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  #11  
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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  #12  
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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  #13  
Old June 25th, 2001, 06:19 PM
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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!
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  #14  
Old June 25th, 2001, 09:44 PM

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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.
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  #15  
Old June 25th, 2001, 10:14 PM

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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)

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  #16  
Old June 25th, 2001, 10:46 PM
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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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  #17  
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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  #18  
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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  #19  
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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  #20  
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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