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June 25th, 2001, 05:15 PM
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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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June 25th, 2001, 05:55 PM
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Colonel
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Join Date: Jan 2001
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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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June 25th, 2001, 06:08 PM
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First Lieutenant
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Join Date: Mar 2001
Location: Bordesholm, Germany
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Re: Cultural Modifiers
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June 25th, 2001, 06:19 PM
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Second Lieutenant
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Join Date: Oct 2000
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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-
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June 25th, 2001, 09:44 PM
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Corporal
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Join Date: Aug 2000
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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
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June 25th, 2001, 10:14 PM
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Corporal
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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)
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"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
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June 25th, 2001, 10:46 PM
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First Lieutenant
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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 ?).
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