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RtR 4.1.1.6 Discussion and Download Thread

Is there a way to stop global warming, or at least implement it in a different fashion?

It's just not interesting in Civ 4, compared to balancing industrial health against drydocks/factories/coal plants.  I also don't think it's as interesting as it is in Civ 1/2/3, or SMAC (which has the best implementation).
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I thought it is disabled in RtR, but if not it's certainly doable.

I'm not very familiar with the global warming mechanism in the games you named and I'm also not sure how these would fit into the design philosophy of RtR.
Mods: RtR    CtH

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

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IIRC city trading is supposed to be disabled - they should appear in the diplo window, but be red instead of white. Did that get lost or deliberately removed?

Edit: Nevermind - it's an option that I missed in the new version.
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I think that the current implementation is different than what Plako implemented (the city names in red). I don't think the city names show at all. I do not know if the cities names show if the cities have been scouted.

I was aware of this, but frankly: I think this implementation is better, because it pushes players to scout. It's the same logic as map trading IMO: scouting is fun, uncovering new tiles is something players like to do. Map trading was brought forward because players (IMO) fucking up and not scouting and needed to have that map knowledge to play the game better. I don't think this is the case anymore.
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
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(September 2nd, 2019, 14:54)Krill Wrote: I think that the current implementation is different than what Plako implemented (the city names in red). I don't think the city names show at all. I do not know if the cities names show if the cities have been scouted.

I was aware of this, but frankly: I think this implementation is better, because it pushes players to scout. It's the same logic as map trading IMO: scouting is fun, uncovering new tiles is something players like to do. Map trading was brought forward because players (IMO) fucking up and not scouting and needed to have that map knowledge to play the game better. I don't think this is the case anymore.

Yeah, I just tested and names don't appear on the diplo window at all. Works for me.
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Ah interesting. I only found this in the code and thought it should be the way I implemented it.
Mods: RtR    CtH

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(August 29th, 2019, 17:29)Dark Savant Wrote: Is there a way to stop global warming, or at least implement it in a different fashion?

It's just not interesting in Civ 4, compared to balancing industrial health against drydocks/factories/coal plants.  I also don't think it's as interesting as it is in Civ 1/2/3, or SMAC (which has the best implementation).

Interesting, I could have sworn that this was deactivated in RtR. I checked and it is not. But it's very easy to disable for me with another game option.
Mods: RtR    CtH

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

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Global warming should just be removed...
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
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This no longer relates to PB46 since they've chosen an Ancient start, so I'll quote this here rather than leaving it buried in that thread:

(September 1st, 2019, 15:48)Krill Wrote: Whoever built the random religion system has managed to make it much more difficult to fix these problems.

Players starting with missionaries won't fix it, it actually makes it worse. I just ran a test, and what happens is that even if the first 3 religions are founded, the game will randomly found 3 other religions anyway eot55.

I don't see a way around this problem short of a total DLL fix to change the whole game behaviour, with two possible exception: We could start players with the missionaries, let the first three religions found naturally and then allow players to spread religion on T56, or I could change Meditation, Polytheism and Monotheism to Classical era techs, so no religions will automatically found. Personally I do not think either is wise and it would be better to either play an ancient era game, or delay this to find the problematic code and play later.

Until a DLL fix is created, I also wanted to note the solution we used in PB36: I created a mod just for that game that changed nothing except the tech requirements for founding the early religions: Each of them would be founded when Future Tech was researched (the changes can be made in the XML).

Using this method, you can either leave the "later" religions as the only ones available in the game, or use Worldbuilder to make an inaccessible barb city a multiple holy city and then give all the players a Missionary from a Future Tech, barb-holy-city faith.
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ipecac has found one bug (version control is a bitch at the moment). I've got it fixed for a new version (it's a 15 second XML change that I missed). I'll upload a new mod version Friday night or Saturday, but please, more bug hunting is good.

I have one request of someone: When I load the mod, Peter shows with a pink background. But then, Peter shows with a pink background if I unload the mod anyway, so I think my version of Civ 4 needs a reinstall. Would someone else be able to just confirm that the Peter leaderhead isn't broken in the mod please?
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
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