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  What happened to the "Mark all posts as read" button?
Posted by: Kristian95 - December 10th, 2020, 10:20 - Forum: Off Topic - Replies (6)

<p>Using Edge just in case that matters.&nbsp; I don't see the "Mark all Posts as Read" button at the bottom of the page anymore, has it gone hiding somewhere else?</p>

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  Twilight Struggle
Posted by: TheArchduke - December 9th, 2020, 14:28 - Forum: The Gaming Table - Replies (1)

I am looking for a reliable longterm opponent for Twilight Struggle. Interested please apply here. I got about 70-80 games under my belt and have a regular partner but would love to have a second regular game.

1-2 turns per day is aplenty.

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  Close to Home 1.6 - Download thread
Posted by: Charriu - December 9th, 2020, 10:07 - Forum: Close to Home Mod - No Replies

You can download the mod here: Close to Home 1.6

CtH on Github

Note that all the changes here are additions to what you already find in BtS unless otherwise stated as NEW

Changelog version 1.6

Tile Yields and Improvements

  • Lumbermills: Available at Metal Casting, +1 commerce with Machinery, +1 commerce with Electricity, Lumber mills get their +1 commerce bonus next to a river on all river tiles, not only on straight river tiles
  • Forest preserves: +1 commerce, now +1 commerce on the corner of rivers like above
Game Mechanics
  • Drafting: Rifles now cost 2 pop to draft.
  • AP Resolutions: Declare War (on a non-member), Force Peace (between two members), Religious victory, and Assign City are no longer eligible resolution actions.
  • Fail-gold: You never get fail-gold if you also completed the wonder somewhere else (so no National Wonder fail-gold, or doubling up on a wonder to guarantee yourself a paycheck. The game still informs you that you received "0 gold" from your hammers).
  • Toroidal Maintenance: Now return city maintenance as if the map were Cylindrical.
  • War Weariness: War weariness declines faster after the war ended
  • Religion spread: Spreading religions via missionaries to your own cities never fails
  • Global warming: Removed
  • Espionage: Active missions removed
  • Espionage: 'No espionage' option fixed, see bugfix section for more details
Techs
  • Agriculture: Cost 40 instead of 60
  • Mysticism: Cost 60 instead of 50
  • Fishing: Cost 50 instead of 40
  • Metal Casting: Cost 300 instead of  450
  • Alphabet: Cost 250 instead of 300
  • Refrigeration: lose +1 sea movement
Buildings
  • Castle: Obsoletes at Corporation instead of Economics
  • Customs House: Cost 120 instead of 180, also applies to all UBs based on Customs House (Feitoria)
  • Colosseum: -25% war weariness
National Wonders
  • Red Cross: Cost 200 instead of 600
  • West Point: Cost 550 instead of 800, +5 XP instead of 4, Requires a level 5 unit instead of 6
Wonders
  • Resource modifiers: All wonders that had +100% production with a specific resource now only have +50% production with that resource.
  • Great Lighthouse: +1 trade route in coastal cities instead of +2
  • Statue of Zeus: Obsolete at Gunpowder
Unit mechanics
  • Flanking: Flanking strength (used to calculate damage from flanking strikes) of all units reduced by 50%.
  • Circumnavigation: Unlocked by Optics, +1 trade route in all coastal cities instead of +1 movement and can be achieved by everybody
  • Coastal blockade: only blocks sea trade routes and resources provided by sea trade, blockaded cities can still work blocked tiles.
  • Barbs now never attack your unit stack if the stack includes a settler and a unit that is giving military happiness
  • Barbs never raze a city even autoraze. On recapturing such a city you too do not autoraze it.
Land units
  • Scout: +100% vs Animals gained with Hunting, no tech required, that way everybody starts with a scout
  • Swordsman: +25% city attack instead of +10%, also applies to UUs Jaguar Warrior and Gallic Swordsman
  • War elephant: Strength 7 instead of 8, does not apply to Khmer UUs, requires Ivory or Iron, does apply to Khmer UUs
  • Explorer: Gains Flanking
  • Airship: Cannot see submarines
  • ICBM: Cost 1500 instead of 500
  • Tactical Nuke: Cost 750 instead of 250
  • Nukes: Nukes never create fallout on tiles containing strategic resources.
Naval units
  • Work Boat: no longer require any tech (still require Fishing to work water tiles).
  • Galleon: Requires Paper and Astronomy, Dutch UU still only requires Astronomy
  • Privateer: Required techs are Gunpowder and Astronomy instead of Chemistry and Astronomy, removed hidden nationality
Corporations
  • Tech: Discovering the corresponding tech for a corporation earns you an executive of that corporation. To settle the HQ you still need a great person.
  • Sid's Sushi Co.: Food bonus per resource 0.25 instead of 0.5 and culture bonus per resource 1 instead of 2, maintenance costs halfed
  • Mining Inc.: Hammer bonus per resource 0.75 instead of 1, maintenance costs 3/4 of original
Civics
  • Serfdom: +1 commerce on Farms, +1 hammer on Watermills and Windmills, available on Monarchy instead of Feudalism
  • Emancipation: lose unhappiness bonus, gain +10% Hammer in all cities
  • State Property: Lose +10% Hammer in all cities
  • Environmentalism: Available at Biology instead of Medicine, remove Corporation costs

Traits
  • Financial: +1 commerce on land tiles that have 3+ commerce, +1 commerce on water tiles that have 2+ commerce, +100% production of bank
  • Expansive: Remove Worker bonus, add +100% production of Aqueduct
  • Creative: Reduce Library bonus from 100% to 50%, Remove production bonus for Colosseum
  • Charismatic: +100% production of Monument, +100% production of Colosseum
  • Imperialistic: +100% production of Stable
  • Aggressive: -25% unit maintenance cost and +100% production of Jails,
  • Philosophical: +150% GPP instead of +100%
  • Protective: +75% domestic trade route yield (works like a harbor mechanically, just only for domestic trade)
Civs
  • UBs no longer obsolete at any time. Affected civs are Celts, Egypt, Ethiopia, Native America, Spain
  • America UB: NEW Immigration Station - Harbor replacement, +3 Great People Points, +1 happy from Hit Musical, Singles and Movies
  • America UU: NEW Minuteman - Musket replacement, Starts with Guerrilla 1 and Woodsman 1.
  • Arabia UU: Camel Archer starts with March
  • Byzantium UB: add +2 artist slots
  • Celts UB: +1 culture
  • China UU: max 40% collateral damage instead of max 60%
  • Germany UB: Assembly Plant available at Steam Power instead of Assembly line, +2 hammer
  • Germany UU: NEW Riesengarde - replace Grenadier, available at Chemistry, starts with Pinch
  • Inca UB: Makes city act as a source of fresh water instead of +2 culture, Cost 45
  • India UU: movement 2 instead of 3, start with Mobility promotion
  • Japan UB: NEW Tatara, Forge replacement - +2 XP to Melee, +10% hammer bonus with coals
  • Maya UU: Starts with Woodsman 1
  • Native America Tech: Hunting/Agriculture instead of Fishing/Agriculture
  • Native America UB: Available at Archery instead of Mysticism, additional +1 XP for gunpowder units, never obsoletes
  • Russia UB: Replace University instead of Laboratory, only +1 free scientist
  • Spain UB: Never obsoletes, +2 XP for naval units, does not require Walls
  • Zulu UU: Remove Mobility promotion
Leaders

Also included are three new leaders for the missing trait combos
  • LieuYe (ORG/PRO)
  • San Martin (CHM/CRE) and
  • Nebuchadnezzar (IND/PHI)

Events

The following events have been removed from the game:

Negative Events:
1. Forest Fire
5. Washed out
10 Careless apprentice
11. Famine
12. Slave revolt
15. Farm Bandits
18. Fugitive
19. Pestilence
21. Faux Pas
22. Joyous Wedding
23. Wedding Feud
24. Left at the Altar
26. Tornado
29. Looters
30. Brothers in need
31. Hurricane
32. Cyclone
33. Tsunami
34. Monsoon
35. Blizzard
36. Volcano
37. Dust Bowl
42. Clunker Coal
43. Sour crude
50. Mining accident
52. Setbacks
54. Great depression
55. Bermuda triangle
70. Influenza
71. Solo Flight
77. Ancient Olympics
78. Modern Olympics
80. Earth day
92. Cigarette Smoker
93. Heroic Gesture
94. Great Mediator
99. The Huns
100. The Vandals
101. the Goths
102. The Philistines
103. The Vedic Aryans
104. Holy ritual
132. Spoiled grain
135. Industrial fire
155. Slave revolt warning
160. Defecting agent
161. Jail
162. Spy discovered
163. Nuclear protests
165. Broken Dam
169. Toxcatl
170. Dissident Priest
172. Rogue station
174. Impeachment

Remove (Too good):
9. Hymns and sculptures
20. Marathon
28. Bards tale
64. Federal reserve
139. Partisans
167. Golden Buddha

Quests (Too good):
13. Blessed sea
121. Harbomaster
125. Sports league
149. Guns Butter
151. Overwhelm
152. Corporate expansion
153. Hostile takeover

New game options
No City Trading: Unable to trade cities, cities appear untradable in diplomacy screen
No Map Trading: Maps appear untradable in diplomacy screen
No Wonder resource modifiers: Resources do not affect world wonder or world project construction speeds.
No Immediate Peace (Peace treaty negotiations are only possible after 5 turns)
True AI Diplo: All single player trade items are also available in MP
No war weariness: This deactivates war weariness. Note that all the buildings, tooltips etc. are still active. You just don't accumulate any war weariness.
No score: This fix everybodys score to 1. Therefore no C&D around score is possible.
No unit gifting: You can no longer gift units to other players.
City count tied to espionage: This changes the city count display in the BUG scoreboard. With this it is enabled when you get graphs on other players
Inflation tied to tech: With this Inflation is tied towards tech progess. Inflation still occurs with increasing turn numbers, but in addition if (All techs you discovered / All available techs) * Maximum turn numbers is higher then the current turn, inflation takes the calculated turn from techs as a base for the calculation. This option is mainly ment for games running Advanced Start or Tech Trading.
No Spies: Spies can't be built
No barb cities: No barbarian cities are spawned
No barb water units: No barbarian water units are spawned

BUG integration
BUG fully integrated
New BUG feature "Grid for graphs"
New BUG feature improved Active advisor screen
New BUG feature show last tick beakers in tooltip
New BUG feature show KTB on tech
Combat log is generated outside the game

Additional bug fixes
Fix decay not counting up, if something is finished this turn

Fix war declaration by third party triggers teleportation of players already in a war

The No Espionage game option now works properly:

    GSpy points are converted into Great Merchant points.
    Espionage no longer gets converted into culture.
    Cultural expansion now happens at normal values.
    Spies cannot be built.
    Graphs are always visible on contact.

Workboats no longer count as military units for upkeep. They're also no longer considered a military unit so a War Academy will not speed their production.

Trade route turn order bug.

Foreign trade route cities lost permanently when your city using those routes is destroyed (fix is taken from BTS unofficial patch).

Build culture double production.

Build wealth/research/culture + production automation double production.

Proposed trades including cities, where the cities no longer exist to be trades, are not cancelled (note: I consider this a bug because proposed trades are already cancelled if a player lacks the requisite e.g. resources/gold. could be considered not a bug).

Production decay counter on a type of build (e.g. axeman) is not reset after completing one if the next item in the queue is of the same type (fix is taken from BTS unofficial patch).

Feature growth/disappearance rates, and bonus discovery (mine pop) rates, do not scale with game speed.

Diplomacy Pausing: Diplomacy windows do not occur on game login whilst the game is paused.

Autosaves: Autosaves are generated at login and log out; log out saves are saved to a folder specified within the global defines XML file. Default location is C:\temp.

Maximum player number increased to 52

Additional alterations have been made to enable hosting of games on the pitboss server belonging to Zulan. These changes are detailed here

Added bugfixes from Unoffical Patch https://forums.civfanatics.com/threads/u...19.324024/:
CvCity::init - Building a city on floodplains no longer removes floodplains, they'll still be there if city is destroyed (from Mongoose SDK)
CvCity::getProductionModifier (three versions of this function) - Changed to allow mods to create negative production modifiers (thanks NotSoGood)
CvCity::setBuildingHealthChange - Fixed several copy/paste and logic bugs affecting bonus building health from events, especially after city conquest (thanks Emperor Fool)
CvCity::setBuildingHappyChange - Fixed several logic bugs affecting bonus building health from events, especially after city conquest
CvCity - Added function getNumActiveWorldWonders()
CvCity::PopOrder - Fixed issue introduced by prior attempt to fix handling of buildings with player limits. Building classes which set iMaxPlayerInstances should now work correctly regardless of what iExtraPlayerInstances is set to. (thanks ztjal)
CvCityAI::AI_yieldValue - Fixed issue causing city governor and AI to heavily weight food when building gold or any other form of commerce. Produced unexpected and poor results for human player, did not help AI either.
CvCityAI::AI_doHurry - Fixed several bugs where AI would incorrectly think it was getting a great deal on a pop/gold rush when it was actually doing the other kind of rush. (thanks Pep)
CvPlayerAI::AI_isFinancialTrouble, CvCityAI::AI_updateBestBuild, and CvPlayerAI::AI_getMinFoundValue - Fixed bug in calculating expenses when AI has negative gold per turn
CvCityAI::AI_cityThreat - Fixed bug when AI is running crush strategy, wrong int was divided
CvCityAI::AI_neededDefenders - Improved efficiency and minor tweaks
CvCityAI::AI_chooseProduction - Fixed bug reducing AI production of workers, and a similar issue for barb players producing too many
CvDLLButtonPopup::launchFreeColonyPopup - Removed cities whose liberation player you are at war with from popup.
CvPlayer and CvDLLWidgetData - Fixed bug where you could acquire unlimited free techs from Oracle or Liberalism (thanks Emperor Fool)
isPotentialEnemy in CvGameCoreUtils - Fixed bug leading to AI launching invasions when unable to declare war, troops eventually got bounced when war was declared
CvGameTextMgr::setBuildingHelp - Fixed issue in mods with display of exposing spies text for buildings which lower espionage defense (thanks Afforess)
CvGameTextMgr (many places) - Fixed issues where unhappiness and unhealthiness from civics or buildings would incorrectly show up as -(unhappy face) instead of +(unhappy face) in several circumstances. (Thanks EmporerFool, Grave, Afforess)
CvGameTextMgr - Game will now properly display info for buildings which generate unhappiness in an area or globally, or produce state religion unhappiness (should these ever come up in mods)
CvPlayer::canFound - Changed handling of founding on water tiles so that Python callback has final say if it is turned on
CvPlayer::removeBuildingClass - Fixed issue with removing buildings when building class was maxed out for some mods (thanks EF)
CvPlayer::canTradeItem - You can now ask AI members of your own team to change religion or civics (thanks denev)
CvPlayerAI::AI_civicValue - Fixed crash bug in multi-player simultaneous turns games created by necessary re-timing of AI_doSplit (thanks to TheOnlyDJCat for debugging help)
CvPlayerAI::AI_conquerCity - Fixed bug where cityAcquiredAndKept event reported wrong player in some circumstances (thanks Maniac)
CvPlayerAI::AI_targetGold - Fixed bug causing AI to not bother with budgeting for expenses for first 40 turns of scenarios and advanced start games
CvPlayerAI::AI_foundValue - Added missing division for iClaimThrehsold (thanks denev)
CvPlayerAI::AI_unitValue - Stealth boats do not make good escorts since they often don't defend, so AI is now very unlikely to use them as escorts for transports.
CvPlayerAI::AI_getHealthWeight - Fixed bug for mods where civics with negative iExtraHealth were evaluated incorrectly (thanks phungus420)
CvPlayerAI::AI_getHappinessWeight - Fixed bug for mods where civics with negative happiness effects from troops, largest cities, or war weariness were evaluated incorrectly
CvPlayerAI::AI_bestPlotEspionage - relevant weights are 0, +- 50, +- 100, so comparison for Agg AI should be < 51 instead of < 50
CvPlayerAI::AI_changePeacetimeTradeValue and CvPlayerAI::AI_changePeacetimeGrantValue - AIs you haven't met yet will no longer get angry at you for trading with their worst enemy (thanks Sephi)
CvPlayerAI::AI_doDiplo - Fixed issue where team is sneak attack ready but hasn't declared war, AI would still demand tribute. If other team accepted, it blocked war declaration for 10 turns but AI still launched invasion and was then bounced when it could eventually declare.
CvPlayerAI::AI_getStrategyHash - Fixed incorrect counting of destroyers as mobile anti-air
CvPlayerAI::AI_getTotalFloatingDefendersNeeded - Fixed poor decision by AI if it has captured one or two cities on someone else's continent, it would minimally defend its new cities
CvPlayerAI::AI_getStrategyHash - Fixed several bugs where player ID was used where team ID was intended
CvPlayerAI::AI_targetCityValue - Fixed issues with valuation of cities with inactive world wonders, multi-holy-cities
CvPlayerAI::AI_commerceWeight - Improved valuation of generating culture in human player cities when culture bar is > 50% (ie, player probably going for cultural victory)
CvPlayerAI::AI_bestTech - Fixed potential rare crash bug in mods where units with no transport capacity can upgrade to units with transport capacity (thanks Afforess)
CvPlayerAI::AI_missionaryValue - Fixed copy and past bug causing overvaluation of missionaries for AIs going for cultural victory early in the game.
CvPlayerAI::AI_unitValue - Fixed potential crash bug in looking up AI_unitValue for UNITAI_MISSIONARY units without passing a valid CvArea*
CvSelectionGroup::continueMission - Fixed issue causing units with multiple orders to forget their later orders under certain circumstances. (thanks Pep)
CvTeam::doTurn - Added barbarian passive tech fix from Mongoose SDK
CvTeam::shareCounters - Fixed bug causing inappropriate overflow research and effectively free techs when forming a Permanent Alliance
CvTeam::addTeam - Fixed bug where, if civs A and B join in a permanent alliance, they get the max of A and B's espionage points against C but C just keeps its point against A and loses its points to B if that's higher
CvTeam::shareCounters - Fixed bug in permanent alliances when No Tech Brokering is turned on, where a civ would often become unable to trade a tech they had researched after entering a permanent alliance.
CvTeamAI::AI_doWar - use bFinancesProLimitedWar for limited war calc instead of max war version
CvTeamAI::AI_calculateAreaAIType - Fixed incorrect index usage (thanks cephalo)
CvUnit::convert - Fixed potential issue in mods where units with transport capacity might upgrade to units without (from Mongoose SDK)
CvUnit::shouldLoadOnMove - Fixed issue with all terrain land units moving onto water tiles with transports in them (from Mongoose SDK)
CvUnit::canMoveInto - Removed strange behavior where setting a unit to be unable to enter a terrain type would be overridden by features (forrest, fallout) (thanks TC01)
CvUnit::isIntruding - Kept 3.17 unofficial patch feature that vassal spies are never caught in master's territory
CvUnit::canAirDefend - Land units which are on transports can no longer defend against air attacks (from Mongoose SDK)
CvUnit::collateralCombat - Kept 3.17 unofficial patch feature which allows mods to enables barrage promotions for collateral damage units
CvUnit::canSpread - Moved Python cannot spread callback to end of function where it belongs, will speed up those mods which use this callback a little
CvUnit::canRangeStrikeAt - Added check for whether target plot is visible (thanks God-Emperor)
CvUnitAI::AI_spreadReligionAirlift and CvUnitAI::AI_spreadCorporationAirlift - AI will no longer airlift multiple of the same kind of missionary or executive to the same target spread city on the same turn
CvUnitAI::AI_paradrop - fixed bug with valuation of terrain bonuses causing paradrops to avoid bonuses in some circumstances when intention is clearly to encourage landing on bonuses and pillaging
CvUnitAI::AI_settleMove - fixed bug when settler cannot reach a city site in an area (blocked by mountains, other player). Caused settler to wait infinitely in city instead of loading into transport.
CvUnitAI::AI_assaultSeaMove - Fixed bug where unit type was used when unit AI type was intended
CvUnitAI::AI_specialSeaTransportMissionary - Fixed minor bug in valuation for executives
Knowledgebase For Modders

All of these are additions for balancing the game

GlobalDefines.xml

CIRCUMNAVIGATE_MIN_WATER_PERCENT = The Circumnavigation bonus is only active if the map has more then X per cent of water tiles
TECH_COST_CIV_COUNT_HARD_CAP = Upper limit civs giving known tech bonus. 0 is disabled
TECH_COST_CIV_COUNT_HARD_CAP_LOWER = Lower limit civs giving known tech bonus. 0 is disabled
TECH_COST_MODIFIER_PER_ERA_MULTIPLIER = Use highest era (possibly capped) and multiply with the fraction of contacts knowing the tech, TECH_COST_TOTAL_KNOWN_TEAM_MODIFIER, and TECH_COST_MODIFIER_PER_ERA_MULTIPLIER
TECH_COST_MAXIMUM_ERA_CAP = Use highest era (possibly capped) and multiply with the fraction of contacts knowing the tech, TECH_COST_TOTAL_KNOWN_TEAM_MODIFIER, and TECH_COST_MODIFIER_PER_ERA_MULTIPLIER
TECH_COST_TOTAL_MODIFIER_EARLY_CAP = Use highest era (possibly capped) and multiply with the fraction of contacts knowing the tech, TECH_COST_TOTAL_KNOWN_TEAM_MODIFIER, and TECH_COST_MODIFIER_PER_ERA_MULTIPLIER
TECH_COST_TOTAL_MODIFIER_ADVANCED_CAP = Use highest era (possibly capped) and multiply with the fraction of contacts knowing the tech, TECH_COST_TOTAL_KNOWN_TEAM_MODIFIER, and TECH_COST_MODIFIER_PER_ERA_MULTIPLIER
SLAVERY_NERF_ENABLED = Whips generate now 30/20/20/.. hammers for the 1/2/3/.. whip
CIRCUM_FOR_EVERYBODY = Every player receives the circumnavigation bonus
ENABLE_EXECUTIVE_SPAWNS_FOR_STRAGGLERS = An corp executive is spawn for players discovering this late after the HQ was settled, might be broken
ENABLE_FINANCIAL_RIVERSIDE_PENALTY = Financial bonus does not apply on river tiles
ENABLE_TREAT_TOROIDAL_MAINTENANCE_AS_CYLINDRICAL = Toroidal maps have the same maintenance cost as cylindrical
ENABLE_NO_ESPIONAGE_FIX = Does what it says
OWN_CITY_FAIL_GOLD_MULTIPLIER = You no longer generate fail gold for multiple same national wonders etc.
ENABLE_PITBOSS_PAUSE_FIX = Does what it says
PEACE_TREATY_NEGOTIATIONS = Works with the disabled "Immediate peace treaty negotiations" game option. Defines when peace treaty negotiations can start
TECH_COST_SCALING_ALGORITHM = Enable the tech cost scaling from SevenSpirits Tides of War mod
ENABLE_ALWAYS_SUCCESSFUL_DOMESTIC_RELIGION_SPREAD = Missionaries always succed spreading religions to your own cities
ENABLE_RIVER_SIDE_YIELD_ALSO_ON_CORNER = River bonus (Lumbermill and Forest Preserve) also applies to the corner tiles
ENABLE_NON_WORKABLE_TILES_DUE_TO_COASTAL_BLOCKADE = If a tile is blocked by a coastal blockade the adjacent cities can no longer work this tile
CIRCUMNAVIGATE_FREE_TRADE_ROUTE = Gives +X Trade routes on circumnavigation
ENABLE_INFLATION_TECH_ALTERNATIVE = Inflation still occurs with increasing turn numbers, but in addition if (All techs you discovered / All available techs) * Maximum turn numbers is higher then the current turn, inflation takes the calculated turn from techs as a base for the calculation.
FREE_WIN_AGAINST_BARB_WITH_SETTLER = Works like free wins against barbs, if a settler is on the same plot you win, counts towards wins against barbs


CIV4BuildingInfos.xml

DirectProductionTraits = This gives a straight hammer reduction to the building. e.G. a Granary with value 10 would cost 10 hammers less.
TradeRouteModifierTraits = This gives a trade yield bonus to the building with the corresponding trait
SeaPlotYieldChangesTraits = This gives additional commerce on water tiles with the corresponding trait
bAddsFreshWater = makes the city act as a source of water


CIV4TraitInfos.xml

iCityUpkeepModifier = The upkeep per city is reduced by a per cent value
ExtraYieldLandThresholds = works just like ExtraYieldThresholds, but only on land tiles
ExtraYieldWaterThresholds = works just like ExtraYieldThresholds, but only on water tiles
iTradeRouteModifiers = gives a per cent bonus to trade route income similar to the harbor
iDomesticTradeRouteModifiers = gives a per cent bonus to domestic trade route income similar to the harbor
iUnitMaintenanceModifiers = gives a per cent bonus reduction to unit maintenance


CIV4TechInfos.xml

FreeUnitEverybodyClass = Gives everybody, who discovers the tech a free unit
DomainAnimalCombats = Extra animal combat modifier


CIV4ImprovementInfos.xml

bPermanent = was changed so that it no longer controls if an improvement can be pillaged, everything else still applies
bNotPillage = now this controls if an improvement can be pillaged    


CIV4BonusInfos.xml

bNukeImmune = makes the tile on which this bonus resides immune to fallout, so improvements on it won't be destroyed by nukes


CIV4UnitInfos.xml

DirectProductionTraits = This gives a straight hammer reduction to the unit. e.G. a Worker with value 10 would cost 10 hammers less.

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  Technical Coding Discussion
Posted by: Cornflakes - December 8th, 2020, 15:45 - Forum: Rebalance the Realms Mod - Replies (6)

Pulling the technical coding discussion out of the pitboss etiquette thread:

(December 8th, 2020, 14:54)Charriu Wrote:
(December 8th, 2020, 11:23)Cornflakes Wrote: @Charriu, is it possible to tie the resource-check for each player to their "end turn" event rather than the turn roll? In this way, the production can all be processed simultaneously at the turn roll, but players have the ability to actually use resources that are connected when they actually play their turn.

The way the code is structured would make this very hard and I would have to change a lot of stuff to get it work. I would not want to dare that if it isn't absolutely necessary.

Could this be approached via giving improvements 3 states:
- Improved
- Pending_Pillaged (temporary state in which the resource is actually connected in the city screen and "under the hood" for unit production, but the tile is displayed on the map as unimproved as in the current pillage implementation)
- Fully_Pillaged (improvement destroyed as in current implementation)

When improvement gets pillaged, it goes from Improved to pending_Pillaged so that the improvement is not displayed on the map, but the resource remains connected. Then after turn roll and production is processed, do a check to convert all Pending_Pillaged resources to Fully_Pillaged.

This way you don't have to change anything regarding the production processing for an individual player. UI for the map remains consistent and the improvements disappear from the map as expected when pillaged, but they can remain connected until after production is processed. The same designation would need to be used for roads so that cutting a road also maintains connection of the resource for production purposes, but the map graphic and unit movement of the road still disappear immediately when pillaged.

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  New EitB PBEM
Posted by: Mr. Cairo - December 7th, 2020, 13:53 - Forum: Erebus in the Balance PBEM LIV - Replies (277)

It's been over a year since the last Erebus in the Balance game, is there any interest out there for a new one?

players:
Mr. Cairo
Miguelito
Aurorarcher
DaveV
mackoti

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  Saga and Final Fantasy Legend
Posted by: Herman Gigglethorpe - December 6th, 2020, 13:34 - Forum: The Gaming Table - Replies (67)

NOTE:  Some details about the game mechanics in the early posts are incorrect.  I wrote this while playing through the game, and Romancing Saga 2 doesn't explain much to its players.  Sword should really read Sword/Greatsword, for example, since both weapon types use the same stats but have different active abilities.  Defensive Traits are modified by armor. 


Potential heir stats are listed in the game as what they'd be BEFORE the "inheritance magic" kicks in.  So you can have a Saigo Clansman candidate that has a misleading 0 MP stat until you pick him, and then he receives the spells and MP from the previous ruler.  Once I realized this oversight from the developers, I made the later ruler posts reflect the post-inheritance stats.



Emperor Leon, Year 1000

 

Emperor Leon had already reigned long enough to have two sons old enough to fight, but the story begins in the Sealed Cave in 1000.  This was an optional dungeon that I could have ignored by walking out the entrance, but fighting a few battles was worth it for the Kris Knife and 100,000 crowns treasure chests.
 

Combat in Romancing Saga 2 is typical for a turn based Japanese RPG.  Parties have up to 5 members, and can enter battle in different formations.  The one you start with is Imperial Cross, which has 1 character in front, 1 in the middle, 1 in the back, and 1 for each “flank” on the top and bottom.  This is meant to allow sturdier characters to take hits instead of your mages and archers, but enemies often seem to ignore the front unit and hit the flanks. 
 

The starting party was Bear the Heavy Infantry in front, Leon in the middle,  James the Light Infantry and Therese the Ranger on the flanks, and Gerard the Second Prince in the back.  Gerard had minimal combat capabilities, which was justified by the plot.  Many citizens of Avalon said he was more suited to administration than battle.
 

If you dash into an enemy or are ambushed from behind, you’ll enter battle in the Free For All formation, which is a simple vertical line that doesn’t protect any particular unit.  There are times when you’ll want to be in Free For All to avoid attacks that hit rows or columns.
 

Like in Final Fantasy 2, character levels don’t exist.  Instead you’ll be increasing skills and HP after fighting battles and using the correct actions in combat.  For the early portions of the game, I had Leon and Gerard cast spells to boost both their skill levels and “global levels” for future characters.  In Sealed Cave and other areas, Leon used Light Ball, an all-target Divine Magic spell that deals damage and inflicts Blind.
 

In Avalon, Gerard learned Fireball after talking to Emerald the Court Mage.  He had to talk to other NPCs in town while Leon was talking to a seer.  The next dungeon was Watchman Nest, another simple tutorial cave.
 

Enemies in Romancing Saga 2 have weaknesses and resistances like in many other RPGs.  Don’t expect to win by auto-attacking, as the encounters are based around the fact that you recover HP after every fight and can save anywhere.  Sidhe, for example, seems to be immune to Light Ball, but Fireball works well.  Light Ball eliminates Gels who resist physical attacks.
 

The somewhat random turn order and targeting mechanics meant Therese was taking more damage than a flank character should have.  She lost several Life Points (LP) in Watchman Nest when she died to Hellcrows and a Bone Head.  Life Points can also be deducted when a character is attacked after being KOd.  Leon’s Double Cut sword technique was the best method of taking out Hellcrows, and his ATK increased further after finding a Bastard Sword in a treasure chest. 
 

Equipment also works differently in Romancing Saga 2 from other RPGs.  Instead of equipping one weapon, you can have up to 4 in the slots.  If you want to use a Bastard Sword on the 1st turn and a Longbow on the 2nd, you can do that.  The catch is that healing items also take up weapon slots.
 

The 1st boss fight in the game was against 3 Beastmen and 2 Watchmen.  They were all cartoon rabbits, and the Watchmen had a clock in their chest.  The initial round took out 1 Beastman with a salvo of Light Ball, Fireball, and 3 Attacks.  Light Ball blinded all opponents.  The same moves were chosen for the 2nd round, though Hypnosis put Bear, James, and Gerard to sleep.  Sleep works like in Final Fantasy since attacks awaken the victim.  Bear woke up on the 3rd turn, and a Double Cut killed one Watchman.  The last Leon Double Cut hunted the final Watchman.  All enemies disappeared in the dungeon as the party walked out to the tune of the victory music.
 

The celebration was short-lived.  Gerard’s older brother Victor battled Kzinssie of the evil Seven Heroes until Soulsteal drained all his Life Points.  Leon and Gerard’s next task was to avenge Victor by invading the town of Somon.  Vultures and Hellcrows in Somon hated Therese and killed her more than once.  Adepts were irritating when they used Wrack to Stun party members.  Stun is like flinching in Pokemon, where the victim loses their current turn.  A Shade’s Moonfall Slash cut down Gerard, so he was the obvious choice for the Budo Gi armor.  Sidhes were dangerous if they bothered to cast Blades of Wind.
 

RPG designers are obsessed with the concept of fake treasure chests.  Romancing Saga 2 was no exception since there were 4 Doppelgangers in Somon!  Fortunately Leon and friends could Flee by walking backwards out of the arena.  Some of the chests were worth opening:  Somon Ring, Lion Helm, and a total of 370,000 crowns.
 

Kzinssie’s battle only lasted 3 rounds.  The party struck him with Leon’s Double Cut, Gerard’s Fireball, James’s Sunder, and Therese’s Id Break.  Bear was there to take hits, not to deal much damage.  Sunder was a cheap 1 SP sword attack, and Id Break was a bow skill with a Confuse chance.  Kzinssie started with an ineffectual Double Cut and got serious with a Cyclone that hit the middle row and nearly killed Therese.  Kzinssie cast Soulsteal on the 3rd round to annihilate Leon and end the battle.

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  Caster of Magic videos
Posted by: Anskiy - December 5th, 2020, 21:12 - Forum: Caster of Magic - Replies (34)

How many people record their Caster of Magic playthroughs? I know Hadriex used to and Sapher also does it, but I don't see many Caster of Magic playthroughs on Youtube(or even Master of Magic playthroughs for that matter).

I have started streaming some Caster of Magic myself, I usually do it on Thursday mornings in EST time. Here's my latest playthrough: https://www.youtube.com/watch?v=fJuyXdHsjxo

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  Lurking the Seven Seas
Posted by: The Black Sword - December 5th, 2020, 12:42 - Forum: Civilization 6 PBEM 20 - Replies (106)

The map is (finally) attached.

If anyone can give it a look over I'd appreciate it.

I still have some concerns about each of the 4 team positions, but I figure that's always going to be the case with an asymmetric map. So it's probably time for me to let it go and see what fresh eyes think.



Attached Files
.zip   PBEM20.zip (Size: 90.99 KB / Downloads: 3)
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  Supercharrihitstouristicharryshallowdocious
Posted by: Old Harry - December 3rd, 2020, 06:12 - Forum: Pitboss 57 - Replies (155)

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  [PB57] Pindicator searches for his mascot
Posted by: pindicator - December 2nd, 2020, 11:23 - Forum: Pitboss 57 - Replies (250)

I've been racking my brain, dear lurkers.  Racking it, I say, over the most difficult choice that we have at the start of a game.  A choice even more difficult than figuring out your build for the new Mayhemleague in Path of Exile (starting this Friday: the masochist in me wants to do Inquisitor Righteous Fire, but I might chicken out and go Blade Blast assassin instead, or something else entirely- I'm still looking for ideas).  This is a choice that will have implications for the entirety of this game.

No, it's not which civ I want to play, or which leader.  Haven't given that a thought, but I'm guaranteed to mix up some CtH and RtR mechanic change and base a combo off of flawed reasoning.

I'm talking about the city naming convention, naturally.

[Image: 5a1227adcc530.image.jpg?resize=1176%2C1761]

For this game, I will go with college football mascots.  Because I keep forgetting that they're really playing college football this year.  And that my school is actually half-decent.

I probably should think about which civ I want to play, too...

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