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  #1  
Old June 25th, 2001, 10:46 PM
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PsychoTechFreak PsychoTechFreak is offline
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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 ?).
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Old June 25th, 2001, 11:26 PM
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Default Re: Cultural Modifiers

I just made them all do nothing... seeing as how its a disadvantage to those who use the cultures with broken modifiers. Now I see them as more of a Role-Playing thing...
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Old June 26th, 2001, 07:00 AM
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Default Re: Cultural Modifiers

That the production modifier for cultures didn't work has been known for some time so I decided to see what else if anything didn't work. Space combat didn't.

And I just tested Space Combat again with a 10% modifier to see if Lucanos whas on to something. He was not since it still didn't work.
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Old June 26th, 2001, 08:06 AM

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Default Re: Cultural Modifiers

*sigh*...this STILL isnt working, eh? Is it something that is not correctibly or is something that is just consistantly 'missed' when patches are being done?

I think it added a good bit of 'flavor' to the races and different from the 'purchaseable' traits. It also allowed for some neat 'stacking' of bonuses (if they worked!)

Any clue on a timetable for this one? If it is something that is not going to be able to be fixed, how about just removing it? It is currently doing more harm than good.

Talenn

[This message has been edited by Talenn (edited 26 June 2001).]
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Old June 26th, 2001, 08:38 AM
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Default Re: Cultural Modifiers

Talenn, I don't think it's quite that bad. After all, 8 out of 10 of the cultural modifiers do work. Granted, it's two of the most interesting, but still.
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Old June 26th, 2001, 11:06 AM
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Default Re: Cultural Modifiers

quote:
Originally posted by Jubala:
Talenn, I don't think it's quite that bad. After all, 8 out of 10 of the cultural modifiers do work. Granted, it's two of the most interesting, but still.


Production modifiers in culture don't work also (have checked that again), and I guess that ground combat modifiers could be corrupted also...

So the only working cultures are: Traders, Artisans, Scientists, Schemers, Xenophobes.

That's less than 50%.
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Old June 27th, 2001, 01:39 AM
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Default Re: Cultural Modifiers

Yes, that's less than 50%, but only two out of ten modifiers are broken so it would be possible to change the cultures so none of them use the broken ones, ie Space Combat and Production.

Ground Combat does work. I tested it several times to make sure. The only ones broken are Space Combat and Production.
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