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A new mod enters the ring - Introducing "Close to Home"

Please add where there's a whip there's a way:

https://www.youtube.com/watch?v=VoAfb3f04mo

to the soundtrack for all eras. Or at least the whip crack sound for when you press the whip button.
"I know that Kilpatrick is a hell of a damned fool, but I want just that sort of man to command my cavalry on this expedition."
- William Tecumseh Sherman

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(September 29th, 2020, 09:23)GeneralKilCavalry Wrote: Please add where there's a whip there's a way:

https://www.youtube.com/watch?v=VoAfb3f04mo

to the soundtrack for all eras. Or at least the whip crack sound for when you press the whip button.

rolf




No
Mods: RtR    CtH

Pitboss: PB39, PB40PB52, PB59 Useful Collections: Pickmethods, Mapmaking, Curious Civplayer

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It seems in SP you can take units out of the build queue for 11 turns before they lose hammers. I'm not sure this is a bug but it's inconsistent.
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I have to test that, but I'm pretty sure this is the same behavior in BtS
Mods: RtR    CtH

Pitboss: PB39, PB40PB52, PB59 Useful Collections: Pickmethods, Mapmaking, Curious Civplayer

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(October 14th, 2020, 17:43)civac2 Wrote: It seems in SP you can take units out of the build queue for 11 turns before they lose hammers. I'm not sure this is a bug but it's inconsistent.

What's inconsistent?
Completed:  PBEM 34g (W), 36 , 35 , 5o, 34s, 5p, 42, 48 and PB 9, 18, 27, 57

Current:  PB 52.  Boudicca of Maya
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You are supposed to start decaying unit hammers after 10 turns.

It may very well be a bug in base BTS.
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Another bug in base BTS that is unfixed is that if you have exactly 75 hammer to whip in a city with a forge the game will make it a pop 3 whip. Similarly, an IMP settler at 55/100 is a pop 2 whip. At least it works that way in SP and BTS PBs. I don't trust it's the same in CTH PBs anymore.
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I'll have a look at that
Mods: RtR    CtH

Pitboss: PB39, PB40PB52, PB59 Useful Collections: Pickmethods, Mapmaking, Curious Civplayer

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I remember this one.  It's different functions that calculate the hurry cost vs actually granting the yield.  The first one ends up doing fractional truncation somewhere in there, so it thinks the hurry yield is 37 hammers per pop instead of 37.5, and so 75 hammers remaining requires 3 pop rather than 2. But the function that actually does the hurrying multiplies 3 cost x 30 hammers x 125% for forge before truncating.
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That makes sense for the forge with 25% but not the IMP settler.
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