.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Raging Tiger- Save $9.00
winSPMBT: Main Battle Tank- Save $5.00

   







Go Back   .com.unity Forums > Shrapnel Community > Space Empires: IV & V

Reply
 
Thread Tools Display Modes
  #1  
Old June 25th, 2001, 05:15 PM

Guest
 
Posts: n/a
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.
Reply With Quote
  #2  
Old June 25th, 2001, 05:55 PM
Q's Avatar

Q Q is offline
Colonel
 
Join Date: Jan 2001
Posts: 1,661
Thanks: 0
Thanked 0 Times in 0 Posts
Q is on a distinguished road
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.
Reply With Quote
  #3  
Old June 25th, 2001, 06:08 PM
PsychoTechFreak's Avatar

PsychoTechFreak PsychoTechFreak is offline
First Lieutenant
 
Join Date: Mar 2001
Location: Bordesholm, Germany
Posts: 781
Thanks: 6
Thanked 0 Times in 0 Posts
PsychoTechFreak is on a distinguished road
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...

Reply With Quote
  #4  
Old June 25th, 2001, 06:19 PM
Jubala's Avatar

Jubala Jubala is offline
Second Lieutenant
 
Join Date: Oct 2000
Location: Linköping, Östergötland, Sweden
Posts: 504
Thanks: 0
Thanked 0 Times in 0 Posts
Jubala is on a distinguished road
Default Re: Cultural Modifiers

I'll mail my findings to MM as soon as my ISP's bloody mail servers decides to join the living again. Damn thing is down for the second time in a week now!
__________________
You don't go through the hardships of an ocean voyage to make friends...
You can make friends at home!
-Eric The Viking-
Reply With Quote
  #5  
Old June 25th, 2001, 09:44 PM

JenMax JenMax is offline
Corporal
 
Join Date: Aug 2000
Location: Rochester, NY, USA
Posts: 54
Thanks: 0
Thanked 0 Times in 0 Posts
JenMax is on a distinguished road
Default Re: Cultural Modifiers

Yes, Jubala, I do understand the difference between CULTURAL modifiers, and other empire characteristices. I was concerned BECAUSE racial points, (shold more properly be called "empire points?"), etc. all feed into one another. Juggling them has become a mini game within a game. So perhaps, me thinks, the problem with cultural modifies MIGHT also overflow into the others. I am glad they do not. One less thing to fix...Thank you for all the work on ascertaining what works and what doesn't. I appreociate it.
__________________
nothing happens in a vaccum. - me
Reply With Quote
  #6  
Old June 25th, 2001, 10:14 PM

Lucanos Lucanos is offline
Corporal
 
Join Date: Mar 2001
Location: Sweden
Posts: 139
Thanks: 0
Thanked 0 Times in 0 Posts
Lucanos is on a distinguished road
Default Re: Cultural Modifiers

quote:
Originally posted by JenMax:

...racial points, (shold more properly be called "empire points?")...



Finally someone who understands me.

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.



Maybe some culture modifiers doesn't work properly if you increase the bonus too much (50% in this case would be "too much")?

I know some modifiers doesn't work if you put a negative value on them. Sometimes the game won't execute correctly if you play around with the cultures.txt the way I would to.

Has anyone confirmed Jubala's great effort? (I'm asking since I'm too lazy to try it myself)

------------------
"The best way to seek help is to help the best seek the way."
-Philter
__________________
The best way to seek help is to help the best seek the way.
-Philter
Reply With Quote
  #7  
Old June 25th, 2001, 10:46 PM
PsychoTechFreak's Avatar

PsychoTechFreak PsychoTechFreak is offline
First Lieutenant
 
Join Date: Mar 2001
Location: Bordesholm, Germany
Posts: 781
Thanks: 6
Thanked 0 Times in 0 Posts
PsychoTechFreak is on a distinguished road
Default Re: Cultural Modifiers

quote:
Originally posted by Lucanos:


Has anyone confirmed Jubala's great effort? (I'm asking since I'm too lazy to try it myself)



LCC has, at least for production modifiers:
http://www.shrapnelgames.com/ubb/For...ML/003051.html

I'm going to change every culture to neutral, cause I'm too lazy to find a new balance... I think the cultural modifiers are sometimes not fairly distributed also (compare Schemers to Xenophobes, who would like to be Xeno ?).
Reply With Quote
Reply

Bookmarks


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 12:57 AM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.