RBP8 IT and Tech Issues Thread
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(March 15th, 2013, 09:07)Azza Wrote:(March 15th, 2013, 03:48)ad hoc Wrote: Apologies guys but i'm going to be away from all computer access saturday and sunday. i've played this morning but after that i'll need a pause until monday. weekends are the only time I'm not busy was looking forward to not holding up the turn for a few days
Please don't go. The drones need you. They look up to you.
(March 13th, 2013, 01:27)plako Wrote: I really haven tested anything, but based on just to the code (also assuming iNoTechTradeModifier = 50) Well, it should be possible to observe once paper is learned. I wiuld expect it to be the opposite of what is written - you'd want a large known civ bonus when TT isn't available gor catching up with
Suffer Game Sicko
Dodo Tier Player
Trading is a gigantic multiplier. The extremely large known civ bonus is to make self-research competitive with that gigantic multiplier. Otherwise, tech progress is completely dependend on who you can find to trade with you and not your ability to develop your own research.
It's also necessary to enable second and third place players to catch up with a tech leader, because they don't get the full effect of the bonus.
(March 15th, 2013, 09:13)pindicator Wrote:(March 13th, 2013, 01:27)plako Wrote: I really haven tested anything, but based on just to the code (also assuming iNoTechTradeModifier = 50) The code is very clear. The known tech bonus is 25% and it is the same for the entire duration of the game. It doesn't really matter what Krill intended at this point, because the game has already started.
Civilization IV: 21 (Bismarck of Mali), 29 (Mao Zedong of Babylon), 38 (Isabella of China), 45 (Victoria of Sumeria), PB12 (Darius of Sumeria), 56 (Hammurabi of Sumeria), PB16 (Bismarck of Mali), 78 (Augustus of Byzantium), PB56 (Willem of China)
Hearthstone: ArenaDrafts Profile No longer playing Hearthstone.
Does it really not matter? I don't want any spoilers but if no one is yet at the point where the boosted modifiers should be kicking in, what does it hurt to patch the mod if the results we're getting is a bug? If the design intent is for one thing and we're getting something else, that's a bug, and that kind of thing usually gets fixed whether software is in production or not. (And even if someone is at the point of triggering boosted modifiers, does that even matter? When you find a bug, you fix it when it's discovered if possible/desirable).
If fixing it changes how the game plays out, well, wasn't that what the mod was supposed to do in the first place? Caveat, I'm someone who would benefit from increased known tech modifiers so I'm trying to be impartial and look at this from a bug/fix point of view, not from a player point of view. But feel free to discard my opinion if my objectivity is in question. From a technical/hosting standpoint, is it possible to change the mod mid-game? I assume Sunrise would have to take down the game, reload the game(s) starting this one first with a fixed version of the mod, then the players would need to install the fixed version, and off we go. Not a big deal if that's all there is to it, IMO. Played: Pitboss 18 - Kublai Khan of Germany Somalia | Pitboss 11 - De Gaulle of Byzantium | Pitboss 8 - Churchill of Portugal | PB7 - Mao of Native America | PBEM29 Greens - Mao of Babylon
I think the save-games do have some information about the version they are played with. A new version of the mod might very well break the savegame. So I think it wouldn't be as easy as you hope xenu.
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