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  • Is this a bug or

    am I missing something?

    I am using the new patch and I cant get the science advisor to leave my science rating alone.

    I changed the science levels for the governments to reflect IMHO a better system. In my game my government is Despotism and I have the science level set at 50% max. Well currently at that level I will be haveing a negtive income flow, so I set it to 30% so I can get back into money making. If I dont do this I will be in the negative (seeing that I now am having to pay other civs for advances with the new patch) and will have to sell buildings. Thats not a problem, but EACH turn my science rating is set back to 50%, so I have to manually reset it to 30% EACH turn.

    Is this a bug or is there an option somewhere that I have missed?


    Thanks...

  • #2
    Curious. Are you sure no governors are active for that town/city???

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    • #3
      It has nothing to do with a city, its my Civ's overall science rating. The one you set in your advisor's screen =)

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      • #4
        Do the math. If Sci = 30%, then Taxes must = 70%, which is over the limit, so it sets it back.
        Hi, I'm a sig virus. Pass me on by putting me in your sig!

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        • #5
          Math was done...

          As I said I set the government MAX from 10 to 5 in the editor. Doing this stops you from setting your science level over 50% (no 70% is possible under this). My Luxeries were set at 0%, my science was MAXED out at 50%. I had negative income so I lowered it to 30% so the game would not automatically sell my buildings when my gold went below 0 ( I was "making -7 gold per round at 50% sci, at 30% sci I was making a +5 per round). The problem is that the Science advisor kept undoing my 30% and forcing a 50% science rating EACH new round. I had to manually RESET it to 30% EACH round to offset the what the science advisor was doing.

          Like I said, is this a bug or is there a command I am missing somewhere?

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          • #6
            I changed the science levels for the governments
            Probably a bug/side affect of your tweak.

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            • #7
              Maybe you can't set ANYTHING higher than 50%. Not even Tax. Which would be quite strange. But it would explain this.

              Have you tried setting science to 30% and luxury to 20% and checked if it still reverts back to 50% science?

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              • #8
                In Civ II the goverment tax slider limit worked like that. Despotism was max of 60% IIRC. In other words, you could set science at 60% max, or taxes, or luxuries. It capped them all. Thus, if you set it to 50%, you're locked in. That's if CivIII works the same way. Otherwise, yeah, it's a bug.

                -Arrian
                grog want tank...Grog Want Tank... GROG WANT TANK!

                The trick isn't to break some eggs to make an omelette, it's convincing the eggs to break themselves in order to aspire to omelettehood.

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                • #9
                  Originally posted by Todd Hawks
                  Maybe you can't set ANYTHING higher than 50%. Not even Tax. Which would be quite strange. But it would explain this.

                  Have you tried setting science to 30% and luxury to 20% and checked if it still reverts back to 50% science?
                  I have tried that and its like you said nothing can be set above 50% TOTAL.

                  Now call my a dummy but I didnt think you could tweek the tax rate in the game (only lux and sci rates)? If so that may be what I am missing out on...

                  Edit: No matter what though (if tax isnt the issue here) the game forces me to have a TOTAL sci or lux at 50%. For example I can not set lux at 20% and Sci at 10%, it always defaults Sci to 30% (or a max of 50% if lux is at 0%) my next round. It does not do Lux like this, it allows it to stay static.

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                  • #10
                    Maybe I'm misreading you But....

                    No matter what though (if tax isnt the issue here) the game forces me to have a TOTAL sci or lux at 50%. For example I can not set lux at 20% and Sci at 10%, it always defaults Sci to 30% (or a max of 50% if lux is at 0%) my next round. It does not do Lux like this, it allows it to stay static
                    This sounds like your not thinking %, the total MUST equal 100, if you have 20% Lux, and 10% Science and 50% Tax, that only equals 80%, So the computer will revert your moved Science back to 30% to make up the 20% difference.

                    If your Tax has a Maximum rate of 50% then when you move science to 30% there is also a 20% missing here, so the computer reverts to 50% to add up to 100%...
                    EFR RPG GAME Designer, E.F.R. Forums The Coyn: Fantasy Mod for Civ3:Conquests

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                    • #11
                      Originally posted by Bane Star
                      Maybe I'm misreading you But....



                      This sounds like your not thinking %, the total MUST equal 100, if you have 20% Lux, and 10% Science and 50% Tax, that only equals 80%, So the computer will revert your moved Science back to 30% to make up the 20% difference.

                      If your Tax has a Maximum rate of 50% then when you move science to 30% there is also a 20% missing here, so the computer reverts to 50% to add up to 100%...

                      Ok first before this gets confusing...

                      Is there a way to set the tax rate in the game proper while playing? If so then I will need to go and retest this.

                      If not then the game is forcing me to have a Max rate of ANYTHING at 50%. It will not let me go below it.

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                      • #12
                        Originally posted by Avahz_D
                        Math was done...

                        As I said I set the government MAX from 10 to 5 in the editor. Doing this stops you from setting your science level over 50% (no 70% is possible under this). My Luxeries were set at 0%, my science was MAXED out at 50%. I had negative income so I lowered it to 30% so the game would not automatically sell my buildings when my gold went below 0 ( I was "making -7 gold per round at 50% sci, at 30% sci I was making a +5 per round). The problem is that the Science advisor kept undoing my 30% and forcing a 50% science rating EACH new round. I had to manually RESET it to 30% EACH round to offset the what the science advisor was doing.

                        Like I said, is this a bug or is there a command I am missing somewhere?
                        Patashu has already told you. That rate cap doesn't just affect your Science levels, it affects all your levels. So having 70% tax means your 20% over the limit you set yourself. So the game has to bring it back down. I made the same mistake myself until Soren straightened me out.

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                        • #13
                          Ok let me restate this in another way..

                          Even IF my tax rate is 70% then the game should not BOOST my sci ratint to 50% Every turn. Its not lowering it to 20% as what would happen if my tax rate was too high. With a tax of 70% and I lower my sci to say 30%, that would give me 100% (thats what I want), but the game keeps boosting my science to 50% setting things up to 120%. As I said I dont remember anywhere you could edit your tax rate. I only know of Science and Luxeries... If there is any tell me where its at. I have poured over the net and the game book, but no info...

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                          • #14
                            Well I sympathize, I really do. I ran into the same problem myself, and when I figured it was some sort of bug, I trashed my mod after spending a couple of months of work on it. But at the moment, that rate cap affects every maximum level in the game, not just the Science. If you set it at 5, anything over 50% in the game, whether it's Science, Tax, or Luxury, will force the game to reset the slider. I wish it weren't so, but that's the way it is. That particular setting is useless as it is, I don't even know why they bothered to put it in there.

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                            • #15
                              Avahz, you evidently don't fully understand the system.

                              There is no tax rate that you can set. Tax rate is just
                              100 - science rate - luxury rate.

                              And none of these values (tax, science, luxury) can be above 50% with your setting.

                              So the game does NOT boost your science rate to 50% while keeping your tax rate at 70%.
                              It lowers your tax rate to match the 50% you set in the editor and then it has to put the 20% left over (70-50=20) somewhere else and this by default is science.

                              So after this you have
                              50% tax (70 old - 20 to match the required 50) and
                              50% science (30 old + 20 from tax from the line above).

                              Hope this clears things up.

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