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  #21  
Old June 26th, 2001, 11:06 AM
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PsychoTechFreak PsychoTechFreak is offline
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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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  #22  
Old June 27th, 2001, 01:11 AM

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Default Re: Cultural Modifiers

Eeeep...and to think that I always picked Berserkers for the Space Combat bonus *sigh*

Since Space Combat bonus doesn't work does this also mean that the Space Combat penalty (like Merchants) which some cultures get also don't work?
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  #23  
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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  #24  
Old June 27th, 2001, 03:14 PM
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Default Re: Cultural Modifiers

quote:
Originally posted by Shoujo:
Since Space Combat bonus doesn't work does this also mean that the Space Combat penalty (like Merchants) which some cultures get also don't work?


Yes.
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