View Full Version : FfH version 1.10e
Kael Apr 24, 2006, 05:41 PM Download here: (retired)
Version 1.10e includes the following updates from 1.10d. Ranged spell form Talchas, tons of new art from Chalid, there is some awesome stuff in this update. Enjoy!
Im thinking about cutting the "Enemies" function. With the alignment alreayd in it just seems repeitive and not worth the additional thing. An okay thing, but not worth an SDK change. let me know what you guys think.
Also your alignment changes when you switch religions. i havent found a way to post a message from C++ yet. I'll try to get a "CNAME are now evil." message to pop when it happens.
1. Removed the Demon, Dwarf, Elf, Orc and Undead unit combats.
2. Removed the Treehome and Necropolis buildings.
3. Added the War Machine unit (doviello hero).
4. Added the Skull Catapult unit (doviello, replaces catapult).
5. Added the Ruhin Archer unit (infernal, replaces archer).
6. Added the Djinn unit.
7. Added the Summon Djinn spell (metamagic 2, summon).
8. Removed the Xag-ya unit.
9. Removed the Demon unit.
10. Added the Balor unit (infernal, replaces berserker).
11. Changed the Summon Demon spell to Summon Balor.
12. Added the Elven Mage unit (ljosalfar, replaces mage).
13. Added the Shaman unit (doviello and clan of embers, replaces adept).
14. Added the Hellhound unit (infernal, replaces hunter).
15. Added the Elven Rider unit (ljosalfar, replaces knight).
16. Added the Tuurngait unit (doviello, replaces scout).
17. Added the Goblin unit (clan of embers, replaces scout).
18. Alignments added.
19. Added the Orc Immortal unit (clan of embers, replaces immortal).
20. Added the Death Knight unit (infernal, replaces knight).
21. Added the Orc Berserker unit (clan of embers, replaces berserker).
22. Added the Graveborn unit (infernal, replaces horseman).
23. Added the Charm Person spell (sorcery, mind 1).
24. Added the Wither spell (sorcery, entropy 1).
25. Added the Banish spell (divine, entropy 3).
26. Added the Enervation spell (sorcery, entropy 3).
27. Added the Kraken unit.
28. Added the Magic Immune Promotion (units with it resist all spells).
29. Added the Summon Kraken spell (divine, water 3).
30. Humanism civic removed.
31. Civics added to the FfH Editor.
32. Added the Missionary ability.
33. Added the Found Temple ability (both of these last 2 abilities are so much easier to do in Talchas's spell system than the kloog I was using before).
34. Talchas new targetable spell system.
woodelf Apr 24, 2006, 05:45 PM Waiting moderately patiently.... ;)
Kael Apr 24, 2006, 06:43 PM Upload complete.
woodelf Apr 24, 2006, 07:12 PM Already done. :p
woodelf Apr 24, 2006, 07:31 PM Does the Sentry Tower no longer work? Only work for scouts?
Also, I CTD'd on turn 8, a hard one where the turn timer just kept turning and turning until I ended the program through Task Manager.
I'll reload and see if I can duplicate it.
woodelf Apr 24, 2006, 07:50 PM 2 CTDs sent. It crashes right after animals appear. Well, it doesn't crash, but hangs up. Same difference.
talchas Apr 24, 2006, 08:07 PM My bug or your bug Kael? :D
Lunargent Apr 25, 2006, 12:05 AM I get the same bug, game hangs up about 10ish turns in. Oh well. The flying cows will have to wait.
Kael Apr 25, 2006, 03:02 AM My bug or your bug Kael? :D
The spinlock error testing had these results:
1. Running with the 1.10e merged CvGameCodeDLL.dll- spinlock at the end of turn 8.
2. Running with the latest FFHSpells CvGameCodeDLL.dll- spinlock at the end of turn 8.
3. Running with the latest FFHSpells CvGameCodeDLL.dll and only 1 spell in the game- spinlock at the end of turn 8.
4. Running with the 3/23 FFHSpells CvGameCodeDLL.dll- no lockup.
So I suspect it is a FFHSpells issue specific to the new stuff that has been added since 3/23 (I know thats a pretty wide range, sorry). I attached Woodelfs save. Just end the turn and it should spinlock.
woodelf Apr 25, 2006, 04:59 AM At least this sort of issue has a name now...Spinlock!
Does it happen when you start in the 2nd era? I didn't get that far in trying.
Chalid Apr 25, 2006, 08:44 AM Im thinking about cutting the "Enemies" function. With the alignment alreayd in it just seems repeitive and not worth the additional thing. An okay thing, but not worth an SDK change. let me know what you guys think.
Also your alignment changes when you switch religions. i havent found a way to post a message from C++ yet. I'll try to get a "CNAME are now evil." message to pop when it happens.
I think the Enemies function might add additional flavour as enemies can be (and some were) of equal alignment, and as the hostilities would exist even if both change their alignment by changing their religion. So i would not cut it, but probably delay it until the more important things are in und smoothly running.
About the messages, i'll notify you if i stumble across something, but it seems the CTDs are more urgent right now. So good luck with solving these.
Kael Apr 25, 2006, 08:47 AM I think the Enemies function might add additional flavour as enemies can be (and some were) of equal alignment, and as the hostilities would exist even if both change their alignment by changing their religion. So i would not cut it, but probably delay it until the more important things are in und smoothly running.
About the messages, i'll notify you if i stumble across something, but it seems the CTDs are more urgent right now. So good luck with solving these.
Sounds good. The good news out of this latest issue is that it means that the next version will have your kraken in!
I decided to make it a special water 3 divine summon (meaning it is only available to Overlords High Priests). Like tigers and skeletons the kraken doesn't go away at the end of the turn, instead the player can only summon a number equal to the amount of units he has that can cast the spell. So if he has 2 Overlords high priests he will be able to have 2 Krakens running around at once. Later on I might setup something that allows more, maybe a capturable wonder that has a different late game effect for each religion, for the overlords it could double the amount of Krakens they are allowed.
I dont even want to guess at how confused the AI will be about summoning water units. One thing at a time.
talchas Apr 25, 2006, 04:01 PM I found the problem - it was another bug in my changes to AI_promote. I've uploaded a fixed version of the 110e DLL (with kael's changes) to http://members.aol.com/ben77/CvGameCoreDLL-FFH110e-1.zip .
To fix the problem in the source (in CvUnitAI::AI_promote):
================================================== =================
--- CvUnitAI.cpp (revision 52)
+++ CvUnitAI.cpp (revision 53)
@@ -647,7 +647,8 @@
if (eBestPromotion != NO_PROMOTION)
{
promote(eBestPromotion);
+ eBestPromotion = NO_PROMOTION;
}
else
{
woodelf Apr 25, 2006, 04:33 PM Inserting it now. Thanks talchas.
Kael Apr 25, 2006, 04:41 PM I found the problem - it was another bug in my changes to AI_promote. I've uploaded a fixed version of the 110e DLL (with kael's changes) to http://members.aol.com/ben77/CvGameCoreDLL-FFH110e-1.zip .
To fix the problem in the source (in CvUnitAI::AI_promote):
================================================== =================
--- CvUnitAI.cpp (revision 52)
+++ CvUnitAI.cpp (revision 53)
@@ -647,7 +647,8 @@
if (eBestPromotion != NO_PROMOTION)
{
promote(eBestPromotion);
+ eBestPromotion = NO_PROMOTION;
}
else
{
Awesome, thanks Talchas. Im uploading a new 110e which has this as long as a few new things (including the moo sounds on the balseraph catapult and the kraken).
Talchas I noticed my build of the dll treats every spell as ranged, though your build works fine. Weird.
Did you upload a new version of the source and ffhspells?
talchas Apr 25, 2006, 04:50 PM I haven't uploaded a new version - the only change should have been that, but it may not have been (I copy-pasted the stuff from 4/23 you had at SDK:Changelog, which probably was old, so the DLL may well actually be wrong, but the source change shouldn't be). I'll take a look.
talchas Apr 25, 2006, 05:02 PM Ok, it appears my last upload was 4/23 7:19 pm, so what you had at that page was probably out of date.
Kael Apr 25, 2006, 05:06 PM Ok, it appears my last upload was 4/23 7:19 pm, so what you had at that page was probably out of date.
Yeah, so the old crash would be back. I should just be able to make the change you put above. Hmm
loki1232 Apr 25, 2006, 05:13 PM So is the current version there safe?
Kael Apr 25, 2006, 05:19 PM So is the current version there safe?
I dont think so. Its built off the same code that was causing the last set of crashes (the crahses at about turn 100).
Talchas, ever since the ffhspells cvcoregamedll.dll from 4/24 all spells are being treated as ranged. That was the fix that was released for the turn 100 ctd.
woodelf Apr 25, 2006, 05:19 PM I've played 30+ turns with talchas' new file.
talchas Apr 25, 2006, 05:53 PM Ah, ok. The problem appears to be that I changed the bIsRangedSpell argument to iRangeSelectNum shortly before I uploaded that version and you used the old xml and python. Apparently the sdk relies on the schema to warn of any problems and assigned a default of 0 to the variable when it couldn't find the tag. The format is in the New Features thread, basically, replace all 0(False)s with -1 and leave all the 1s alone.
I've just uploaded the latest version, which should prevent the AI from spinning on ranged spells (I hope - I've only done a little testing, but it worked for several turns with the AI having access to ranged spells).
Also, I've added a revision.txt to all of the zips I upload to identify exactly when they are from.
Kael Apr 25, 2006, 06:03 PM Ah, ok. The problem appears to be that I changed the bIsRangedSpell argument to iRangeSelectNum shortly before I uploaded that version and you used the old xml and python. Apparently the sdk relies on the schema to warn of any problems and assigned a default of 0 to the variable when it couldn't find the tag. The format is in the New Features thread, basically, replace all 0(False)s with -1 and leave all the 1s alone.
I've just uploaded the latest version, which should prevent the AI from spinning on ranged spells (I hope - I've only done a little testing, but it worked for several turns with the AI having access to ranged spells).
Also, I've added a revision.txt to all of the zips I upload to identify exactly when they are from.
That sounds good. Could you put the version in the spell system post to so I can see what version it is and if its been updated?
talchas Apr 25, 2006, 06:21 PM Ok, done. I've also uploaded the files again. However the only thing that changed this time is revision.txt - I forgot I had to run svn update to get the directory marked as being of the latest revision, so it said 49 instead of 54.
woodelf Apr 25, 2006, 07:28 PM I played up to 145 odd turns with just talchas' fix and then got the mother of all CTDs that froze my entire computer requiring a reboot.
I'll wait for the official 1.10e now. ;)
woodelf Apr 26, 2006, 05:03 AM Kael, can you post here when you put up the new version of 1.10e?
Kael Apr 26, 2006, 01:00 PM Kael, can you post here when you put up the new version of 1.10e?
Will do, working on it now.
Kael Apr 26, 2006, 05:12 PM Okay, the new version is uploaded and linked. Please delete the old Fall from Heaven 110e directory before installing.
woodelf Apr 27, 2006, 09:52 AM As an update; no crashes but I didn't play very long. You can dock my pay! :p
I always play random and got saddled with the Evil guys (Hyboraem maybe) and it seemed odd that goblins and orcs were attacking me so much. I think they should be friendly with me and maybe when combat is initiated there's a small chance of them coming over to my side, ala capture or slaving.
Chalid Apr 27, 2006, 09:55 AM That is for the Clan of Embers woodelf. They are friend with the barbarians ok not exactly friend, but not enemies either - or at least are planned to.
woodelf Apr 27, 2006, 10:13 AM That is for the Clan of Embers woodelf. They are friend with the barbarians ok not exactly friend, but not enemies either - or at least are planned to.
Cool, at least it's there for someone. Is it in game now or planned?
I loved seeing everyone hate me for being Evil. Awesome conflict! Any plan for removing the "warrior" from them and subbing in something else?
loki1232 Apr 27, 2006, 03:30 PM Cool, at least it's there for someone. Is it in game now or planned?
I loved seeing everyone hate me for being Evil. Awesome conflict! Any plan for removing the "warrior" from them and subbing in something else?
For the demons? Maybe like a lesser demon or a demon's spawn.
woodelf Apr 27, 2006, 04:24 PM For the demons? Maybe like a lesser demon or a demon's spawn.
Yeah, seeing warrior is odd. Plus I'm building tons of them since the barbs are coming in waves!
I never should have swapped my bear in for a dancing one. ;)
Kael Apr 27, 2006, 05:21 PM Yeah, seeing warrior is odd. Plus I'm building tons of them since the barbs are coming in waves!
I never should have swapped my bear in for a dancing one. ;)
Yeah I would love to replace the warrior art on the demons, even if its just a new skin.
The Clan of Embers and Infernals are planned to start at peace with the barbarians but that isn't in yet.
Incidently you arent supposed to be able to play as Hyborem, I was doing some testing and took the switch off to make him playable. He doesn't have any "special" features at this point.
loki1232 Apr 27, 2006, 05:22 PM I just noticed that one of the doviello leaders has the barb trait. ....
woodelf Apr 27, 2006, 06:21 PM Alright, I won't chose him again. :p
Are there any skins out there that would work? What about the old demon (the great engineer guy in dark flames)?
Chalid Apr 27, 2006, 06:48 PM I just noticed you do not use the new graphics for pearls and Mana (resource and button), but you have included them in the art folder. I think you have overlooked them when changing the resource art definitions.
Chalid Apr 27, 2006, 07:14 PM I just looked a bit for the new units and stuff via WB and got an error. No Crash through, but a soft exit so to speak.
Kael Apr 28, 2006, 03:13 AM I just noticed you do not use the new graphics for pearls and Mana (resource and button), but you have included them in the art folder. I think you have overlooked them when changing the resource art definitions.
Your right, it will be fixed in the next version.
Kael Apr 28, 2006, 03:15 AM Alright, I won't chose him again. :p
Are there any skins out there that would work? What about the old demon (the great engineer guy in dark flames)?
The origional demon is to impressive for the base infernal warrior. I may steal one of C.Rolands undead skins, one of the ones I use int eh diseased corpse mob.
Chalid Apr 28, 2006, 03:46 AM Use the skin of the Pyre zombi without its model. That should look good and diverse i think. I ll send you a new skin for the dovietello shaman this evening. Looks kind of odd that ork between the humans.
Chalid Apr 28, 2006, 03:46 AM grml double Post...
But as i have opened this post i can write something into it as well..
The Spell-traget-selector-screen seems to take quite a lot time in loading. anything we can do against that or is it a problem that is inherent to way screens are handled by civ?
woodelf Apr 28, 2006, 05:10 AM I've noticed that the entire mod is taking quite a while to load, but have no idea what part is holding things up. Once loaded and running it's fine.
Kael Apr 28, 2006, 05:37 AM I've noticed that the entire mod is taking quite a while to load, but have no idea what part is holding things up. Once loaded and running it's fine.
The first thing a mod does when it loads is it copies everything in the mod directory into cache. The bigger the mod, the slower the load.
Kael Apr 28, 2006, 05:37 AM Use the skin of the Pyre zombi without its model. That should look good and diverse i think. I ll send you a new skin for the dovietello shaman this evening. Looks kind of odd that ork between the humans.
Good, idea, will do.
Kael Apr 28, 2006, 05:38 AM grml double Post...
But as i have opened this post i can write something into it as well..
The Spell-traget-selector-screen seems to take quite a lot time in loading. anything we can do against that or is it a problem that is inherent to way screens are handled by civ?
Talchas mentioned that one of the negatives of switching to a popup screen was that we would incur a load time hit.
Corlindale Apr 28, 2006, 12:07 PM Downloading 1.10e now... Perhaps I should try it out with Dolviello and Overlords(which is otherwise my least favourite religion, as I'm not often partial to early warmongering), seems to be the way to check most of the new units out.
On a side note, I found a bug playing 1.10d the other day, which I don't think have been reported. My bloodpets did not get a movement bonus through the mobility promotion. The promotion would show up fine on their promotion list, but movement will still be 1. Do they have the half-mobility bonus penalty, or is it a bug?
talchas Apr 28, 2006, 03:22 PM Yeah, its just about exactly the same delay as what you get pulling up any of the advisors except the domestic one. For some reason showing a screen takes signifcantly more time than using a CyPopup (again, unless that screen is the domestic advisor, and although I'm not sure, I believe that when I was fiddling with the unit selector, it was more being the Domestic Advisor than what was actually on the screen).
Corlindale Apr 28, 2006, 05:25 PM Have played 1.10e the last few hours(a bit more than I originally intended, but I should be used to that by now...). Here's some impressions:
-Aligments are very cool. It really felt in-character as my Dolviello civ led a war against the Bannor in an alliance with the Svartalfar(hoping for a permanent alliance with the latter sometime soon). I luckily manage to keep the Mercurians of my tail by more or less voluntary donations to them.
-The AI insists on leaving his cities to attack me in the open with archers...not a particularly smart thing to do. But I guess this is a "Blame Firaxis!" situation:)
-Mana frequency seemed ok, I saw two nodes in my games so far, and there's still a LOT of the map left unexplored.
-The new spell targeting system works well, I don't think the loading time for the pop-up screen is that bad.
-The War Machine looks extremely cool, most impressive unit I've ever seen. Can't wait to get its sound effects added too.
-It seemed very hard to get access to third tier casters. It literally takes centuries for mages to qualify for archmages, and even when they upgrade, you still have to wait many turns before they can get their first tier 3 spell. Of course it should not be easy to get the best casters, but at least I think upgrading should grant a free promotion each time.
This also makes it very hard for magic-focused civilizations to recover if they lose archmages, demon summoners or high priests.
-As a consequence of this I haven't seen the Kraken in action yet, I'm still waiting for my high priest to reach next level.
-And finally, perhaps the worst thing of all: I managed to fall victim to a mechanic I suggested myself - a Chaos Marauder turned barbarian on me, and razed the one city I had as a foothold on the bannor continent. Fate can be so cruel at times...
woodelf Apr 28, 2006, 05:37 PM -The AI insists on leaving his cities to attack me in the open with archers...not a particularly smart thing to do. But I guess this is a "Blame Firaxis!" situation:)
We managed to circumvent this in SotM and I tried (oh how I tried) to talk Kael into an immovable archer back in....a long time ago. Maybe 0.70? Was it that far back Kael? :p
Chalid Apr 28, 2006, 05:52 PM We managed to circumvent this in SotM and I tried (oh how I tried) to talk Kael into an immovable archer back in....a long time ago. Maybe 0.70? Was it that far back Kael? :p
Those freaking out of the city attacking AI.. I hope that can be adressed in the future. I slowly understand how the Unit AI works and maybe it can be tricked into acting more intelligent... You know my long term goal is that players have to switch to warlord to win against the AI :satan:
woodelf Apr 28, 2006, 06:34 PM What would happen if you gave the Mud Golem worker animations? Would he look like he was working the land?
Chalid Apr 28, 2006, 06:37 PM I don't think he will but one could try. It would require fusing both models but could be doable. it depends if the bones are similar. But he will not have fighting animations when he uses the workers'
woodelf Apr 28, 2006, 07:31 PM Well the Mud Golem is the Luchuirp worker so that would be good!
I'll try it out later tonight.
woodelf Apr 28, 2006, 07:38 PM Two things:
1 - I used a Great Commander to recruit, but he didn't disappear. I can now use him to rush build something still?
2 - I started in the 2nd era, am around turn 180 and the Copper Golems are simply overrunning me! :eek: Short of your own copper golems there is nothing remotely close that I could build to stand up to them and my own golems would take 30+ turns! Archers and Hunters are golem food.
woodelf Apr 28, 2006, 07:48 PM Well that was fast! Three cities fell quickly to 5 Copper Golems, 2 Axemen, a Worg Rider, and 2 Hunters.
And I wasn't the only civ getting pounded. Yikes the copper golems are too much. :wow:
Corlindale Apr 29, 2006, 03:52 AM One more thing:
-I cannot get slavery to work. I can easily set the civic, but the rush button is grayed out, even when max avail should be much higher than the required sacrifice in population.
woodelf Apr 29, 2006, 05:57 AM I'm not suggesting these changes, but I lowered the pow on Copper Golems to 5 and their cost to 150 to try to balance it out so I can survive my next game. ;)
I think if Luchuirp could have built Axemen I might have survived, but without them I was doomed.
Chalid Apr 29, 2006, 09:50 AM Th AI does not use the new Missionarys. You will have to rewrite the whole Missionary AI as there are a lot functions that control the way Missionarys are moved (and most of those check if the Missionary can spread Religion). Of course using the them the old way would be easier. What is the reason to move it form their innate ability to special ability?
Do the new Missonarys consider Theocracy / nod state religion Spread?
And what is the prerequisite to use the Mercenary Screen?
Kael Apr 29, 2006, 02:35 PM Th AI does not use the new Missionarys. You will have to rewrite the whole Missionary AI as there are a lot functions that control the way Missionarys are moved (and most of those check if the Missionary can spread Religion). Of course using the them the old way would be easier. What is the reason to move it form their innate ability to special ability?
So I could control the percentage without making a SDK change. Also so that I could keep order from spreading to veil towns and vise versa without the hokey way i was doing it before (where it would add and remove it). You may be right though and we may need to put back the old way for ai reasons, its just that talchas spell system is SO much more flexible than anything firaxis offers.
Do the new Missonarys consider Theocracy / nod state religion Spread?
No, i need to add an aiweight modifier based on that (i dont have any aiweight in yet for the spells, just abotu all fo them could use them to make them a little smarter about what spells they use).
And what is the prerequisite to use the Mercenary Screen?
I removed the mercenary mod because:
1. The ai doesnt use it.
2. Its not multiplayer.
I sent a whole list of requests back to TheLopez that i believe he is going to try to incorporate. Until that is done (or at least the top two issues are addressed) the mercenary mod probably wont be incorporated.
Chalid Apr 29, 2006, 03:13 PM Mercenaries:
Ah ok i thought an AI hat actually used in in the game i was playing as there were several guys who had a name and in (Scout) or something after the name. Even one guy had a rudiculous amount of Promotions and 106 Xp and it was not a hero i thought (or do the grigori have an Scout hero?- and as i was the only one on the continent who made war he could not have gotten the xp via combat) so i thought they were hired Mercenaries.
About the Missionaries. You can change everythin in the SDK and most is in my opinion even more simple than in Phython and i feel the solutions you can create in C++ will be often faster than Phython equivalents (for example you can store often used data on the object so that it has not to be calculated each time and by the numbers of things we do calculationtime will get an increasinly important issue). Now we could change the Missionary code so that he askes your phyton code if the unit can spread religion. That should be doable, but i would prefer handing it back to the old code and doing the changes there. That will make it much easier with the AI. That thing about Veil and Order can be implemented within the can spread function in Unit.cpp easily. The percentage could be linked to a variable in global defines if you like. Thats not much to do. I might come with a solution as soon as this mesh is ready:
woodelf Apr 29, 2006, 03:28 PM Nice teaser thumbnail!
Kael Apr 30, 2006, 01:38 AM Mercenaries:
Ah ok i thought an AI hat actually used in in the game i was playing as there were several guys who had a name and in (Scout) or something after the name. Even one guy had a rudiculous amount of Promotions and 106 Xp and it was not a hero i thought (or do the grigori have an Scout hero?- and as i was the only one on the continent who made war he could not have gotten the xp via combat) so i thought they were hired Mercenaries.
The Grigori have access to adventurers, which can be heroes of a bunch of different unit types.
About the Missionaries. You can change everythin in the SDK and most is in my opinion even more simple than in Phython and i feel the solutions you can create in C++ will be often faster than Phython equivalents (for example you can store often used data on the object so that it has not to be calculated each time and by the numbers of things we do calculationtime will get an increasinly important issue). Now we could change the Missionary code so that he askes your phyton code if the unit can spread religion. That should be doable, but i would prefer handing it back to the old code and doing the changes there. That will make it much easier with the AI. That thing about Veil and Order can be implemented within the can spread function in Unit.cpp easily. The percentage could be linked to a variable in global defines if you like. Thats not much to do. I might come with a solution as soon as this mesh is ready:
I agree that changing in the SDK is simpliar and will perform better. But from a support aspect its much more dangerous. I would love to get one modified dll and never change it again, that way we dont risk new SDK crashes. I know thats not entirely possible but I will appreciate anything we can do towards that goal to minimize the amount of SDK changes and get Mod changes pushed out to python and xml.
Also we will have to update when the expansion comes out and that is pretty easy to do for python changes, especially in mod specific files but much more difficult with SDK changes. In fact one of the largest risks to the death of this mod is an engine update that breaks our SDK changes so badly that we aren't able to adapt.
Python issues are also a lot easier to isolate than SDK issues. Part of this is just the nature of calling out to a scriptiing language, by nessesity you leave the code as is except for a single call, return and then back to the normal code. It makes it very easy to isolate changes and trap errors.
Lastly I like being able to piggyback on Firaxis's testing. It is much easier to break things in the SDK than it is in python, and Firaxis has a team testing (as well as all the players) to catch problems that are running the default DLL. The closer we stay to that DLL the better chance we have that our issues will be caught in that testing.
Chalid Apr 30, 2006, 03:24 AM Ah the Adventurer of course that must have been one of those i've complete forgottem them!!
I see we have a kind of philosophical discussion here. I agree so far as changes should be done as much as possible in Phython under two conditions:
1) The Change does not need an major addition to the SDK. If you have to implement new things in the SDK to allow the Change to be done in Phython than you can do all - or everything that is not used in different ways - in the SDK.
2) Performance. If you can do something much faster in the SDK than in Phython it should be done in the SDK.
ABout not beein able to adapt SDK changes. The badest thing will be that we have to rewrite some code.
So but now I have to go back to that Dragon, or Kael won't get a new toy these days.
woodelf Apr 30, 2006, 07:41 PM I'm playing as Bannor and when I recruit using a Commander I get some Axemen instead of Guardsmen (which are the Bannor replacement). Not a big deal, but a discrepancy.
Chalid Apr 30, 2006, 09:36 PM Some Gameplay Issues:
- Ancient Forests grow to fast.
- Fireball Spell does not conjure a Fireball (at least he did not for my Mage with Spellextension II)
- Charm can be castet at Tiles one does not even see...
Kael May 01, 2006, 03:32 AM I'm playing as Bannor and when I recruit using a Commander I get some Axemen instead of Guardsmen (which are the Bannor replacement). Not a big deal, but a discrepancy.
Hmm.. Im going to have to think about how to get this to pull the civ specific unit.
Kael May 01, 2006, 03:45 AM Some Gameplay Issues:
- Ancient Forests grow to fast.
Good point, I halved the chance per turn that a forest would into an ancient forest (from 10% to 5%).
- Fireball Spell does not conjure a Fireball (at least he did not for my Mage with Spellextension II)
Im not able to reproduce this. If you can send me a save I would love to see it.
- Charm can be castet at Tiles one does not even see...
Yeah, I dont have range in place for the targeted spells yet.
Chalid May 01, 2006, 04:08 AM Originally Posted by woodelf
I'm playing as Bannor and when I recruit using a Commander I get some Axemen instead of Guardsmen (which are the Bannor replacement). Not a big deal, but a discrepancy.
Hmm.. Im going to have to think about how to get this to pull the civ specific unit.
That should be easy:
iUnit = ((gc.getCivilizationInfo(pPlayer.getCivilizationTy pe()).getCivilizationUnits(gc.getInfoTypeForString ('UNITCLASS_SCOUT')));
Should do the trick. Note its UNITCLASS instead of UNIT.
woodelf May 01, 2006, 05:31 AM Does anyone else think the Copper Golems are brutal as barbarians? Even at pow 5 they're squashing the AI and me!
Corlindale May 01, 2006, 11:17 AM Just discovered that Guardians of Nature doesn't give a happiness bonus for Ancient Forests, and doesn't list ancient forests in the terrain types that are supposed to get the bonus either. I think it would make the most sense to have it give a bonus along with forests and jungles, otherwise it'd be most effective for elves to cut down ancient forests to replant them as ordinary forests, which I doubt is the intent...
Chalid May 01, 2006, 11:18 AM Hmm the Fireball thing did work after realod. Very strange indeed.
@woodelf. Don't know. I usually start in the Ancient Era and there are only Orks and Goblins...
Corlindale May 01, 2006, 01:26 PM Does anyone else think the Copper Golems are brutal as barbarians? Even at pow 5 they're squashing the AI and me!
I think I've found out why. Copper golems are actually power 9!, like they were in 1.0. I thought it pretty odd that I could built units so powerful so early while playing the Luchuirp, has to be some kind of bug.
Regarding the Luchuiurp, I find that the inability to get worker units in the beginning of the game can really hurt. I had to spend about 40 turns building my golem workshop before I could even start building a Mud Golem. Perhaps remove the building requiriment from this particular unit?
woodelf May 01, 2006, 02:56 PM I think I've found out why. Copper golems are actually power 9!, like they were in 1.0. I thought it pretty odd that I could built units so powerful so early while playing the Luchuirp, has to be some kind of bug.
Regarding the Luchuiurp, I find that the inability to get worker units in the beginning of the game can really hurt. I had to spend about 40 turns building my golem workshop before I could even start building a Mud Golem. Perhaps remove the building requiriment from this particular unit?
I know, I changed them to 5 for my testing because they are overpowering.
Kael May 01, 2006, 04:06 PM Yeah, I'll fix the luchuirp and their golems.
Kael May 02, 2006, 05:41 AM I see we have a kind of philosophical discussion here. I agree so far as changes should be done as much as possible in Phython under two conditions:
1) The Change does not need an major addition to the SDK. If you have to implement new things in the SDK to allow the Change to be done in Phython than you can do all - or everything that is not used in different ways - in the SDK.
2) Performance. If you can do something much faster in the SDK than in Phython it should be done in the SDK.
Yeah, and part of it comes from the fact that Im not a programmer. I didn't have any code experience before Civ4 was released so Im still learning all of this. After we release the public version if the SDK stuff works out well and we don't have big issues I will be more likely to put more and more stuff there. If we have big issues and having the changes in the SDK complicates troubleshooting and stability I'll tend to look for non-SDK solutions to problems. Even if they perform worse.
So lets make sure the code we have is good, release our version on the 19th and see where to go from there. Hopefully my paranoia is unwarranted.
Chalid May 02, 2006, 06:09 AM Did you read my above post about the GreatCommanders recruit?
Another thing i will check is your improve all land things like ancient forests or Genesisi. I'm not sure how you solved these but i might possibly have a faster solution (all in Python).
And did you get the graphics i send you?
Kael May 02, 2006, 06:47 AM Did you read my above post about the GreatCommanders recruit? [quote]
Im glad you said something, I missed it, I will get it in. Thats exactly what I needed.
[quote]Another thing i will check is your improve all land things like ancient forests or Genesisi. I'm not sure how you solved these but i might possibly have a faster solution (all in Python).
I have a begin turn check that runs through, looks to see if the plot qualifies for an upgrade and applies a configurable chance that the plot will upgrade.
And did you get the graphics i send you?
Yeap, Im just getting back to everything now. I spent the past 3 days sightseeing in London and south/central England (got to go hang out in the center of Stonehenge and say "mmm... free obelisks").
So I actually havent looked at them yet but I will be today or tomorrow. They will definitly all be in the next version that will come out this weekend.
Corlindale May 02, 2006, 12:22 PM I get a CTD error when attempting to summon an imp with my Conjurer, got it 2 times in a row. Attached the save.
woodelf May 02, 2006, 12:44 PM Maybe Imps aren't in yet? A CTD like that sounds like an ART_DEFINE issue.
Corlindale May 02, 2006, 12:47 PM I'm fairly certain I've summoned one succesfully in a previous game.
woodelf May 02, 2006, 12:53 PM I'm fairly certain I've summoned one succesfully in a previous game.
That fairly well exhausts my troubleshooting ability. ;)
Kael May 02, 2006, 04:00 PM I get a CTD error when attempting to summon an imp with my Conjurer, got it 2 times in a row. Attached the save.
got it, thanks Corlindale. It will be fixed in the next version.
Chalid May 02, 2006, 06:17 PM Another thing i will check is your improve all land things like ancient forests or Genesisi. I'm not sure how you solved these but i might possibly have a faster solution (all in Python).
I have a begin turn check that runs through, looks to see if the plot qualifies for an upgrade and applies a configurable chance that the plot will upgrade.
Ok i checked this one and i think we could approximatle double its speed. The entire map is divided into areas, even in land and water areas. So you can leave out the water areas whick by itself would double the speed for most maps. It might be even easy to get the inofrmation in which areas which players posess plots, so we could skip areas without fellowship civs too. That would speed it up even more. Its all just some rough idears but i'll write some code that should work these days.
One more thing that came to me is, we could name the Areas (when it does work as i assume and therefore i have to add soem marking for my personal use anyway) and show the name in the plot information. I think it would add a lot of athmosphere when ones ship is crusing in the "Sea of the forgotten Dreams" or when one Conquers not that big continent to the right, but the "Isle of Junil".
woodelf May 02, 2006, 07:53 PM When you cast charm can we make it so a message pops up that it was successful or not? Or is it always successful? Also, if it is successful can we make it so they don't pillage you while charmed! That's annoying... :sad:
Kael May 03, 2006, 03:25 AM Ok i checked this one and i think we could approximatle double its speed. The entire map is divided into areas, even in land and water areas. So you can leave out the water areas whick by itself would double the speed for most maps. It might be even easy to get the inofrmation in which areas which players posess plots, so we could skip areas without fellowship civs too. That would speed it up even more. Its all just some rough idears but i'll write some code that should work these days.
One more thing that came to me is, we could name the Areas (when it does work as i assume and therefore i have to add soem marking for my personal use anyway) and show the name in the plot information. I think it would add a lot of athmosphere when ones ship is crusing in the "Sea of the forgotten Dreams" or when one Conquers not that big continent to the right, but the "Isle of Junil".
That would be so cool, I would love to see some dynamic names made up for areas. If you could provide the mechanic I could start building a list of names.
Corlindale May 03, 2006, 08:51 AM That would be so cool, I would love to see some dynamic names made up for areas. If you could provide the mechanic I could start building a list of names.
It's a good idea, but I think it should be possible to toggle it on and off. Some might find the text disturbing, and others(including myself) might prefer to have the option to name discovered areas themselves.
Perhaps one might also give the named terrain special properties, like the landmarks in Alpha Centauri?
Chalid May 03, 2006, 08:58 AM Im not sure still how big an area actually is. But i will report as soon as i know. It might be either whole continets or it might as well be possible that it refers only to small patches of land. I want to finish the unit i am working at momentarily, and do some more dragon animations and then i'll go back to do some more coding :)
Kael May 03, 2006, 09:18 AM Im not sure still how big an area actually is. But i will report as soon as i know. It might be either whole continets or it might as well be possible that it refers only to small patches of land. I want to finish the unit i am working at momentarily, and do some more dragon animations and then i'll go back to do some more coding :)
You are my very favorite german/artist/programmer/demonic archer in the whole world!
Corlindale May 03, 2006, 12:30 PM CTD at End of Turn. Attached the save.
Nothing out of the ordinary seems to have happened during the turn. Researched Engineering and started to explore my first Ancient Temple with two Mud Golems.
Chalid May 03, 2006, 05:37 PM The Area think should actually work but i had no time to write some code. Each Landmass is assigned a apecific era, and i think each enclosed ocean, too. On problem might be throug that even 1 tile islands are sepreat areas, but fortunatley each Area also knows how big it is so we can divde them in isles and continents for namegiving.
One note mostly for myself. The different size of the areas might be one reason for the quite different good behaivior of the AI. We might want to divide big continents with chokepoints into smaller areas when we do some major ai programming.
woodelf May 04, 2006, 07:09 AM I'm sure it was mentioned, but the Ancient Forests spread like wild the minute your city has the Fellowship. Is this intended or is it being slowed down for 1.10f?
But it is cool to see the new graphics. :thumbsup:
Kael May 04, 2006, 07:22 AM I'm sure it was mentioned, but the Ancient Forests spread like wild the minute your city has the Fellowship. Is this intended or is it being slowed down for 1.10f?
But it is cool to see the new graphics. :thumbsup:
The chance of a forest upgrading to an ancient forest has been halved for the next version.
woodelf May 04, 2006, 05:27 PM Very minor typo: For Dance of Blades it says "frist strike" and not "first strike".
Kael May 04, 2006, 05:31 PM Very minor typo: For Dance of Blades it says "frist strike" and not "first strike".
Thanks, fixed it.
Chalid May 05, 2006, 01:16 PM The Elven civ can not build elven archers when not in fellowship.... and therefor most often cannot vuild any archer :(
Kael May 05, 2006, 01:25 PM The Elven civ can not build elven archers when not in fellowship.... and therefor most often cannot vuild any archer :(
Cool, thanks. Ill get it fixed in this weekends version.
Chalid May 05, 2006, 01:26 PM Sntry Tower doesnt provide the temporary visibility upgrade for my (cheated) elven archer. i will test it with a warrior through.
Kael May 05, 2006, 01:30 PM Sntry Tower doesnt provide the temporary visibility upgrade for my (cheated) elven archer. i will test it with a warrior through.
It wont work for the warrior either. I broke it with the altar of delos. It will be fixed in this weekends version.
Chalid May 05, 2006, 06:27 PM Do we have some known issues that lead to an endless loop or something similar.
When ending a special turn my game hangs up. Its at 95% CPU but nothing happens. The strange thing is that when i reload the game befor that strange turn there is 50% chance that it happens or not. I'm not positive if its your code or mine that makes problems.
Kael May 05, 2006, 06:36 PM Do we have some known issues that lead to an endless loop or something similar.
When ending a special turn my game hangs up. Its at 95% CPU but nothing happens. The strange thing is that when i reload the game befor that strange turn there is 50% chance that it happens or not. I'm not positive if its your code or mine that makes problems.
Nothing I know of. Can you rollback the dll to the 100e version and see if you still give the spinlock issues?
Chalid May 05, 2006, 06:52 PM Nope can't. The Units have one more variable than 110e (thats stored in the savegame) in my Version
Chalid May 05, 2006, 07:17 PM Ít seems it has been some compiler problem. I checked all my for clauses if one might be problematic (did not find anything) an compiled it from scratch. Afterwards i could not reproduce the error within 10 tries.
Chalid May 07, 2006, 12:04 PM STill playing 110e and found something very strange. When summoning a creature they sometimes start with orders to run into a far away town. The last game my skeletons run to one of my twons under siege. This game a chaos marauder runs to a city form the grigori (i have open boarders). strangeley enough they always run to the same city ...
Edit Treant run to the same city as teh chaos marauder.. i have no idea why they do this :(
Kael May 07, 2006, 12:10 PM STill playing 110e and found something very strange. When summoning a creature they sometimes start with orders to run into a far away town. The last game my skeletons run to one of my twons under siege. This game a chaos marauder runs to a city form the grigori (i have open boarders). strangeley enough they always run to the same city ...
Edit Treant run to the same city as teh chaos marauder.. i have no idea why they do this :(
Yeah, Talchas has a pushmission in the summon spell. Im not sure why its there but I left it in. Ill take it out, and if Talchas has a reason to keep it I'll block it with an isHuman check so it is only applied to ai players.
talchas May 07, 2006, 12:34 PM It can definitely go, the AI was supposed to put the spell target in first, then the summon would be told to go there, rather than somewhere else. I'm not sure if it ever worked, and if its doing stuff for a player (it shouldn't - the target is cleared after any spell is cast, and it should always cast afterwards, but I may have a bug somewhere) it can go.
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