Search found 34 matches

by n0b0dy007
Wed Jul 22, 2020 2:50 am
Forum: Field of Glory: Empires
Topic: What Role Do Pops Play? My personal wish list for future FOG games
Replies: 9
Views: 804

Re: What Role Do Pops Play? My personal wish list for future FOG games

I was just remembering back to playing Imperium Romanum II about 30 years ago, and how that reflected on Romes particular need to pull in food from the grain baskets of North Africa/Egypt. This game covers the period where supplying its citizens with grain was beginning to become important and ends...
by n0b0dy007
Wed Jul 22, 2020 2:26 am
Forum: Field of Glory: Empires
Topic: What Role Do Pops Play? My personal wish list for future FOG games
Replies: 9
Views: 804

Re: What Role Do Pops Play? My personal wish list for future FOG games

You have modded the scripts you mean? I have, along the lines I indicated in another thread: Personally, I think the province capital regions need more emphasis / building specialization, with other regions relegated to resource production focus. Otherwise, the identical builds in all regions get r...
by n0b0dy007
Sat Jul 18, 2020 4:15 pm
Forum: Field of Glory: Empires - Tech Support
Topic: STRUCTURES Forbidden Terrain fix
Replies: 4
Views: 402

Re: STRUCTURES Forbidden Terrain fix

The code in Faction.bsf/Faction_Construct_StructureIsAllowed_Internal() is kinda crufty, and I see the notes to remind yourself to clean it up. A couple of other checks to include: if Structure_IsBeingDisassembled() for required and/or precursor/upgrade structures after the (successful? checked?) ca...
by n0b0dy007
Wed Jul 15, 2020 7:45 pm
Forum: Field of Glory: Empires
Topic: How much food do I need to produce a new population?
Replies: 12
Views: 821

Re: How much food do I need to produce a new population?

Nice, so most of the game is in the .bsf files!!! Pretty much. The rules/logic and UI code, anyway. The data live in the DATA directory's .csv files (generated from the .xlsx spreadsheets, per: http://www.slitherine.com/forum/viewtopic.php?f=562&t=99539 ). The BSF files are text files containing CS...
by n0b0dy007
Wed Jul 15, 2020 1:16 pm
Forum: Field of Glory: Empires
Topic: How much food do I need to produce a new population?
Replies: 12
Views: 821

Re: How much food do I need to produce a new population?

I don't know what these numbers are. POP_FOOD_POPULOUS_MINVAL,POP_FOOD_POPULOUS_RATIOh,POP_FOOD_POPULOUS_COEFF These are constants defined in MapGlobals.bsf . A few have some commentary hints: // *** P_ *** // __POPULATION #define POP_REALNUMBERCOEFF 10000 #define POP_BASE_NEED_FOOD 15 #define POP_...
by n0b0dy007
Tue Jul 14, 2020 9:31 pm
Forum: Field of Glory: Empires
Topic: A quick review and some suggestions
Replies: 11
Views: 855

Re: A quick review and some suggestions

I ended up doing my best to avoid taking regions that I couldn't quickly form into provinces because of this. Seems to be the optimal strategy, especially given the decadence calculations. Also, there is the new "Liberate Region" Regional Decision. Personally, I think the province capital regions n...
by n0b0dy007
Tue Jul 14, 2020 9:24 pm
Forum: Field of Glory: Empires
Topic: How much food do I need to produce a new population?
Replies: 12
Views: 821

Re: How much food do I need to produce a new population?

It's in Region.bsf/Region_Population_FoodNeedNextGrowth() . Basically: popCount = Region_Population_Count(regionID); // The function is exponential but we are not using a power function, too nerdy to explain in the manual? if (popCount >= 30) { coeff = (popCount - 13) * 4 // pop 30: x68 | pop 31: x7...
by n0b0dy007
Mon Jul 13, 2020 3:21 pm
Forum: Field of Glory: Empires - Tech Support
Topic: STRUCTURES Forbidden Terrain fix
Replies: 4
Views: 402

STRUCTURES Forbidden Terrain fix

While experimenting with changes to the STRUCTURES data (to add variety to the monotonous region builds), noticed the game was not picking up changes to ForbiddenTerrainCats[] entries. After some digging, found and fixed a defect in StructureTemplate.bsf/StructureTpl_ListforbiddenTerrainCats() . Rev...
by n0b0dy007
Tue Jun 16, 2020 2:58 pm
Forum: MOD
Topic: [1.33 MOD] - Trading factors distance
Replies: 2
Views: 538

Re: [1.33 MOD] - Trading factors distance

Here is another minor change in a single file that will make trading factors distance between exporter and importer. It will lead to more sensible trading and probably less frustrations for some of you :mrgreen: Do we need to keep the lines involving RPPO_TEST_ , or are those just for debugging?
by n0b0dy007
Sun Jun 14, 2020 7:50 pm
Forum: Field of Glory: Empires
Topic: Too rapid expansion.
Replies: 3
Views: 466

Re: Too rapid expansion.

Twice in my early game I've taken a hit for this. What's the cause of the hit? Thanks for any info. I'm guessing that you're seeing message pop up that says something like: "overexpansion is taking its toll and %{1}u civilization is regressing (aging tier reached)" This is the Culture/Decadence Rat...
by n0b0dy007
Sun Jun 14, 2020 7:28 pm
Forum: Field of Glory: Empires - Tech Support
Topic: 1.3.3 Structure_Create bug
Replies: 0
Views: 325

1.3.3 Structure_Create bug

After updating, and purchasing/installing the DLC, continued an existing save game. May be an odd corner case. DebugBreak in Structure.bsf/Structure_Create() with an invalid(0) regionID . GetScriptStack() shows: Structure_Create in D:/SteamLibrary/steamapps/common/Field of Glory Empires/Data/Scripts...
by n0b0dy007
Sun Jun 14, 2020 6:55 pm
Forum: Field of Glory: Empires - Tech Support
Topic: 1.3.3 bug fix
Replies: 5
Views: 581

Re: 1.3.3 bug fix

Another update on this. Upon further examination, it turns out the base game decision Events.bsf/Decision_Regional_Disperse_Slaves() (option 2) ends up calling this exact same Host.bsf/Host_Disperse_Slaves() , albeit with text promising to only consider regions with Slave Markets as eligible senders...
by n0b0dy007
Sat Jun 13, 2020 4:34 pm
Forum: Field of Glory: Empires - Tech Support
Topic: 1.3.3 bug fix
Replies: 5
Views: 581

Re: 1.3.3 bug fix

3rd, and final (for now) was fixing a minor bug in Messages.bsf/Message_Region_SlaveMove() . It adds variety to the messages displayed (at the "Average" setting, so you have to include that level when showing the message log), varying between IDS_DEC_SLAVE_MARKET_RESULT1 , 2 , and 3 . The actual tex...
by n0b0dy007
Sat Jun 13, 2020 4:23 pm
Forum: Field of Glory: Empires - Tech Support
Topic: 1.3.3 bug fix
Replies: 5
Views: 581

Re: 1.3.3 bug fix

2nd was looking closer at Host.bsf/Host_Disperse_Slaves() , which was doing some complicated figuring based on DS_SLAVE_COEFF_TOSTRUCT and such. It finally dawned on me that the point of the exercise was to move Slave POPs from regions with too many, to regions with too few. Not wanting to try solvi...
by n0b0dy007
Sat Jun 13, 2020 3:41 pm
Forum: Field of Glory: Empires - Tech Support
Topic: 1.3.3 bug fix
Replies: 5
Views: 581

Re: 1.3.3 bug fix

Looking at the code and context of Host.bsf/Host_Disperse_Slaves() some more, I decided to try to improve things. 1st was cleaning up the logic of Host_Disperse_Slaves_All() , which essentially decided on a threshold delta (per Faction) based on AI vs Human, and difficulty setting. The revised versi...
by n0b0dy007
Fri Jun 12, 2020 8:17 pm
Forum: Field of Glory: Empires - Tech Support
Topic: 1.3.3 bug fix
Replies: 5
Views: 581

1.3.3 bug fix

Continued a save game post update. For some reason (too many regions ... ~200 ..., I guess) it kept crashing in Tools.bsf/PickBag_Add() on an fixed-size array overrun check (line 921). :( This was during end of turn Host.bsf/Host_Disperse_Slaves() , per the debugger stack trace. Work-around was doub...
by n0b0dy007
Mon Jun 08, 2020 11:09 pm
Forum: MOD
Topic: Fix for Roman Legion camp spam
Replies: 10
Views: 708

Re: Fix for Roman Legion camp spam

Pocus wrote:
Mon Jun 08, 2020 8:38 am
and the causes of that are valid.
Seems to be a save game incompatibility, then.
by n0b0dy007
Mon Jun 08, 2020 10:54 pm
Forum: Field of Glory: Empires
Topic: Absorb peace condition broken?
Replies: 9
Views: 649

Re: Absorb peace condition broken?

Pocus wrote:
Wed Jun 03, 2020 9:18 am
That's not published, except if you are a tester :D
Seems like you should automatically enroll your customers, then. :lol:
by n0b0dy007
Sun Jun 07, 2020 7:53 pm
Forum: Field of Glory: Empires
Topic: Province Training Ground XP bonus
Replies: 5
Views: 361

Re: Province Training Ground XP bonus

The rule is that all XP-boosting buildings will provide their full value if they are in the regional capital, and all others (up to 3 to be precise per type) in the province will provide 50%.
Definitive answer, thanks. 8)
by n0b0dy007
Sun Jun 07, 2020 7:48 pm
Forum: Field of Glory: Empires
Topic: Ethnic Conversion
Replies: 6
Views: 625

Ethnic Conversion

Some buildings ( e.g. Major Temple) provide a "Conversion bonus" (of current rate). Others ( e.g. Secret Cult) provide a corresponding malus. Apparently, over time some POPs change their ethnicity (and loyalty/productivity) to the "Nation's culture" at this rate. What is the "conversion rate" and wh...

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