus is always 25%, active from the start of the game, and that researching Paper, Scientific Method (and I think there was a third tech) does not increase the known tech bonus, correct?
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