September 4th, 2019, 02:41
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(September 3rd, 2019, 20:55)RefSteel Wrote: This no longer relates to PB46 since they've chosen an Ancient start, so I'll quote this here rather than leaving it buried in that thread:
(September 1st, 2019, 15:48)Krill Wrote: Whoever built the random religion system has managed to make it much more difficult to fix these problems.
Players starting with missionaries won't fix it, it actually makes it worse. I just ran a test, and what happens is that even if the first 3 religions are founded, the game will randomly found 3 other religions anyway eot55.
I don't see a way around this problem short of a total DLL fix to change the whole game behaviour, with two possible exception: We could start players with the missionaries, let the first three religions found naturally and then allow players to spread religion on T56, or I could change Meditation, Polytheism and Monotheism to Classical era techs, so no religions will automatically found. Personally I do not think either is wise and it would be better to either play an ancient era game, or delay this to find the problematic code and play later.
Until a DLL fix is created, I also wanted to note the solution we used in PB36: I created a mod just for that game that changed nothing except the tech requirements for founding the early religions: Each of them would be founded when Future Tech was researched (the changes can be made in the XML).
Using this method, you can either leave the "later" religions as the only ones available in the game, or use Worldbuilder to make an inaccessible barb city a multiple holy city and then give all the players a Missionary from a Future Tech, barb-holy-city faith.
This implementation is useful if we were to make on off mods (because such an implementation doesn't work for an ancient era game), but we really ought to put a systematic solution in place.
I think the best way to implement it, is that each player gets either a holy city, or a missionary, in a classical era start. In a Medieval start or later, Holy city and one missionary, or two missionaries. Hook into the current implementation, rather than stripping it out and starting again.
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
September 4th, 2019, 03:34
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Quote:Holy Roman Empire: Hunting/Mysticism. UB: Courthouse replacement: Rathaus. -75% city maintenance. UU: Longbow replacement. Landskneckt. +50% against Mounted units.
Is this really correct or typo? HRE would just have earlier pikes and no longbows?
September 4th, 2019, 03:37
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What typo? HRE can build ordinary pikes and Landskneckts which are a longbow replacement.
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
September 4th, 2019, 03:38
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They don't have the bonus against melee anymore?
September 4th, 2019, 04:10
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No, the unit is as described above. Base longbow with bonus against mounted.
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
September 5th, 2019, 04:01
(This post was last modified: September 5th, 2019, 04:02 by Old Harry.)
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(July 17th, 2019, 04:08)Krill Wrote: Naval units, promotion and mechanic changes:
Drill 1, Drill 2, Drill 3 Drill 4 Flanking 1, Flanking 2, Sentry: No longer available to Naval units.
Sentry: Requires Combat 3 OR Flanking 2 OR Naval Flanking 2 OR Navigation 2.
Navigation 1: Requires no prior promotion. +1 movement. +1 free strike chance.
Navigation 2: Requires Navigation 1. +1 movement. +1 free strike.
New promotion: Naval Flanking 1: Requires no prior promotion. +10% withdrawal chance. -1 terrain movement cost.
New promotion: Naval Flanking 2: Requires Naval Flanking 1. +30% withdrawal chance. +20% Collateral Damage Reduction.Work boat: Base movement 2. Ignores terrain movement cost.
New promotion: Naval Drill 3: Requires Navigation 2 OR Naval Flanking 2. +2 free strike chances. -20% collateral damage.
New promotion: Naval Drill 4: Requires Naval Drill 3. +2 free strikes. -20% collateral damage.
New promotion: Naval Sentry: +1 vision range. Requires Naval Flanking 2 or Navigation 2.
A couple of things here:
1. Sentry isn't available to boats but has Naval Flanking 2 or Navigation 2 as a pre-req which may confuse players.
2. A Privateer starts with Sentry. That means it can stack Naval Sentry for visibility of 3 tiles. That seems fine to me but may not have been intended.
Completed: RB Demogame - Gillette, PBEM46, Pitboss 13, Pitboss 18, Pitboss 30, Pitboss 31, Pitboss 38, Pitboss 42, Pitboss 46, Pitboss 52 (Pindicator's game), Pitboss 57
In progress: Rimworld
September 5th, 2019, 05:15
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1) good catch, I'll fix that, pretty easy to do
2) It was intentional, but if people think it's broken then I have no issue with removing it. I think it's worth keeping for a test game and then not implementing if we think it gives too much warning on naval invasions.
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
September 6th, 2019, 14:11
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RtR_4.1.1.4 uploaded
Fixed issues with naval promotions being incorrectly implemented.
Spain: Citadel does not require walls.
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Spain change is because the UU should be able to dump the UB into new cities, captured or built, the walls requirement somewhat breaks that functionality. ie this is how it was supposed to work then I realised I had fucked it up.
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
September 10th, 2019, 23:58
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Fascism is now unresearchably expensive -- it's costing more than half a million flasks to research in my single-player test game.
Was that deliberate?
September 11th, 2019, 01:03
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It'll be a typo, I'll get it fixed in a few hours.
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
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