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Too many meltdowns!

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  • #46
    from a gameplay standpoint though, why build it sparingly? It costs more than the other plants. It comes later. To balance it with the other ones, it should not meltdown so often, if at all.

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    • #47
      Originally posted by Blake
      I suspect this is a case of a statistical principle at work (dunno if it has a fancy name)
      Not sure on the English translation, but translated from Dutch it is 'Extreme numbers theory'. It's the same stuff insurrance companies are using to assess how much they'll charge you. The opposite technique would be to filter all the extreme reports (e.g. too many meltdowns, CIV doesn't ever work,...), and ignore their values.

      DeepO

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      • #48
        sometimes I wonder about the random number generator in this game. You'd think with all thise computer technology they could create a random number. All this computer power going to waste.

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        • #49
          It would help if the rate of meltdown decreased with some future discoveries. That would make sense.

          Is that doable?

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          • #50
            such as ecology.

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            • #51
              Originally posted by Dis


              actually there have been americans killed by nuclear reactors. Though you can argue they weren't commercial power plants, but prototype reactors.

              hmm, searching wikipedia I can't find it. They mention the Idaho accident, but mention no one dying. I could have swore 2 people died in that accident.

              oh well, here's a list of nuclear accidents if anyone cares to read. Kind of scary when you see so many nuclear bombs were lost off of B-52's and such.



              edit: here I found it.

              http://www.radiationworks.com/sl1reactor.htm
              A few handfull of people is what you get from those sites.

              Take a look at this:



              And you'll find that other power sources are much more deadly. Nuclear power is very safe.

              -Drachasor
              "If there's a child on the south side of Chicago who can't read, that matters to me, even if it's not my child. If there's a senior citizen somewhere who can't pay for her prescription and has to choose between medicine and the rent, that makes my life poorer, even if it's not my grandmother. If there's an Arab American family being rounded up without benefit of an attorney or due process, that threatens my civil liberties. It's that fundamental belief -- I am my brother's keeper, I am my sister's keeper -- that makes this country work." - Barack Obama

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              • #52
                Meltdowns have stoped me from using NuclearUR Reactors. I generally play cheiftain (wife, child, work, etc no time for long drawn out games) and I got a melt down about every 5 turns with 20+ reactor cities. The pollution killing my tiles is also a problem with a melt down.
                See that pissy grammar? THAT'S the reason I lurk ;)

                "Corporations have been enthroned...an era of corruption in high places will follow and the money power will endeavor to prolong its reign by working on the prejudices of the people...until wealth is aggregated in a few hands...and the Republic is destroyed" -Abraham Lincoln

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                • #53
                  I wonder if something else is affecting the chance to meltdown.

                  I have had no meltdowns yet, 7 cities at 85 turns.

                  I believe your reports, rather high. For 20 cities in 5 turns should only be a 10% chance one would go critical.

                  I am puzzled. Anyway, in the XML you can change the number from 1000 to NO meltdowns, or make them even more rare. Easy and quick fix if it is too obnoxious.

                  Odd in my test, they are behaving to the 1:1000 chance, so far. Maybe there is another modifier.

                  Once I learn more about the Python language, I would like to add new events, such as discovery of FUSION negates the need for FISSION reactors.

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                  • #54
                    Honestly I am not making this up...
                    Though one thing may be that I do play own after I have achieved a victory (culture in this case). But these meltdowns are annoying my very much. I am on a pangea map gobbling rival cities but I am (well was I stoped playing this save game due to the # of meltdowns) getting atleast 1 per 5 turns +/- a turn or two.
                    See that pissy grammar? THAT'S the reason I lurk ;)

                    "Corporations have been enthroned...an era of corruption in high places will follow and the money power will endeavor to prolong its reign by working on the prejudices of the people...until wealth is aggregated in a few hands...and the Republic is destroyed" -Abraham Lincoln

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                    • #55
                      Easy to change the number. Look in Assests/XML/Buildings at the file Civ4Buildingsinfo.xml

                      Just open it using a simple text editor such as worpad. I shorten this text for space reason. Look and change it to your desire.
                      BUILDING_NUCLEAR_PLANT
                      ObsoleteTech:NONE :ObsoleteTech ---->Change for FUSION for idea
                      PrereqTech>TECH_FISSION
                      PowerBonus>BONUS_URANIUM
                      iNukeModifier>0 --Change to make the Nuke explosion less severe if a meltdown.
                      NukeExplosionRand> 1000iNukeExplosionRand> -----Change for Chance to Occur.

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                      • #56
                        Sorry, I seem not to understand what to change into what ....

                        Could you be a bit more specific for unable ppl like me, plz?

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                        • #57
                          I was just showing in that file change the "1000" to zero or a big number to lower chance for meltdown. There are other thing you can do also.


                          To make it easier, I could make a file with options.

                          1) No meltdowns at all? option.

                          2) Less chance for meltdowns. AND/OR

                          3) Less damage from a meltdown.

                          Then just pick what you want and place the file into the folder area. The XML will not type out correct on HTML format on this post. That is why I had to strip the actual look of the code.

                          Plus, I want to test the NukeDamage Modifier. I think a meltdown should not be the same as a nuclear ICBM!
                          ------------------------------------

                          Later I would like to add the ability to build a pollution free, no hazard Fusion Plant upgrade to replace the Nuclear Fission Plant.

                          Then I could leave thing alone, it will be a reason to upgrade to Fusion Power Plants with all your Fission Plants melting down. Use it as an upgrade for cash to save having to waste the initial production of the fission plants.

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                          • #58
                            What do the meltdowns balance?
                            They're not realistic, but surely they can be used for gameplay purposes?

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