Is that character a variant? (I just love getting asked that in channel.) - Charis

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Rebalancing Civ4: RtR Mod

Krill Wrote:Sailing normally gets ignored on land maps and is always useful n island maps due to the light house so moving whale boats to them isn't a bad idea IMO. I think it just got missed. It's not going to lead to happy inflation just because it is earlier, that's what map makers are for. I think it got discussed but yeah, not heard over the corps debate...

Yeah, this is what happened. Krill and I agreed to do it, but I don't make piecemeal changes to the mod so I can better keep track of what changes I've actually made.
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Purely cosmetic change (we swapped the GLH icon on the tech screen from Sailing to Masonry. This could theoretically affect the AI prioritizing Masonry over Sailing, but has no other potential gameplay changes):

RB Mod v1.34b
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I should add that PBEM16 doesn't need to download the new version; v1.34, not 1.34b, is what their game will be running on. Of course, it'll be in a separate folder, so no harm done if you have both of them.
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What about fixing the gold overflow from excess production bug - they attempted to fix it in 3.19 but screwed it up.
I have finally decided to put down some cash and register a website. It is www.ruffhi.com. Now I remain free to move the hosting options without having to change the name of the site.

(October 22nd, 2014, 10:52)Caledorn Wrote: And ruff is officially banned from playing in my games as a reward for ruining my big surprise by posting silly and correct theories in the PB18 tech thread.
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That amongst other bug fixes, sure, they could do with being included. Fail gold as well...
Current games (All): RtR: PB83

Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71 PB80. FFH games: PBEMVII, PBEMXII. Civ 6:  PBEM22 PBEM23Games ded lurked: PB18
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Krill Wrote:That amongst other bug fixes, sure, they could do with being included. Fail gold as well...
Was there ever any talk that WoonderFail was a bug? I thought you always got back 1 gold for every hammer invested even if some hammers were via multipliers. I don't remember any talk ever about 'fixing' that. EDit: Happy to admit that I might be wrong on this.

Sure, it makes investing hammers into a wonder more efficient than building gold, but you don't get the gold until someone else completes the wonder so there is an opportunity cost associated with it.
I have finally decided to put down some cash and register a website. It is www.ruffhi.com. Now I remain free to move the hosting options without having to change the name of the site.

(October 22nd, 2014, 10:52)Caledorn Wrote: And ruff is officially banned from playing in my games as a reward for ruining my big surprise by posting silly and correct theories in the PB18 tech thread.
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Ruff_Hi Wrote:Was there ever any talk that WoonderFail was a bug? I thought you always got back 1 gold for every hammer invested even if some hammers were via multipliers. I don't remember any talk ever about 'fixing' that. EDit: Happy to admit that I might be wrong on this.

Sure, it makes investing hammers into a wonder more efficient than building gold, but you don't get the gold until someone else completes the wonder so there is an opportunity cost associated with it.

In an MP environment with close cooperation between teams, that opportunity cost doesn't exist though, or is at least seriously mitigated. Dropping it to the same level of wealth (but still available before wealth) still enables the tactic pre-currency.
Current games (All): RtR: PB83

Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71 PB80. FFH games: PBEMVII, PBEMXII. Civ 6:  PBEM22 PBEM23Games ded lurked: PB18
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How should it back out the production multipliers without introducing the ability to game it? Suppose you have 80 hammers into the Great Wall with stone then pause it for fail gold. Now it's correct to cut off your own stone so you get 80 fail gold instead of 40.

Short version: The multiplier for base hammers into final hammers is not constant, but the multiplier or base hammers invested are not tracked and saved.
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Failgold is hard to fix. You'd need to keep track of the number of base hammers invested. Otherwise you can just pillage your multiplier resource the turn before failing the wonder.

Edit: Crosspost, obviously.
I have to run.
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T-hawk Wrote:How should it back out the production multipliers without introducing the ability to game it? Suppose you have 80 hammers into the Great Wall with stone then pause it for fail gold. Now it's correct to cut off your own stone so you get 80 fail gold instead of 40.

Short version: The multiplier for base hammers into final hammers is not constant, but the multiplier or base hammers invested are not tracked and saved.

Quick question: what is the intended fix for overflow gold? IMO, fail gold should be kept in line with that.

There is a downside to cutting resources, in that you can't trade them away, nor can you use them yourself. However, if the system can be gamed to the extent that if you want gold and the best way is fail gold, then Wealth (and perhaps by extension Research?) are broken and needs fixing.
Current games (All): RtR: PB83

Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71 PB80. FFH games: PBEMVII, PBEMXII. Civ 6:  PBEM22 PBEM23Games ded lurked: PB18
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