View Full Version : v0.24 and bug thread
woodelf Apr 13, 2007, 04:47 PM Version 0.24 found here (http://www.civfanatics.net/woodelf/files/SotMv024.zip).
Changes:
Final three LHs added. Thanks frenchman!
Six religions and six religion specific civics added.
Civic completely overhauled.
Barbs removed for now.
Issues:
Civics still unbalanced, suggestions welcome.
We're taking baby steps, but we're moving forward. :)
GeoModder Apr 13, 2007, 04:52 PM Thanks Woodelf. :)
woodelf Apr 13, 2007, 04:54 PM Thank Thunderfall and my DSL. I couldn't have done this a year ago. :woohoo:
dreadknought Apr 13, 2007, 05:46 PM Very cool, will download and start a new game later tonite:goodjob:
GeoModder Apr 13, 2007, 05:57 PM Yep, the Ideologies show nice. And do what I thought they should do, save for one thing: the civic opened by choosing an ideology doesn't get activated together with (on the same revolution turn thus) the civic.
On the screen, you're not gonna like this Woodelf but I think it is better to drop back to five columns and make the text a bit smaller. From how it looks here it should be possible to put 6 civics in one column. Or am I wrong?
Decibels Apr 18, 2007, 04:35 PM ummm, not sure if its a bug or just me but i can't seem to see any of the improvement buttons on the engineer so i either have to go into the world builder and put them in(cheating) or try and figure out which key is a shortcut for it somehow. I also noticed that for some reason that when i move the cursor over a tile it rarely shows the information about the tile such as its production, food etc. it will once in a while i think but like only for just a second. I really like the mod and think its fantastic but its going to take me forever to get my cities very big if i can't figure out how to build improvements aside from road which i already know the hotkey for. is this a bug? or a designed function of the mod? or what? i'm not sure if anyone else has had this issue or its already been addressed and wasn't sure where to post this and i didn't really feel like going through all the pages of the main thread to see if somebody had already had this problem.
snipperrabbit!! Apr 19, 2007, 03:13 AM Do you play english version ?
Decibels Apr 19, 2007, 10:01 AM yea, i play the english version with the patch as well i think.
woodelf Apr 19, 2007, 11:03 AM So long as you're patched up to 1.61 you should be fine.
This is vanilla too, not Warlords.
Decibels Apr 19, 2007, 12:32 PM Yes, I'm not using warlords, though it looks like i only have the 1.52 patch, I'll try and up the patch to 1.61, maybe that will fix it. Thanks for the help.
woodelf Apr 19, 2007, 02:54 PM Hope that helps. Have fun.
onedreamer Apr 20, 2007, 10:58 AM Wow, the mod is back ! :D
I'll have a look during the weekend.
doompigeon Apr 21, 2007, 08:30 AM I'm sure this is an awesome mod... but what does it do?
I'm sure there's a description somewhere, but I sure don't see it... either it's hidden or I need a new prescription 8-)
woodelf Apr 21, 2007, 02:21 PM I'm sure this is an awesome mod... but what does it do?
I'm sure there's a description somewhere, but I sure don't see it... either it's hidden or I need a new prescription 8-)
You colonize the Moon. :)
dreadknought Apr 22, 2007, 02:03 PM Ive got a game going as Int. Space ADM. --noble--epic.
So far up to year 104 and its fun exploring (large map) without the barbs and important, so far Ive picked up 3 space marines, a couple of techs, a couple lunar scouts, skill points, ect..
I noted engineers can now move 3//faster than the scouts?
The religion (names) run together badly on the religion screen.
We founded Bureaucratic Communism in year 5, Guessing we had the starting tech?
Im in 2nd place this game as exploring has set me up to trade for a few techs, I think the ai may be having some food problems in expanding.
Any additions to the ruins and exploring seems to really fit the moon theme, will report more about the later tech tree as time goes on.
woodelf Apr 22, 2007, 04:20 PM Ive got a game going as Int. Space ADM. --noble--epic.
So far up to year 104 and its fun exploring (large map) without the barbs and important, so far Ive picked up 3 space marines, a couple of techs, a couple lunar scouts, skill points, ect..
I noted engineers can now move 3//faster than the scouts?
I'll have to look into that movement issue. Glad the lack of barbs is more fun.
The religion (names) run together badly on the religion screen.
Thanks. I'll check.
We founded Bureaucratic Communism in year 5, Guessing we had the starting tech?
Yes. Each of the 12 civs starts with one of the starting techs for Religions (Ideologies). We wanted everyone to get a chance at one.
Im in 2nd place this game as exploring has set me up to trade for a few techs, I think the ai may be having some food problems in expanding.
Food and AI are always a problem. But normally they make glasshouses like there's no tomorrow... ;)
Any additions to the ruins and exploring seems to really fit the moon theme, will report more about the later tech tree as time goes on.
Thanks for the great feedback!
dreadknought May 07, 2007, 10:36 PM Picked back up. A couple more notes.
Many of the Sid notes lack descriptions.
Apparently engineers can enter/inprove dust sea tiles if they are part of the city radius.
Seems to be too much overlap in city improvements that improve health so far (turn 137) esp. when you consider cities arnt all that large.
Lunar rover des. says it starts with combat 1 but it actually starts with mobility
Gold in-game box resource picture is a horse but the stats are correct
Gemstones is a crab
crystal is a deer----so apparantly several are mixed up.
Isolation tech only takes 1 turn when you reach it (year 155 current game) also the tech tree has narrowed to just 1 choice in the path last 3 techs.
woodelf May 08, 2007, 04:09 AM Picked back up. A couple more notes.
Many of the Sid notes lack descriptions.
Yeah. If anyone in the community wants to fill some in, let me know.
Apparently engineers can enter/inprove dust sea tiles if they are part of the city radius.
matthewv is redoing the mapscript so this should be fixed soon.
Seems to be too much overlap in city improvements that improve health so far (turn 137) esp. when you consider cities arnt all that large.
When I first put buildings into XML I merely c/p the Hospital. I think the :health: was never tweaked. If you make a list of effects that are simply wrong I'll do some fixing.
Lunar rover des. says it starts with combat 1 but it actually starts with mobility
Thanks. I'll look at that.
Gold in-game box resource picture is a horse but the stats are correct
Gemstones is a crab
crystal is a deer----so apparantly several are mixed up.
I'll blame matthewv since he did resource XML way back when. :p
Isolation tech only takes 1 turn when you reach it (year 155 current game) also the tech tree has narrowed to just 1 choice in the path last 3 techs.
Isolation is completely being redone and Geo is feverishly working on a BtS version of a tech tree.
The Vanilla one has warts, but is only going to get fixed through the 2nd era as things stand now.
Thanks for the feedback. :)
matthewv May 08, 2007, 08:41 AM I'll blame matthewv since he did resource XML way back when.
True:blush: , but I didnt do the resourse artwork:p (except the buttons) What I find interesting is that no-one noticed this before (including myself)
Edit: Or did you mean the buttons?
woodelf May 08, 2007, 08:49 AM Who did the resource artwork?
matthewv May 08, 2007, 09:36 AM Dsquared did. Thogh I had a look at the .nif files for those resourses and they seem fine (thus we can't blame it on him).
woodelf May 08, 2007, 09:45 AM I think we have doubles of all resources because we didn't know how to delete them in XMl without causing problems. I don't know if that's the problem here or not.
matthewv May 08, 2007, 09:54 AM I just checked in game and those resourses seem to be fine for me.
I think we have doubles of all resources because we didn't know how to delete them in XMl without causing problems. I don't know if that's the problem here or not.
If your playing with the right map script the double resources should not be a problem.
I intend to remove all doubles and old references to none moon resourses and terrain when I release my new mapscript. (I am able to completely do this then you will no longer be able to play this mod except with the right map script.)
woodelf May 08, 2007, 10:00 AM I should have said that I sort of meant the pedia stuff. I hate the fact that the original entries still show up. My bad. Long day.
GeoModder May 08, 2007, 10:01 AM Isolation is completely being redone and Geo is feverishly working on a BtS version of a tech tree.
Running on 90° F already!!! :faint:
;)
I just checked in game and those resourses seem to be fine for me.
Fine on my moonmap games too.
However, ideology buttons don't show ingame, the references must be wrong.
woodelf May 08, 2007, 10:07 AM Fine on my moonmap games too.
However, ideology buttons don't show ingame, the references must be wrong.
I don't know if Garret ever redid the tga file? It didn't work the first time.
Garret?
matthewv May 08, 2007, 11:07 AM Quote:
Originally Posted by woodelf
Isolation is completely being redone and Geo is feverishly working on a BtS version of a tech tree.
Running on 90° F already!!!
While your working on the tech tree I think it would easiest to figure out all the buildings and units we want in the game first, and then think of techs to match each. Obviously there should be no tech that doesn't give you anything new.
GeoModder May 08, 2007, 11:33 AM I already have a whole bunch.
Really should finish my text and post it for comment.
dreadknought May 08, 2007, 12:04 PM Yes, its just the tiny icon in the onscreen resource box description that doesnt match whats on the map, the resource on the map is fine. Not a big deal at all just trying to report anything I noticed.
I will try to get a list of redundant health improvements next couple of days.
dreadknought May 08, 2007, 08:11 PM city health notes
My cities in the early going have 8 average without buildings needed much. 3 being from difficulty level. (keeping in mind several resources add health as well)
City Biodomes give 2 health 3 happy, 1+1 and a little defense bonus?
Air recycler gives 1 health , probaly ok as it adds nothing else
City bunkers, 1 happy and 2 shields, doesnt seem to fit defensive app.
Water reclamation gives 1 happy and 2 health, maybe 1 health and slight growth bonus?
will add more....
dreadknought May 08, 2007, 08:51 PM I noticed just now the defense of Federation cities , 1 city is defended by 1 radio car, another 2 lunar rovers, this on year 178. Looks like some AI issues on city defense.
Also can confirn city defense units for orbital limited, mostly lunar rovers and a radio car.
Lancers, I guess they are throw-backs, hehe.
matthewv May 09, 2007, 08:20 AM Yes, its just the tiny icon in the onscreen resource box description that doesnt match whats on the map, the resource on the map is fine. Not a big deal at all just trying to report anything I noticed.
Okay, so it is the icons. That makes a little more sense. I will try to remember to fix that.
dreadknought May 22, 2007, 08:42 PM Played up to year 392 and in a war with Unified Trade Authority, They are second in points and too my surprise sent in 22 units on an attack and have razed 2 of my cities. Didnt expect to see AI mass that many troops.
At this point its clear the leading civs can produce a good army, however every civ seems to defends its cities with the explorer type units, This is a major AI issue, not sure why they are doing that. Lunar rovers--lunar scouts are the only units Ive seen defending ai cities.
On the plus side, the tech tree actually seems to function pretty well, and the bigger 2 ai cives are getting quite large and it will actually be very tough to catch up to their expansion, so all-in-all Im having fun with the game, I failed to build enough cities to keep up, 3rd overall. The previous work done on the tech tree and units is actually better than I had realized it would be with the civics and religions needing work. Playing on a large map seems to fit the moon exp. and their is still alot of build-out space on the map, even this far in, which I like.
matthewv May 22, 2007, 09:52 PM At this point its clear the leading civs can produce a good army, however every civ seems to defends its cities with the explorer type units, This is a major AI issue, not sure why they are doing that. Lunar rovers--lunar scouts are the only units Ive seen defending ai cities.
I had a look at the unit info xml file and it is very obvious why this is happening. Scouts, Rovers, and Radio cars are listed as a AI city defense units and no other units are listed as AI city defense. I am sure our XML experts GeoModder of Woodelf will fix this before the next version. (nudges Geo to wake up and get to work) :hammer: :trouble:
GeoModder May 23, 2007, 07:49 AM (nudges Geo to wake up and get to work) :hammer: :trouble:
:lol:
Lemme first put those darned solar panels and settler lander from Woodelf ingame. (after I finish the current version of my Ethnic Citystyle Mod that is ;) )
matthewv May 23, 2007, 08:17 AM :lol:
Lemme first put those darned solar panels and settler lander from Woodelf ingame. (after I finish the current version of my Ethnic Citystyle Mod that is ;) )
Oops sorry, I thought you were sleeping;)
GeoModder May 23, 2007, 08:27 AM Merely a bit tipsy atm... :mischief:
woodelf May 24, 2007, 04:53 AM :lol:
Lemme first put those darned solar panels and settler lander from Woodelf ingame. (after I finish the current version of my Ethnic Citystyle Mod that is ;) )
Once you see the lander in game let me know if you want me to rework the animations. The fidget/idle is annoying to me, but landers aren't idle long so maybe it's not a big deal.
Did we figure out how to make it not move, but airdrop to a spot?
dreadknought May 24, 2007, 11:55 AM Ok really strange bugs with this unit. Turn 488 built it and at first it showed up without any action buttons. I saved and reloaded and it showed up with the engineer choices(including engineer picture in the choices window) and wouldnt show combat odds. I attacked a city with it and was defeated by a lunar rover:lol:
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