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Medieval Start PitBoss

(February 19th, 2024, 15:11)Thoth Wrote: Thanks!

Though it looks like Pindicator and Commodore need to replay their turns.  smile

We gotcha, now it's yours sir.
If only you and me and dead people know hex, then only deaf people know hex.

I write RPG adventures, and blog about it, check it out.
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(February 19th, 2024, 17:02)Commodore Wrote:
(February 19th, 2024, 15:11)Thoth Wrote: Thanks!

Though it looks like Pindicator and Commodore need to replay their turns.  smile

We gotcha, now it's yours sir.

Played and passed.  smile
fnord
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Appears we have an issue. When I pressed enter to end turn, the remaining two religions (Christianity and Taoism) were founded in barbarian cities.
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Ah, scooter beat me to it.

Will just removing them from the barbarian cities be enough? Or will the game consider them "founded" from now on out?
Suffer Game Sicko
Dodo Tier Player
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(February 19th, 2024, 17:32)pindicator Wrote: Ah, scooter beat me to it.

Will just removing them from the barbarian cities be enough?  Or will the game consider them "founded" from now on out?

It might, but the game can have holy cities added by brute force when someone actually does research Theology and Philosophy.
If only you and me and dead people know hex, then only deaf people know hex.

I write RPG adventures, and blog about it, check it out.
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I'm not exactly clear why they received them anyway. It's not like the barbarians teched Theology/Philosophy. Is this simply an artifact of the editing that's gone on?
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(February 19th, 2024, 17:37)Commodore Wrote:
(February 19th, 2024, 17:32)pindicator Wrote: Ah, scooter beat me to it.

Will just removing them from the barbarian cities be enough?  Or will the game consider them "founded" from now on out?

It might, but the game can have holy cities added by brute force when someone actually does research Theology and Philosophy.

This sounds good.   Edit them out and if needs be edit in the holy city after someone researches the appropriate techs.
fnord
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(February 19th, 2024, 17:41)scooter Wrote: I'm not exactly clear why they received them anyway. It's not like the barbarians teched Theology/Philosophy. Is this simply an artifact of the editing that's gone on?

This is consistent with my SP experiments. I think removing them now should solve the issue, but I'm not sure.
Playing: PB74
Played: PB58 - PB59 - PB62 - PB66 - PB67
Dedlurked: PB56 (Amicalola) - PB72 (Greenline)
Maps: PB60 - PB61 - PB63 - PB68 - PB70 - PB73 - PB76

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(February 19th, 2024, 17:41)scooter Wrote: I'm not exactly clear why they received them anyway. It's not like the barbarians teched Theology/Philosophy. Is this simply an artifact of the editing that's gone on?

It makes sense with how the game thinks of religions - techs are assigned to religions extremely loosely to support modding and Choose Religion. Medieval Era has a trigger that says "Found 4 religions on turn 6 for random players". Sure, they could have written the logic such that it looked at whether any of the remaining first-to-founds-a-religion techs had been taken, subtracted those from MAX_RELIGIONS and also subtracted any already founded religions, and only founded THAT many religions instead of 4. But that's much more complicated logic when any normal playthrough wouldn't have any of those complications - nobody will finish a tech in time, and nobody will have a religion founded. Basically, the programmers took a short cut that holds for normal assumptions and then this game changed the state such that they didn't hold any more. Honestly, I'm modestly impressed that it didn't crash trying to assign more religions than were remaining on Turn 6.
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Removed religions from barbs again.
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