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  #1  
Old June 25th, 2001, 04:00 PM
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Default Re: Cultural Modifiers

quote:
The minimum 5% maintenance is definetly hardcoded.
Do you mean that even if you use +25% in maintenance reduction, you still have 5%? Or is the maintenance reduction just limited to +15% (in SETTINGS.TXT)?

And, also, if this screws up my Nomad's negative maintenance on resource ships, I will NOT be happy.
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  #2  
Old June 25th, 2001, 04:27 PM

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Default Re: Cultural Modifiers

I wouldn't delete patch 1.35 just yet. The settings file hasn't changed so it may be a hardcode change.
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Old June 25th, 2001, 04:31 PM
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Default Re: Cultural Modifiers

JenMax, this is the cultural modifiers you get when selecting a culture under the culture tab when designing a race. Each culture has a set number of advantages/disadvantages. Not the characteristics you can change at will under the characteristics tab. As far as I know the characteristics all work just fine. They always have for me anyway.

suicide_junkie, I'm not really sure. All I know is that my race with a 50% cultural modifier to maintenance still payed 5% maintenance.

The only lines settings.txt that deal with maintenance are these:

Maintenance Cost Amt Per Dead := 20000
Empire Starting Percent Maint Cost := 25
Characteristic Maintenance Aptitude Max Pct := 120
Characteristic Maintenance Aptitude Min Pct := 80
Characteristic Maintenance Aptitude Pct Cost := 50
Characteristic Maintenance Aptitude Threshold := 10
Characteristic Maintenance Aptitude Threshhold Pct Cost Pos := 200
Characteristic Maintenance Aptitude Threshhold Pct Cost Neg := 5

Looks to me like it has to be hardcoded since I can't find a line in settings.txt that defines minimum maintainance. And since the maintenance reduction can still go to 20% and is not limited to +15% in settings.txt I'd say it's hardcoded. Looks like you're Nomads are up **** creek without a paddle.

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  #4  
Old June 25th, 2001, 04:43 PM
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Default Re: Cultural Modifiers

Dammit WHY?!?

We could have just changed one value in settings.txt to fix the problem, if we wanted it fixed! Some of us like playing with no maintenance, and this just sucks.


There's still hope for my Nomads, though... has anybody tried running P&N under the 1.41 patch?
Do I have to post a copy of the 1.35 patch with my mod?
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  #5  
Old June 25th, 2001, 05:15 PM

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Default Re: Cultural Modifiers

quote:
Originally posted by Jubala:
I decided to test and see what Cultural Modifiers actually worked and created a culture with a 50% bonus in everything.


Good work! Thanks for doing it! My Workers culture not getting the bonus bothered me, but not enough to do a mod. Now the REALLY BIG QUESTION is why the beta testers can not do simple things like this to check out functionality. I suspect that this has been very well known for some time but it has not been considered important enough to fix. Send your mod to MM and everybody lobby for a fix in the NEXT patch.
Something this game needs is a known bugs post by MM listing the priority assigned to bug fixes. Post it on the forum and read the reactions to see whether the priorities are ok.
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  #6  
Old June 25th, 2001, 05:55 PM
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Default Re: Cultural Modifiers

Very good work Jubala, thank you.
I knew about the non-working production modifier but that the space combat modifier does not work was new to me.
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  #7  
Old June 25th, 2001, 06:08 PM
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Default Re: Cultural Modifiers

quote:
Originally posted by suicide_junkie:
Dammit WHY?!?

We could have just changed one value in settings.txt to fix the problem, if we wanted it fixed! Some of us like playing with no maintenance, and this just sucks.


There's still hope for my Nomads, though... has anybody tried running P&N under the 1.41 patch?
Do I have to post a copy of the 1.35 patch with my mod?



It definetely is hardcoded to 5% maintenance now, in another Thread (AI without maintenance) I have tried to vote for a button in game settings to disable this...

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