Alpha Centauri 2

Sid Meier's Alpha Centauri & Alien Crossfire => Modding => Topic started by: Kilkakon on January 10, 2013, 06:20:30 AM

Title: kyrub's creches
Post by: Kilkakon on January 10, 2013, 06:20:30 AM
Apparently Kyrub's patch fixes Children's Creches/Brood Pits. What does this actually mean?
Title: Re: kyrub's creches
Post by: kyrub on January 10, 2013, 12:42:20 PM

I cannot remember precisely, but I think the CC should have let disappear negative morale bonuses of a unit, when defending in a city square. Instead it (IIRC) reversed then into positive bonuses. I located and corrected the problem, but I would need a serious look back into the code to confirm what I just said.


The problems with Creches were summed up in Maniac's analysis here, at the end:

http://www.civgaming.net/smac/acad_morale.shtml (http://www.civgaming.net/smac/acad_morale.shtml)
Title: Re: kyrub's creches
Post by: Kilkakon on January 10, 2013, 01:56:03 PM
Alright, sure. I ask because, if it's fixed, I should update the datalinks to the new effect (currently my help files assume that it boosts morale everywhere, but I see according to that link that's wrong too, haha)

What a weird facility. :S
Title: Re: kyrub's creches
Post by: Yitzi on January 10, 2013, 05:44:56 PM
In my patch, I plan to add a flag that lets you change it to the way that the original datalinks say it should work: Negates the effect of a negative morale rating for units in the base square, +1 morale to units in the base square, no other effects (so no benefit from home base-ing in that square, units in the field will still be weaker when running Wealth, lower morale never gives you an advantage in combat, etc.)
Title: Re: kyrub's creches
Post by: kyrub on January 10, 2013, 07:50:16 PM
Well, that's how it works in my patch, IIRC.
Title: Re: kyrub's creches
Post by: Kirov on January 10, 2013, 08:35:18 PM
Yes, the original CC is very buggy in several ways. Long story short, they're good for you if you have negative MORALE setting and vice versa - you get actually penalties with good MORALE.

But what about Brood Pits? I've never heard anything and they are not mentioned in the CGN buglist.

Which reminds me what you meant by "Talent facility bug". IIRC, you referred to HGP, which does behave different than described - it's said to give one Talent per base, but instead it gives +2 PSYCH per base, which can get set off with bureaucracy drones. Did you do anything with HGP in your patch?
Title: Re: kyrub's creches
Post by: Yitzi on January 10, 2013, 08:56:33 PM
Yes, the original CC is very buggy in several ways. Long story short, they're good for you if you have negative MORALE setting and vice versa - you get actually penalties with good MORALE.

Yeah, he seems to have fixed the "penalties with good MORALE" bit.

Quote
But what about Brood Pits? I've never heard anything and they are not mentioned in the CGN buglist.

They're supposed to do for lifecycle what creches do for MORALE, but because there is no equivalent to the MORALE rating for lifecycle, that aspect ends up having no effect.

Quote
Which reminds me what you meant by "Talent facility bug". IIRC, you referred to HGP, which does behave different than described - it's said to give one Talent per base, but instead it gives +2 PSYCH per base, which can get set off with bureaucracy drones.

All talents can be set off by drones if there are no citizens to become talents.  The real significance of giving +2 PSYCH per base instead of an extra Talent is if it would be multiplied by Hologram Theater, Research Hospital, Tree Farm, etc.  Is it?
Title: Re: kyrub's creches
Post by: Kilkakon on January 11, 2013, 03:08:46 AM
Does the bonus only apply to base squares now?
Title: Re: kyrub's creches
Post by: Yitzi on January 11, 2013, 03:13:49 AM
There are two bonuses.  One shows up as a + rather than actually increasing the unit's morale, and applies to units in the base square no matter what their home base is.  The other actually increases the unit's morale, and applies to units whose home base has a creche, no matter where they are.  Thus, a unit whose home base has a creche, and which is in a base with a creche, will have better morale under Wealth than under Survival or Knowledge (assuming no other MORALE modifiers).

But at least with Kyrub's fix it doesn't hurt to build a creche, so it's better than it was.
Title: Re: kyrub's creches
Post by: kyrub on January 11, 2013, 10:36:59 AM
Hm, I was unaware of the second problem. It's good that you fixed it, Yitzi. Though I found creches already overpowered, unbalanced. The pop-boom ability along with all these combat bonuses... too good.
Title: Re: kyrub's creches
Post by: Yitzi on January 11, 2013, 04:00:45 PM
Hm, I was unaware of the second problem. It's good that you fixed it, Yitzi.

I haven't...yet.
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