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Home Page: http://civmodding.wordpress.com
(Deprecated: now in "cep-bnw" project)
Home Page: http://civmodding.wordpress.com
More extensive policy changes will come in a later version, because the overhaul plan received poor feedback.
Replace free aqueduct policy in Tradition with food, or surplus food.
When did we remove ALL the prerequisites for social policies?
Now in all the different trees, I can select any of the policies without having to worry about a pre-selection choice.
Is this desired? Makes very powerful selections like Reformation selectable early.
I realized tonight it's logical to put all parts of the CEP project in one github repo. This will make it easier to manage the project.
Changes and bugs usually overlap between the gameplay, tools, and interface parts of the project. If we want to post an issue, which repo should it go in? Separate repos require separate merges, updates, and syncs with the github application. It takes longer than it would if we had just one repo.
I'm going to create a new repo including all parts of the Communitas project. This will only change how the project's organized on Github. I will not change the actual project files. Each part of the mod will still have its own modbuddy project within the shared repo.
It seems like the science spikes weren't caused by the AI science handicap function.
I was able to identify that the instant yields provided by AI China's UB is granted to the human player in addition/instead. You can replicate this by increasing the instant yield of the building to something outrageous like 2000 and playing with all the AI set to China. You'll be able to see that the science spikes line up with the construction of the UB.
I haven't tested whether or not this applies to the other instant yields as well.
A couple of times now I have noticed cities, mine and the AI, do not assign citizens to natural wonder tiles within the city boundaries.
Placing a city next to natural wonder is usually done with express purpose of 'milking' that tile of the yield it provides. The AI should have a check to see if ANY tile is a natural wonder and that tile MUST get worked as a priority.
In the CEAI_Buildings.sql there is a block of code, lines 57 to 63, that looks like it should be setting two different values to parts of the Apollo project, 128 for the Apollo project and 4 for each of the spaceship parts.
What is actually happening though is ALL the parts are being assigned the SAME value, 128.
Should this be looked at, or is it not referenced by anything at the moment.
It seems like the Sweedish UB does not have any of the default public school yields. I also don't think the building has any unique traits. Below is the code that's needed in CEC__End.sql to bring the UB up to public school yields:
INSERT INTO Building_YieldChanges(BuildingType, YieldType, Yield)
SELECT 'BUILDING_FOLKSKOLA', 'YIELD_SCIENCE', 3;
INSERT INTO Building_YieldChangesPerPop(BuildingType, YieldType, Yield)
SELECT 'BUILDING_FOLKSKOLA', 'YIELD_SCIENCE', 50;
I can't remember what was unique about the building in GEM so I can't write anything in regards to that.
As it stands now I can not faith purchase Inquisitors in cities that are majority of MY religion.
If a city converts to another religion then inquisitors may be purchased there.
Not sure what the plan is.
Do we want inquisitors in all cities of all religions?
Do not want them at all?
Now that the 'Vanguard' name is no longer used alongside any units, and the errors with the table have been fixed. There is still the minor issue of the text appearing for certain types of units describing them as "Vanguard Units".
While the actual fix is easy, what exactly should the new name(s) be?
It is not just 'spearman' type units, Modern units like XCOM are also described as 'vanguard'.
Any suggestions?
In my games, I've noticed that the AI (city-states mostly) usually had 1-2 idle workboats around their cities. I believe this is because of the CreateWorkboats function in CET_Events.lua and the fact that the cultural borders of cities (city-states in particular) either never or take a while to reach out to a sea resource three tiles away.
I would suggest reducing the check/free workboat radius to just 2 tiles away to reduce the number of idle workboats:
for plot in Plot_GetPlotsInCircle(city:Plot(), 1, 2) do
Aircraft Carriers should get the experience of the aircraft stationed on them.
Might be able to copy code from unit levelup healing.
Following a comment on the forum, I did a few tests on the gold production on internal trade routes.
Obviously certain buildings must be built to enable internal trade, granaries for food and workshops for production etc. But once you can send caravans to your own cities there doesn't appear to be any gold moved along these routes.
If the gold movements are done invisibly then the text for the trait should be updated to reflect this.
I am investigating other ways to add gold to the trait.
Not really an issue, more of an observation.
I know we are supposed to note changes on the other site of any changes we make, but I don't no about you, I find working with the Wordpress environment terribly frustrating and awkward.
Every time I log on and go to edit some of the changes, I and others have made, I give up in frustration with the clunky way it is to be entered.
Add to that the disjointed nature of going to another site to keep the docs updated and it feels like more work than it is worth.
Is there a better way to handle this? If all of us made more detailed commit notes maybe they could be compiled into a patch note or even use the wiki here on GitHub?
I want to maintain the documents, but give up too frequently.
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