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Caster of Magic Release thread : latest version 6.06!

Interesting, I tried with a pop 4 city.
Confirmed, it does not work on pop 1 for some reason. I'll need to investigate further.
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Found the problem. Code is pretty much this :


Code:
FoodProduced:=0; FoodNeeded:=Population - 2*Granary-3*Farmer's Market. Farmers:=0;
While FoodProduced<FoodNeeded, do {inc(Farmers) ; FoodProduced=Farmers*FoodperFarmer+3*ForestersGuild;
If Famine then FoodProduced:=FoodProduced/3;
If FoodProduced>=MaxFood then FoodProduced:=(Maxfood+(FoodProduced-Maxfood)/2) }



In other words the FG is applied at the same time as the first farmer, while the other two buildings are applied before it.
The other problem is, FG in the original game produces food before the max food penalty is applied, while in the mod it is produced after.
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Interesting thing I found out meanwhile :
Granary adds +20 Pop Growth, 2 food and 2 Max food/pop. However base Pop Growth is calculated as (Max Food-Population+1)/2, making the +2 Max food also add +10 Pop Growth, so the Granary adds +30 total in the end.
Farmer's Market adds +40 or +50 depending on how the rounding on the above /2 goes.

I wonder if I should include this extra amount into the help description? +45 in Farmer's Market description would be kinda confusing.
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Uploaded the fixed version, it should work correctly with 1 population too now.
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Thank you! I wouldnt change the tool tips as you'd need to add one in for FG Then. I'm not sure it's worth the trouble. People who know how pop growth is affected by food probably already know.

Then again if you have FG and FM the rounding cancels out. could be nice.
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(October 11th, 2016, 12:33)Nelphine Wrote: Thank you! I wouldnt change the tool tips as you'd need to add one in for FG Then. I'm not sure it's worth the trouble. People who know how pop growth is affected by food probably already know.

Then again if you have FG and FM the rounding cancels out. could be nice.

FG does not add max food/pop, only normal food. Granary and FM adds to max as well.
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Lol well clearly I didn't understand it before. My bad! In that case maybe more helpful than I thought. (Or instead add in that it increases max pop by 2/3? And does the currently listed growth in addition to that?)
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On somewhat related topics, I think nomad would be a better fourth race to disallow from inquisitor. Mid to late game, being the slowest growth race in the game will cripple them. They have a very good start but when the other economic races get to just buying the first 8 buildings of every city, nomads won't compare.
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I don't think we need to worry about slower economy with a 200% gold income from the retort but AI test games will eventually tell if it works or not.
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Quote: 2.92f
-The amount of lairs (keeps, dungeons etc) is scaled by land size. (nodes and towers are unchanged)
-Starting capitals cannot be directly adjacent to towers, nodes and lairs anymore
-Starting capitals can now be closer than 10 tiles if generating the map fails with that limit. However the game puts a lot more effort into placing them as far as possible. (start of the game is somewhat slower on tiny maps due to this.)
-Fixed 2.92d bug – The AI will not select a settling continent for Myrror if they don't need to set one for Arcanus as well.

If you are using 2.92d or e, upgrade please, as those versions cause the AI to potentially fail to settle Myrror.
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