Posts: 23,585
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Jesus wept I suck at keeping change logs up to date.
Good catch Pindicator.
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
Posts: 17,535
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That's why we're here!
Suffer Game Sicko
Dodo Tier Player
Posts: 6,167
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Krill: I'm going to be very disappointed if you don't go with a Red Dwarf theme for this game.
fnord
Posts: 23,585
Threads: 134
Joined: Jun 2009
OK I can do that. Just tell me why though?
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
Posts: 6,167
Threads: 37
Joined: Jul 2010
Posts: 6,167
Threads: 37
Joined: Jul 2010
Posts: 23,585
Threads: 134
Joined: Jun 2009
I have drunk way too much tonight.
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
Posts: 23,585
Threads: 134
Joined: Jun 2009
Answer to flugauto in the lurker thread, given the new QotM:
Yes. It is. Map makers are the most hated of all posters, more so than anyone who talks about PB3 or PBEMVII.
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 30th, 2015, 17:14
(This post was last modified: March 30th, 2015, 17:15 by pindicator.)
Posts: 17,535
Threads: 79
Joined: Nov 2005
A quick map concern I've noticed from playing test games over the weekend: flug, please make sure that the script doesn't generate a village or town improvement on top of a resource. Cottages are going to be difficult enough to use on our own since they can never be changed at that point, but I've run a couple test maps and found villages and towns generated on top of resources via the script.
Edit: or keep it for the lulz but make sure the player has another one to hook up for reals
Suffer Game Sicko
Dodo Tier Player
Posts: 17,535
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I think trade routes are working differently than written up. Notes say:
Quote:Base trade route value is 1 commerce, +0.1 commerce per population in the originating city, starting from size 1. ie size 5 origin city has trade route worth 1.5 base commerce. Size 10 origin city has trade route worth 2 base commerce.
What I'm noticing is that the trade route is always worth 1.0 base commerce and the city is then getting +10% bonus per population to its trade that's added to the other trade bonuses (ICTR/foreign, connected to capital, harbor, etc).
Suffer Game Sicko
Dodo Tier Player
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