View Full Version : Version 1.96 posted (comments thread)


thamis
Aug 19, 2006, 11:36 AM
Please post all your comments relating to version 1.96 here.

1.96 mostly changes graphics and has a new map (or two? confused!).

Kidinnu
Aug 20, 2006, 07:54 AM
All the graphics worked fine for me in 1.951, but I notice three apparent bugs in 1.96:

* pink squares for polytheism and astrology - not in the normal displays, but when they come up in the chooser on the main map (across the top of the screen, or in the panel on the right-hand side)
* when you get one of the technologies that is prerequisite for Bowmen (I think composite bow), they show up with a gold border that is otherwise used for wonders

I like the look of the new religion icons! But they're a little less legible - the Eye of Horus is, at first glance, just a dark squiggle, while the old icon was a bright yellow dot that was easy to distinguish from the others.

There are several new maps in 1.96 - the really-crowded middle east map that's fun for a normal or quick game but really exploitable, a large map, a small map... The most fun I've had recently was the fertile crescent map being put together over in the scenarios thread, but it could use a few more civilizations before it becomes official (which I hear they're working on).

Laurino
Aug 21, 2006, 02:26 AM
[QUOTE=Kidinnu]All the graphics worked fine for me in 1.951, but I notice three apparent bugs in 1.96:

* pink squares for polytheism and astrology - not in the normal displays, but when they come up in the chooser on the main map (across the top of the screen, or in the panel on the right-hand side)
* when you get one of the technologies that is prerequisite for Bowmen (I think composite bow), they show up with a gold border that is otherwise used for wonders
QUOTE]


Pink square noted and removed. As for the religions icon, thanks for the comments, I'll make a brighter, more clear one for the next version!;)

SrWilliam
Aug 21, 2006, 10:09 AM
On the huge map, I sited a Babylonian lion/warrior near the Alps.

It’s a real challenge to find a single trading partner.

It’s not game breaking, but it sure is easy to produce great artists.

Hypnotoad
Aug 21, 2006, 10:16 AM
I like the new icons. So far my new game is going well. Has the area around Persia on the huge map been improved? It seems better...

I'm glad that there is work on graphics. The graphics change that I would like most is wonder movies/still-graphics and wonder buildings in my cities. Things that add to to the flavor and give a greater sense of accomplishment...

Laurino
Aug 21, 2006, 10:33 AM
I like the new icons. So far my new game is going well. Has the area around Persia on the huge map been improved? It seems better...

I'm glad that there is work on graphics. The graphics change that I would like most is wonder movies/still-graphics and wonder buildings in my cities. Things that add to to the flavor and give a greater sense of accomplishment...


Thanks!

Don't despair, all these are also planned. But I,m concentrating on more basic stuff for the moment... All buttons are almost finisheed now, so I'll move on to unit skinning, so we don
't have anymore look-alikes nor a woman flying around with a gun as a spy;)...

Keep in mind that in the end, ALL will be changed graphiocalwise in TAM, including the HUD (we plan to have a different one for each era!), so the wonder movies will also be. One day, there'll even be 3d leaderheads!!!!!

I'm gonna start a Graphics thread so any ideas you guys have, I can hear of. The graphics are 100% moddable, so...

Thanks again!

Hypnotoad
Aug 21, 2006, 01:38 PM
Perhaps you should make this file available on the Civfanatics data base and suggest that people download it there. I noticed that there is a section for "top downloads" that some people might use for finding new mods to play. You might attract new players this way...

thamis
Aug 22, 2006, 06:12 AM
It's on the database. :)

Chamrin
Aug 22, 2006, 09:45 AM
I only launched civ IV to check this, but it looks like the peltests now work for me and my crappy graphics card. :)

I know how hard it can be to track down bugs sometimes, so thanks for fixing it.

Cham

Perdant
Aug 22, 2006, 10:35 AM
I must say I am truly loving these new icons, I don’t know why I love them so much but I do another reason not to go back to the old game :) . We are having some weird multiplayer issues that I am wondering if anyone else is having. We have played two sessions of multiplayer with this new version and when the game starts I can get in no problem but either both my friends or just one will crash I am hosting. To get around the problem I then save the game after they have crashed restart the game with this new save and it works. This is really strange and has not been any issue in the 6 other games of TAM that we played multi. We can all get in the game single player with no crashes btw.

All in all its great the barbarians on the Fertile Crescent map huge don’t seem over powered just makes you cautious as you should be.

Love the mod.

Just please new boat models if possible all those Vikings longboats are starting to get to me :lol:

AndreasS
Aug 22, 2006, 10:57 AM
I havent downloaded yet, will try it out tomorrow night, after work. Have the trireme graphics from Warlords been implemented?

Laurino
Aug 22, 2006, 01:13 PM
I don't think we're allowed to bting Warlods models in plain Civ4, copyrights and stuff... Gotta check with Thamis... But anyways, at one point Triremes will have their model...

Laurino
Aug 22, 2006, 06:29 PM
I must say I am truly loving these new icons, I don’t know why I love them so much but I do another reason not to go back to the old game :) . We are having some weird multiplayer issues that I am wondering if anyone else is having. We have played two sessions of multiplayer with this new version and when the game starts I can get in no problem but either both my friends or just one will crash I am hosting. To get around the problem I then save the game after they have crashed restart the game with this new save and it works. This is really strange and has not been any issue in the 6 other games of TAM that we played multi. We can all get in the game single player with no crashes btw.

All in all its great the barbarians on the Fertile Crescent map huge don’t seem over powered just makes you cautious as you should be.

Love the mod.

Just please new boat models if possible all those Vikings longboats are starting to get to me :lol:


Thanks! Soon, all the units will also have that kind of buttopns! Also, for the boats, they're in the next step of the graphic modding, as while I'm making the units button, I'm also revising all units. I tell you already, 1.97 will be big on gfx!

Hypnotoad
Aug 23, 2006, 08:35 PM
What about making the Persians organized instead of expansive? I tried to conquer Babylon (War ina Babylon!) and create a proper Persian empire, but I found the upkeep costs crippling. Since Persia had one of the huge empires in the area, I think organized would make sense.

schlappi
Aug 24, 2006, 03:37 AM
I encountered a fatal error in version 1.96 (civ4 version 1.61):

Playing Aeetes on fertile crescent (huge map), ending my turn i get the "declare war" sound and the game closes to desktop without message. Testing some reveals it is Kroisos declaring war on me. If i declare war on someone that turn and end it, game proceeds normally. (Kroisos declares war and lands units via transport galleys)

Sarmatian Chieftain had declared war on me with no error.

Unfortunately the saved game is too big to attach it as file in this forum; if someone feels like testing it, send me your email via pm... I'd like to have it crosschecked in case my civ4 program is corrupt in some way!

Thanks in advance,
Schlappi

Edit: I just noticed a file named ThemeParseLog in my civ4 root folder, containing the following:

[Aug 24, 2006 - 10:42:00] Messages while processing 'Resource/Themes/Civ4.thm'

Error : Decl - ('Civ4Theme_Common.thm', Ln:401, Col:13) Assignment source propertyId 'SF_CtrlTheme_Civ4_Control_Font_Size3_Italic' not found
Error : Decl - ('Civ4Theme_Common.thm', Ln:402, Col:13) Assignment source propertyId 'SF_CtrlTheme_Civ4_Control_Font_Size3_BoldItalic' not found
Error : Decl - ('Civ4Theme_Common.thm', Ln:408, Col:13) Assignment source propertyId 'SF_CtrlTheme_Civ4_Control_Font_Size1_Bold' not found
Error : Decl - ('Civ4Theme_Window.thm', Ln:3048, Col:9) Assignment source propertyId 'SF_CtrlTheme_Civ4_Control_Font_Size1_Bold' not found



Edit #2: Another error: When loading a saved game the game sometimes locks up during the "initiating graphics" screen

Spearthrower
Aug 24, 2006, 07:25 AM
Not sure if these are known bugs... or even just problems with my installation but I have experienced a number of flaws in this latest patch.

1) Can't build Lumbermills. There is no button for it nor does the hotkey work. The AI manages to build them though.

2) I have had a number of Python exceptions throughout the game - I haven't made a note of them so far (too busy conquering at the time) but I can do in future if it would be helpful. These exceptions don't cause any real problems - just click "ok" and continue.

3) Every now and then I get a message = "You have plundered 20 Gold" between turns.

4) There's 1 more thing but I can't remember!! :P I will add it when I do! ;)

thamis
Aug 24, 2006, 10:39 AM
Both errors sound like a wrong installation to me. Double check that the mod is extracted into the main CIV4 folder.

Also, is any of you using a mac?

Spearthrower
Aug 24, 2006, 10:48 AM
I extracted straight into the main Civ folder and I am using a pc.

Having had a fairly long break from Civ (and all gaming unfortunately) the only thing I can think of is that perhaps I was playing around with some files in the past that have led to this problem.

Really, I was hoping that you were going to say these were known issues so that i wouldn't have to totally reinstall everything!!!

Well, it's worth it anyway - Civ 3 became a mere shell with which to play TAM anyway and I am sure that CIV will follow suit.... so it's worth it to get this working right! ;)

thamis
Aug 24, 2006, 10:50 AM
Hehe sure. Yes, reinstall is all I can recommend to you. Also, don't forget to update to CIV4 1.61 when you do (or your TAM text will be unreadable)!

Hypnotoad
Aug 24, 2006, 12:26 PM
I got the "you have plundered 20 gold" in 1.95 a number of times. I'm fairly confident I installed everything correctly.

thamis
Aug 24, 2006, 12:53 PM
Actually, I remember that this is a bug that pops up every time an Illyrian UU boat has conquered a trade vessel.

schlappi
Aug 24, 2006, 12:56 PM
Well, its not the first time i install a new tam version, i am pretty sure i get this right :)

My computer is a windows notebook.

And i also get the plunder message, it does not add any gold though.

rockinroger
Aug 24, 2006, 05:16 PM
playing a game of version 1.96. Love the look of the new buttons. playing on prince level am in 4th place. about to start a war. keep up the good work

onedreamer
Aug 25, 2006, 02:08 AM
1) Can't build Lumbermills. There is no button for it nor does the hotkey work. The AI manages to build them though.


Lumbermills can only be built on Timber. Check civilopedia.

thamis
Aug 28, 2006, 06:07 AM
Schlappi: The thing is that we didn't change anything really. It's just new graphics...

Did you maybe install another mod into your customassets?

schlappi
Aug 29, 2006, 01:57 AM
I played another game and was not able to reproduce the bug :)

It seems it only occurs in this very special situation.

Of course, before i installed 1.96, i deleted the tam folder and the temp files in mygames; tam is the only mod i have installed right now, so i am pretty sure its a tam issue.

onedreamer
Aug 29, 2006, 06:04 AM
Schlappi I sent you yesterday a PM with my email...

Seidrik_The_Gray
Aug 29, 2006, 01:11 PM
Playing as Egypt at the moment. I'm the score leader, but if I ever had to face down a serious military threat, then I'd be hozed. I've beaten back Nubia once already. I have founded the first three religions so far. I am going to start working on War Chariots...but it's 700 BCish (at work now). I could have gotten them faster perhaps, but I tried to go along typical historical development.

I'm on the Huge map, Prince, Epic. I think Egypt has plenty of economic muscle, but not much production muscle. Seriously, if Nubia were played by a Human, Egypt would have been wiped off the map ages ago.

I think some hills or additional plains squares are in order. Just my opinion, but it seems to be supported by other posters here.

I think I will play Nubia next and risk being cursed by the Gods as I summarily exterminate the Egyptians by oh...say 1400 BC?

onedreamer
Aug 31, 2006, 03:38 AM
Egypt has the power of pop-rush thanks to flood plains. Combined with religions (+happy), a wonder like Sphynx (Hereditary Rule or Republic = +happy) and happyness resources, they can have good production.
I'd ask to remove dense forests from Low Egypt though. Because it spreads and it's bad and unnecessary there.

Seidrik_The_Gray
Aug 31, 2006, 05:30 AM
This "Power of Pop-Rush" isn't good forever. In fact, a civ like Greece or Rome without needing Pop-Rush (or Carthage for that matter) can build bigger cities, defeating Egypt in the research game long-term and ammassing potentially larger armies and economies...again, long-term. So, the only way around that would be to build cities outside the Nile, perhaps, using them as the "big cities" while the cities on the Nile become pop-rush factories???

Hypnotoad
Aug 31, 2006, 10:36 AM
For Egypt on the huge map:

For one, I think starting one space south is a much better location. You get the stoney hill and there is more room for two cities in Lower Egypt. But even still: the Memphis starting point is okay. The real problem I've found is the next couple of cities. The one in upper Egypt is practically a lost cause in terms of production. I think of it as a commerce city: build a huge number of cottages and watch them grow and still get specialists. But the ones in Lower Egypt (i.e., in the north), aren't a lot better.

I think the strategy with Egypt has to be to really stay on top of technology so you don't need to build as much and so you can start wonders early. You are in a great place for commerce and food. Even still, this is hard to pull off, so I think a mild production boost would be in order.

-- HT

onedreamer
Sep 01, 2006, 03:36 AM
This "Power of Pop-Rush" isn't good forever. In fact, a civ like Greece or Rome without needing Pop-Rush (or Carthage for that matter) can build bigger cities, defeating Egypt in the research game long-term and ammassing potentially larger armies and economies...again, long-term. So, the only way around that would be to build cities outside the Nile, perhaps, using them as the "big cities" while the cities on the Nile become pop-rush factories???

I don't think I can agree... Rome and Greece have a lot of sea squares which are not the best to grow pop. Regarding production I can't agree either. What would make Rome better than Egypt for production in the long run ? Let's suppose Rome has a lot of plain hills and grassland squares. Without railroads, a plains mine + farm = 5 food, 4 hammers. Egypt along the flooded Nile can count on many combinations...: 2 watermills = 8 food, 4 hammers. Farm+workshop = 7 food, 3 hammers or 2 Workshops: 4 food, 6 hammers. On grassland Nile just remove one food. All this without counting the powerful Vice Royalty, in which case there's no match at all... Add to that that in the long run you can switch to Migration, it sounds very strange to me that Egypt can be so crappy at military production. It can also count on one of the best UUs in the game for the end game, the Numidian Mercenary (one of very few units that can stand against a Carthaginian Elephant, currently). True there aren't infinite Nile squares but the situation is not so bad if you use proper improvements. I played Egypt several times and I was always on the lead since the beginning. In the beginning the egyptian superiority is so high that it's hard to loose the lead. It's also not written anywhere that you should pursue a domination victory as Egypt. Actually they were a "builder" and cultural people. All you have to do is beeline for Masonry. They have marble, stone, clay, papyrus, copper... they have all the resources needed for Wonders plus the Industrious trait ! In the early game you can also adopt Nature Cult civic to get another +1 from farms and pop-rush like crazy.
The only problem I see with egyptian territory is that dense forests should go, and maybe add a coupla plains here and there, as someone else said.

SrWilliam
Sep 05, 2006, 08:15 AM
Just a thought, should flax replace corn and rice as a health bonus from a granary?

Hypnotoad
Sep 06, 2006, 03:20 PM
I like the flax/granary idea.

One strange thing about the traits that the leaders have now: In general, the major civilizations have two non-combat traits and one combat trait. But seafaring is considered a non-combat trait even though it's main effect is to give combat bonuses to sea vessels (it also allows for cheaper harbors and lighthouses). What about making it a combat trait and giving Phonecia and Carthage another non-combat trait?

-- HT

waylander
Sep 12, 2006, 09:11 AM
I love this mod!

However, there are two things that currently bother me.

1. The invisible sapper pushing your tropps back a square is really annoying. I tood a city from Agammemnon and there was only one route from that square to the rest of his cities. With the German border to the north the route was only a single square wide. Ofcourse when I tried to move out of the city the Greek sapper just caused my troops to move right back in. Extremely annoying. I eventually had to get peace with him since there was no way to advance my army.

2. In the last three games I have never gotten 1 civ to agree to a tech exchange except during peace negotiations. Open borders have only been offered once or twice outside of war. It woud be nice to make tech trading at least possible.

Dave

Drtad
Sep 15, 2006, 10:28 PM
How is the Warlords conversion coming along Thamis?

solanacea
Sep 28, 2006, 02:07 PM
Hi,

You can still use your starting warrior to raze nearest city(always undefended) immediately. Will this ever be fixed or is it intended to be this way?

Ingvina Freyr
Sep 29, 2006, 02:57 AM
Hi,

You can still use your starting warrior to raze nearest city(always undefended) immediately. Will this ever be fixed or is it intended to be this way?There have been discussions about the unintended possibility to make a "javelineer-rush" against the nearest civ, if that civs capital is only defended by a warrior. That possibility will probably be gone with the next version. I've never heard of undefended cities though! :confused:

SrWilliam
Sep 29, 2006, 08:33 AM
On monarch difficulty, I as well have moved my first warrior / javelin straight towards an enemy capitol and found it unoccupied, you just need to get there before the enemy builds their first unit. The two capitols have to be close to each other.

solanacea
Sep 29, 2006, 05:07 PM
There have been discussions about the unintended possibility to make a "javelineer-rush" against the nearest civ, if that civs capital is only defended by a warrior. That possibility will probably be gone with the next version. I've never heard of undefended cities though! :confused:

I play with the Phoenicians in Prince difficulty and the Hitite capital is always undefended even when I send my warrior via a convoluted path!
Perhaps, each civ should start with a scout and a defensive unit.

solanacea
Oct 01, 2006, 05:50 AM
I think AI's unwillingness to trade doesn't make any sense in this scenario. :sad:

Historically, trade was a huge part of ancient Mediterranean. (I m sure we all know that.) Having 4-5 extra resources and being unable to trade a single one really spoils the fun big time for me.

I think we should put the "fun factor" ahead of "balance" here. You can always play immortal difficulty if you want a "challange".

waylander
Oct 04, 2006, 04:06 PM
I think AI's unwillingness to trade doesn't make any sense in this scenario. :sad:

Historically, trade was a huge part of ancient Mediterranean. (I m sure we all know that.) Having 4-5 extra resources and being unable to trade a single one really spoils the fun big time for me.

I think we should put the "fun factor" ahead of "balance" here. You can always play immortal difficulty if you want a "challange".

As well as agreeing with the above, I hate not having any GHs in this mod. While I understand they can be unbalancing, they are FUN. That's why I play this game...to have fun.

Shqype
Oct 08, 2006, 06:38 PM
Who in the hell changed the colors for the civilizations? The Illyrian colors are reversed, and also the leader text is all pretty much the same. They should be fixed!

thamis
Oct 08, 2006, 07:47 PM
I changed the colours, because Illyria and Rome were nearly indistinguishable. Didn't mess with leader text though...

Laurino
Oct 08, 2006, 10:17 PM
Color for the text are all different for each civs (ie: dark red for rome, black for Illyria), in 1.97... As for the civ colors, I changed it having in mind that two red civs neighboring eah other is quite confusing, AND, if one is gonna be red, it has to be Rome...;)

Shqype
Oct 09, 2006, 07:08 PM
Color for the text are all different for each civs (ie: dark red for rome, black for Illyria), in 1.97... As for the civ colors, I changed it having in mind that two red civs neighboring eah other is quite confusing, AND, if one is gonna be red, it has to be Rome...;)
Why Rome? Isn't Rome purple in the vanilla civ? Besides, Illyria was orange, not red.

thamis
Oct 10, 2006, 01:26 AM
Illyria looked pretty red to me... And Rome is red in TAM.

Fiend777Fits
Oct 19, 2006, 08:07 PM
man was i pissed when i beelined for alphabet. and then all the civs gotta be snobs holdin out on any tech trading. so is there any tech trading at all in this mod?

Hypnotoad
Oct 20, 2006, 01:42 AM
Yes, but it takes some hard work. Your good friends trade with you... sometimes. Join them in a war, give them some gifts, have open borders. I think it is fun and challenging.. but it is challenging.

You know 1.97 is posted, right?

Fiend777Fits
Oct 20, 2006, 04:54 PM
You know 1.97 is posted, right?

i'm in the middle of a game right now... i'll get it after i finish. btw, what are the changes in 1.97? i couldnt seem to find the version changes for it anywhere.

Hypnotoad
Oct 23, 2006, 10:23 AM
It is mostly a huge graphics overhaul. But they have also changed the tech tree around a lot. I assume because it was mostly graphics, they didn't think the version changes were necessary. I agree it would be nice, though.