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Bhruic Oct 05, 2007, 03:53 PM Similar to Solver's patch for 3.02, this patch modifies the CvGameCoreDLL.dll file. As with his version, it's best to make a backup of the dll before overwriting it. The source code for the changes is included (multiple files with a .cpp extension). These are only necessary if you will be making your own revisions to the code. Otherwise, you can either delete or ignore them.
I've added a "versioning" system so people can figure out if they have the latest. :)
Changelog:
Fixed bug where culture/espionage would not display for building popups
Fixed bug where spies would be ejected from a square when declaring war
Fixed bug that caused the AI to trade for resources it already had (appears as grossly uneven trades)
Refixed trade bug
Refixed culture/espionage display bug
Fixed bug with Warlords attaching to units when the Great General is part of a selection group
Prevented new Colonies from overwriting previously existing Civs
No longer displays new Colony message if player hasn't met Master Civ
Workers on Transports no longer perform capture of cities (thereby displacing all other units) when city is captured
Units considered "unsuitable" for city defense will no longer be prevented from healing in cities
No longer able to base an unlimited number of air units in vassal's cities
Can found Corporations under Mercantilism
Vassal's spies will no longer be "caught" in your territory
Amount of time worked taken into consideration by city plot selection (thanks SevenSpirits)
The Vassal of a Capitulating Civ is freed before peace treaty
Mouse-over for Worker actively working a plot no longer counts Worker twice
Automated Workers will no longer idle when railroading is possible
Mouse-over for Join City now displays extra bonuses for Great People
Vassals freed by Capitulating Master no longer refuse to talk
Privateers can only enter team members' or vassals' cities
Automated Workers will no longer idle in cities within 2 squares of a hostile border
Refixed Vassal/capitulation
AIs less likely to build Executives if they can't afford to use them or already have sufficient
Buildings that grant both heathiness and unhealthiness will display both instead of neither in building popups
Vassals can no longer be their Master's worst enemy
Espionage ratio for humans now displayed in score tooltip (thanks morbus)
Improved worker threat assessment from units able to move multiple squares
Spies no longer interrupt their mission when moving next to an enemy unit
Fixed AI turn slowdown caused by change to worker threat assessment
Relationship penalty for declaring war on a friend checks if Civs are at war
Altered previous worker threat assessment check so it's less useful, but more efficient
Fixed bug (introduced) causing endless loop at "waiting for players"
Fixed bug (introduced) causing the Great Persons civilopedia entries to be blank
Stolen techs can no longer be traded with No Tech Brokering enabled
New Colonies mirror their Master's tech status with No Tech Brokering enabled
New Colonies mirror their Master's exploration (map) status
Healthy/Unhealthy bonuses will display properly under more circumstances (events, etc)
Extended spy ejection protection to Great Spies (and any other unit considered "always invisible")
AI Civs under Theocracy will no longer accept gifted Missionaries
Units withdrawing from combat will be removed from selection group (thanks Moctezuma)
When bumping naval units from cities, preference will be given to water tiles
Tweaks/bugfixes to improve starting city locations (thanks SevenSpirits)
Cities no longer require a Monument to allow Spies to sabotage buildings
Rivers added for starting locations will generate flood plains if they pass through desert tiles
Spy unit help popup will display the percentage espionage cost decrease from fortification
v1.21
http://forums.civfanatics.com/downloads.php?do=file&id=7288
I'm also including a supplementary fix dealing with XML/Python issues. This patch is not necessary to use the dll patch.
Changelog:
Reactivated the Glance diplomatic screen
Fixed a bug preventing war declarations via Worldbuilder
Civilopedia promotions no longer display a unit class if only a subsection of that class can get the promotion
Partisans only appear when Civ is running Emancipation
v1.03
http://forums.civfanatics.com/downloads.php?do=file&id=7301
Bh
LiDDiS Oct 05, 2007, 04:02 PM Nice, good thing you're here to patch the patch D:
Solver Oct 05, 2007, 04:14 PM Yaaaay now I don't have to do anything! :D
LiDDiS Oct 05, 2007, 05:49 PM Would I be wrong in assuming that whatever is causing the out of sync stuff isn't fixable 'unofficially' and is probably hard-coded? It's nice to see you've fixed pretty much all of the annoyance issues though. Good job! :D
Bhruic Oct 05, 2007, 05:50 PM Updated:
Fixed bug that caused the AI to trade for resources it already had (appears as grossly uneven trades)
Bh
lulu135 Oct 05, 2007, 05:51 PM Cool thanks! One thing tho, could you include the .cpp files in the zip as well?
Bhruic Oct 05, 2007, 05:53 PM Oops, yes, I meant to do that with this version... I'll make sure to do it for the next one. For now, you can see the changes I've made in posts in the bugs forum.
Bh
jray Oct 05, 2007, 05:53 PM Woot, Bhruic for president!
How 'bout collecting everything together here (like your fix to restore the Glance tab) and asking a moderator to sticky it?
Teg_Navanis Oct 05, 2007, 05:54 PM Cool thanks! One thing tho, could you include the .cpp files in the zip as well?
I second that. It would be nice if I didn't have to choose between an unfixed SDK mod and a fixed vanilla game.
ChickenSalad Oct 05, 2007, 06:02 PM Nice job. Guess I can apply the patch now. Thanks! :)
ChinaBlue Oct 05, 2007, 06:11 PM Terrific-thanks a lot bhruic
PieceOfMind Oct 05, 2007, 06:15 PM Wow I'm impressed with how quick this was. I was reading about issues with the patch, went to sleep, woke up, and now they're fixed! :)
So I guess the trade thing is a confirmed bug?
Thanks for your efforts Bhruic! :goodjob:
SevenSpirits Oct 05, 2007, 06:27 PM Ha! I started playing a game, noticed the resource bug, excitedly realized what the problem was and was about to go fix it myself, but I decided I'd check here first. You fixed it already! Thank you.
.Shane. Oct 05, 2007, 06:36 PM You rock! Thanks for the patches! :)
Nor Me Oct 05, 2007, 06:42 PM File: CvPlayerAI.cpp
Function: CvPlayerAI::AI_bonusTrade
Line: 6857
Replace:
if (isHuman())
With:
if (isHuman() && GET_PLAYER(ePlayer).isHuman())
Bh
Isn't there a danger that you won't be able to give the AI resources because the game thinks you don't like them enough?
At least you'd want another
if (isHuman())
{
return NO_DENIAL;
}
further down, just before bStrategic = false;, right?
Underdawg Oct 05, 2007, 06:43 PM Just great. :goodjob:
Powerslave Oct 05, 2007, 06:44 PM Ha! I started playing a game, noticed the resource bug, excitedly realized what the problem was and was about to go fix it myself, but I decided I'd check here first. You fixed it already! Thank you.
Same. I'm glad I didn't have to do anything. Bhruic, you've done us all an amazing service by posting this so quickly.
Bhruic Oct 05, 2007, 06:57 PM Isn't there a danger that you won't be able to give the AI resources because the game thinks you don't like them enough?
You're absolutely right. Although I think it would be best to rearrange the check order a little as well. I don't think that it'll turn up a "worst enemy" for a human player, but it's best to be sure.
Bh
SevenSpirits Oct 05, 2007, 07:07 PM Isn't there a danger that you won't be able to give the AI resources because the game thinks you don't like them enough?
I agree that if that is how you did it, it isn't a perfect fix. It would still allow you to get resources you don't need in the special cases where you are at war or they are your vassal. That seems like an unintentional loophole.
I think the correct, if inelegant, way to fix the problem is this:
Replace:
if (isHuman())
{
return NO_DENIAL;
}
if (GET_TEAM(getTeam()).isVassal(GET_PLAYER(ePlayer). getTeam()))
{
return NO_DENIAL;
}
if (atWar(getTeam(), GET_PLAYER(ePlayer).getTeam()))
{
return NO_DENIAL;
}
if (GET_PLAYER(ePlayer).getTeam() == getTeam())
{
return NO_DENIAL;
}
if (GET_TEAM(getTeam()).AI_getWorstEnemy() == GET_PLAYER(ePlayer).getTeam())
{
return DENIAL_WORST_ENEMY;
}
if (!isHuman() && (AI_corporationBonusVal(eBonus) > 0))
{
return DENIAL_JOKING;
}
if (GET_PLAYER(ePlayer).getNumAvailableBonuses(eBonus ) > 0 && GET_PLAYER(ePlayer).AI_corporationBonusVal(eBonus) <= 0)
{
return (GET_PLAYER(ePlayer).isHuman() ? DENIAL_JOKING : DENIAL_NO_GAIN);
}
with
if (! (GET_PLAYER(ePlayer).getNumAvailableBonuses(eBonus ) > 0 && GET_PLAYER(ePlayer).AI_corporationBonusVal(eBonus) <= 0))
{
if (isHuman())
{
return NO_DENIAL;
}
if (GET_TEAM(getTeam()).isVassal(GET_PLAYER(ePlayer). getTeam()))
{
return NO_DENIAL;
}
if (atWar(getTeam(), GET_PLAYER(ePlayer).getTeam()))
{
return NO_DENIAL;
}
if (GET_PLAYER(ePlayer).getTeam() == getTeam())
{
return NO_DENIAL;
}
}
if (GET_TEAM(getTeam()).AI_getWorstEnemy() == GET_PLAYER(ePlayer).getTeam())
{
return DENIAL_WORST_ENEMY;
}
if (!isHuman() && (AI_corporationBonusVal(eBonus) > 0))
{
return DENIAL_JOKING;
}
if (GET_PLAYER(ePlayer).getNumAvailableBonuses(eBonus ) > 0 && GET_PLAYER(ePlayer).AI_corporationBonusVal(eBonus) <= 0)
{
return (GET_PLAYER(ePlayer).isHuman() ? DENIAL_JOKING : DENIAL_NO_GAIN);
}
This completely removes all possibility of returning NO_DENIAL if there is no benefit to the recipient, without changing the order of the different types of denial.
(At least in an unofficial patch, I think it's better to not try to change how the game is "supposed" to work without good reason. If you do not mind giving the "joking/no gain" denial a higher priority than the "worst enemy" one then the easy fix is just to move that test to the top of the list.)
Bhruic Oct 05, 2007, 07:11 PM They actually changed the order of denials from 3.02 -> 3.13. In 3.02, the DENIAL_JOKING : DENIAL_NO_GAIN actually came first. The reason they moved it is because of the Vassal issue. So I don't think putting it first again is a problem.
Anyway, I've made a change that should encompass all the situations properly.
Bh
Bhruic Oct 05, 2007, 07:19 PM Oh, and I included the source files this time. ;)
Bh
DrewBledsoe Oct 05, 2007, 07:23 PM Bhuric, you're display "fix" doesn't work. Here's what it now shows (new game with your .dll)
http://forums.civfanatics.com/uploads/68217/Civ4ScreenShot0071.JPG
SevenSpirits Oct 05, 2007, 07:29 PM They actually changed the order of denials from 3.02 -> 3.13. In 3.02, the DENIAL_JOKING : DENIAL_NO_GAIN actually came first. The reason they moved it is because of the Vassal issue. So I don't think putting it first again is a problem.
Anyway, I've made a change that should encompass all the situations properly.
BhWow, you're right. What a mess (3.02)! I agree with your fix.
Nor Me Oct 05, 2007, 07:31 PM SevenSpirits, the biggest gain with the way the patch put the NO_DENIALs first is that you can't tell if a civ you're at war with or another human is short of resources. Bhruic's fix kept that.
As long as an AI could spare a few gold per turn spare, you could find out which resources they really want if they would talk to you at peace. So fixing it doesn't make too much difference to that.
Bhruic Oct 05, 2007, 07:39 PM Bhuric, you're display "fix" doesn't work. Here's what it now shows (new game with your .dll)
Ha, fix one thing, something else pops up. :)
Alright, I'll have to try and see why it's duplicating the Culture there (but oddly not the Espionage).
Bh
bonafide11 Oct 05, 2007, 07:42 PM No, look closer, its duplicating the espionage too. :)
jray Oct 05, 2007, 07:43 PM Ha, fix one thing, something else pops up. :)
Alright, I'll have to try and see why it's duplicating the Culture there (but oddly not the Espionage).
Bh
Looks like it's duplicating both (look on the 2nd line). Funny how it goes esp, culture, culture, esp.
White Elk Oct 05, 2007, 07:43 PM Changelog:
Fixed bug where culture/espionage would not display for building popups
Fixed bug where spies would be ejected from a square when declaring war
Fixed bug that caused the AI to trade for resources it already had (appears as grossly uneven trades)
Refixed trade bug
Very nice Bhruic. I add my voice of appreciation to the chorus.
It would be nice if Firaxis 'refixed' their fixes as quickly as you've done here. Nice job :goodjob:
Harrier Oct 05, 2007, 07:44 PM I think this thread should be stickied. :king: :goodjob:
SevenSpirits Oct 05, 2007, 07:45 PM SevenSpirits, the biggest gain with the way the patch put the NO_DENIALs first is that you can't tell if a civ you're at war with or another human is short of resources. Bhruic's fix kept that.
I disagree that this is a good thing. It means that in peace talks you can make trades that have no benefit to the person who is getting the resource. Also, you can demand things you have no use for from your vassals.
I would find this a reasonable mechanic (you can then trade it off to someone else) except that it is only doable in those two corner cases. I consider those mistakes because of it.
There are two corporation-related reasons for not trading a resource.
1) The buyer has no corps and already has the resource, so there is no point. This is a game mechanic.
2) The seller (AI) has a corp that uses it and thus does not wish to trade it. This is a part of the AI.
The only problem is that in both 3.02 and 3.13 they were grouped together; in 3.02 at the beginning, and in 3.13 at the end. However, 1) should come at the beginning, since it's a game rule, but 2) should come after the exceptions the AI makes for at-war nations and masters.
Bhruic Oct 05, 2007, 07:58 PM No, look closer, its duplicating the espionage too. :)
Yeah, that's what I get for going for speed instead of accuracy (I need to do regression testing too). :( At this rate I'll be fixing the fixes of my fixes.
Anyway, I've made a more proper fix (for those interested, the original problem was caused by the fact that it would only properly check Culture/Espionage if the building was already constructed).
I've corrected the problem.
Bh
CivAgamemnon Oct 05, 2007, 08:00 PM Bhruic, you ROCK!
Bhruic Oct 05, 2007, 08:02 PM Also, you can demand things you have no use for from your vassals.
That's actually specifically why they made the change - Vassals should never be able to refuse a resource demand. In 3.02, for example, Vassals could refuse to give you a corporation resource. Well, not "refuse", it was redded out, so you couldn't even make the request.
Bh
Smidlee Oct 05, 2007, 08:02 PM Thanks Bhruic
Roland Johansen Oct 05, 2007, 08:05 PM Great job Bhruic. :goodjob:
It seems time to upgrade to 3.13 for me.
DrewBledsoe Oct 05, 2007, 08:09 PM Right, after going back to original firaxis release 3.13, the non display of culture/espionage seems to only apply to buildings that "overstretch" the text window. All others are displaying correctly....see this screenshot...
http://forums.civfanatics.com/uploads/68217/Civ4ScreenShot0072.JPG
Bhruic Oct 05, 2007, 08:15 PM Right, after going back to original firaxis release 3.13, the non display of culture/espionage seems to only apply to buildings that "overstretch" the text window. All others are displaying correctly....see this screenshot...
No, it only applied to buildings that you hadn't built yet. Basically, if you were looking at a building that you could construct, but hadn't yet, it wouldn't list the culture/espionage for it. If you'd already built it, then it would. My original "fix" handled the first condition, but caused duplication on the second. The new one (should) work for both.
Bh
DrewBledsoe Oct 05, 2007, 08:26 PM No, it only applied to buildings that you hadn't built yet. Basically, if you were looking at a building that you could construct, but hadn't yet, it wouldn't list the culture/espionage for it. If you'd already built it, then it would. My original "fix" handled the first condition, but caused duplication on the second. The new one (should) work for both.
Bh
Ah, got you....nice one :goodjob:
I'm still more concerned with the resource bug, as my game examples were not where a duplicate resource was involved.
Sitting Bull had Dyes, I didn't. I had horses, stone and wine. He didn't. He seemed to think that this was a fair trade. It isn't ;)
In my game, other examples were where Gandhi wanted Wine AND Horses for his incense (again, he didn't have Wine or Horses).
Again, when offering them my horses (a x2 worth resource) for their respective one luxury, they turned the trade down out of hand, when they should have bitten my hand (and arm) off for the trade. They both had the Horseback Riding tech.
I don't think this is to do with the "lack of redding out of resources" you mentioned, but I might be wrong.
Bhruic Oct 05, 2007, 08:32 PM Well, in the example game I used (Fur for Horses, Clams and Pigs), I removed the Horses that Gandhi had. At that point he was willing to trade Fur and 5 GPT for the Horses. So there's got to be some explanation for the difference we are seeing... How sure are you that they didn't have Horses? They might not have any in their Empire, but it's possible they were trading for them already.
Bh
Roland Johansen Oct 05, 2007, 08:43 PM How sure are you that they didn't have Horses? They might not have any in their Empire, but it's possible they were trading for them already.
Bh
That should be easy to check. You can see the AI-AI trades in the foreign advisor (in the former Glance Tab and in the old first tab with the leader heads and lines).
SevenSpirits Oct 05, 2007, 08:48 PM That's actually specifically why they made the change - Vassals should never be able to refuse a resource demand. In 3.02, for example, Vassals could refuse to give you a corporation resource. Well, not "refuse", it was redded out, so you couldn't even make the request.
Bh
I know, but that is different from the case where you actually can't do anything with the resource. The mistake in 3.02 is that they could refuse because their desire to keep it for THEIR corporation trumped their vassal status. (Did you read my whole previous post and still disagree?)
Bhruic Oct 05, 2007, 08:52 PM Who says you can't do anything with it? I might already have Fish, but if my Vassal gives me theirs, I can trade one of them to someone else.
I can understand your point, but I can't think of any reason to disallow a Vassal trade, even if it doesn't appear to have any benefit to the Master. That's up to the Master to decide.
Bh
DrewBledsoe Oct 05, 2007, 08:54 PM Well, in the example game I used (Fur for Horses, Clams and Pigs), I removed the Horses that Gandhi had. At that point he was willing to trade Fur and 5 GPT for the Horses. So there's got to be some explanation for the difference we are seeing... How sure are you that they didn't have Horses? They might not have any in their Empire, but it's possible they were trading for them already.
Bh
Well I've unpatched your patch, and have accessed that game again, and can happily and :blush: report, that I think you've solved it. Bull was already trading horses with Bismark, therefore my Horses were duplicate. If I offered Stone, he offers Dye (and Im sure would offer a wedge of gpt IF he had any which he didn't). Gandhi is willing to trade his only spare resource, incense, for horses (and again he doesn't have any spare gpt, or Im sure he would offer too)..
Right I'll put that down to a lack of sleep on my part, and excellence on your part :goodjob:
My fears are alleyed, I think you've sorted it.
bonafide11 Oct 05, 2007, 08:59 PM Nice job :worship:
jpinard Oct 05, 2007, 09:26 PM Bhruic - thank you so much.
CivAgamemnon Oct 05, 2007, 09:57 PM @ Bhruic: is it possible to include the fix for the Glance tab into the unofficial patch you've created, or is that an entirely separate thing?
SevenSpirits Oct 05, 2007, 10:10 PM I can understand your point, but I can't think of any reason to disallow a Vassal trade, even if it doesn't appear to have any benefit to the Master. That's up to the Master to decide.
I guess I agree with this, although I wouldn't have thought that was the intention of the 3.13 changes. I'll stop cluttering up the thread now. ;)
Bhruic Oct 05, 2007, 10:44 PM @ Bhruic: is it possible to include the fix for the Glance tab into the unofficial patch you've created, or is that an entirely separate thing?
That's a py change, not really the same thing as modifying the dll. Anyone can change the py file with a text editor - not everyone has access to a compiler (or knows how to use it).
Bh
CivAgamemnon Oct 05, 2007, 10:47 PM Nuts. Hmm. Would it affect MP if I changed it and they didn't have the change, do you know?
Grimus Oct 05, 2007, 10:52 PM Bhruic = chocolate cake
Grimus = fat kid
I love you.
CivAgamemnon Oct 05, 2007, 10:55 PM Ah, feel the love tonight! :D
Such a refreshing change from the acrimony of the past few days pre-patch.
Bhruic Oct 05, 2007, 11:11 PM Nuts. Hmm. Would it affect MP if I changed it and they didn't have the change, do you know?
Depends on your definition of "affect". It's going to warn that you are using different versions of files. But since it's purely a display issue, it shouldn't actually cause any game problems.
Bh
CivAgamemnon Oct 05, 2007, 11:13 PM That's what I wanted to know. Thank you, Bhruic! :D
mjs0 Oct 05, 2007, 11:21 PM Add my appreciation to the chorus.
Thank you Bhruic, great work!
:goodjob:
Todd Hawks Oct 05, 2007, 11:49 PM Thank you so much! Consider yourself the savior of my weekend (well, at least the gaming part ;)).
mgbx4 Oct 06, 2007, 12:02 AM okay so this is safe to install right?
Bhruic Oct 06, 2007, 01:05 AM Fixed bug with Warlords attaching to units when the Great General is part of a selection group
Bh
stuge Oct 06, 2007, 01:09 AM You are my god. I want to have your babies, even if it requires some frightening and illegal surgery.
mrwhite89 Oct 06, 2007, 01:45 AM :clap: :clap: :clap:
Bhruic - Thank you so much for your quick work on patching the patch! :lol:
Like an idiot I downloaded 3.13 before waiting a day or two to see if people were finding issues with the new patch-should have learned my lesson with 3.03. I'm on holiday this weekend in beautiful wine country in N. California, but am already looking forward to getting back home and DL your patch!
You and Solver are the real heroes behind BTS!
desemondez Oct 06, 2007, 02:06 AM woooooot <3
A huge THANK YOU bhruic!
GVBN Oct 06, 2007, 03:10 AM Thanks .
Azazell Oct 06, 2007, 03:14 AM Where install three files .cpp ??
CivAgamemnon Oct 06, 2007, 03:16 AM Where install three files .cpp ??
You don't. Those are the source files that are in the .dll to help modders. You can delete them after you install the .dll into the right folder. They're of no use to non-modders. :)
GVBN Oct 06, 2007, 03:18 AM Where install three files .cpp ??
They are source files. You don't need them
Azazell Oct 06, 2007, 03:34 AM ok Thanks Guys!! :)
BTW. Good Work Bhruic :)
Psyringe Oct 06, 2007, 03:38 AM Yay - great job, Bhruic! :goodjob:
Lao Tzu Oct 06, 2007, 03:40 AM can you also fix black background when opening advisors or diplomatic screen? It's quite annoying, IMO. Dunno why Firaxis changed the way it was in original version.
Todd Hawks Oct 06, 2007, 03:58 AM I doubt they changed anything since I still get the same background as before. Must be a problem on your PC. Maybe try reinstalling.
kokoras Oct 06, 2007, 04:04 AM Thanks Brhuic,your are just great..:goodjob:
ps:Also bravo to those who work on fixing the patch.You are the indispensable unofficial BTS team..:)
Arlborn Oct 06, 2007, 05:45 AM I installed 3.13 with this "minor" issues or not, because it is just better and there is no big non-playable bug! Said that, BIG THANKS for you for making th game more enjoyable! :D
Now the noob question; It is save game compatible, right?
Psyringe Oct 06, 2007, 06:31 AM It is save game compatible, right?
Yes, it is. (Anglified to meet the 10char requirement. ;) )
Soneji Oct 06, 2007, 06:34 AM This is outrageous. Leave for a day or two and the patch is here, but we already need an unofficial patch to cover the latest 'late' patch?
OMG
CivAgamemnon Oct 06, 2007, 06:58 AM can you also fix black background when opening advisors or diplomatic screen? It's quite annoying, IMO. Dunno why Firaxis changed the way it was in original version.
Do you mean the whole screen goes black except for the advisors or the diplo screen? That happens to me on the wonder movies. :scan:
Psyringe Oct 06, 2007, 07:03 AM Do you mean the whole screen goes black except for the advisors or the diplo screen? That happens to me on the wonder movies. :scan:
I think that's controlled by a setting in the ini file:
; Dont show the game background during movies - may speed up movie playing
HideMovieBackground = 1
This could be affected by the patch if the patch overwrites the ini file (I'm not sure whether it does).
CivAgamemnon Oct 06, 2007, 07:05 AM Value I have there is:
; Dont show the game background during movies - may speed up movie playing
HideMovieBackground = 0
So it's not that. And yes, that's from the BtS 3.13 .ini file.
kokoras Oct 06, 2007, 07:06 AM Brhuic i have a question.I have renamed the file(not deleted)you said and then copy paste your patch(file) where you said.Now,the F buttons don't work,only F1 works.When i press the others F2,F3.. it minimizes the game at desktop and i get a message from set point asking if i want to assign a function to that button.
What am i doing wrong here?
Has anyone else encountered this problem...?(don't know if it was mentioned in another thread as a bug)
Brandigan Oct 06, 2007, 08:14 AM The Culture and Espionage is still gone in my games :(
161745
Soneji Oct 06, 2007, 08:29 AM I could see how the culture thing would annoy those who love ghandi etc
Bhruic Oct 06, 2007, 09:49 AM Brhuic i have a question.I have renamed the file(not deleted)you said and then copy paste your patch(file) where you said.Now,the F buttons don't work,only F1 works.When i press the others F2,F3.. it minimizes the game at desktop and i get a message from set point asking if i want to assign a function to that button.
What am i doing wrong here?
Has anyone else encountered this problem...?(don't know if it was mentioned in another thread as a bug)
I certainly haven't experienced it - all of my F? keys work correctly. Did they work for you before you applied the new dll?
Bh
Bhruic Oct 06, 2007, 09:50 AM The Culture and Espionage is still gone in my games :(
It's possible that you haven't got the dll in the correct location, either that, or it didn't overwrite the default version.
Bh
Brandigan Oct 06, 2007, 10:07 AM :sheep: Argh, didn't put it in the Assets folder but in the CivGameCoreDLL-Folder...the whole zip...can those ccp-files included do any harm there since they've replaced the original ones?
Thanks btw for this patchpatch! :goodjob:
Bhruic Oct 06, 2007, 10:21 AM Well, the .cpp files won't be of any use to you, so you can safely delete them. They are only included for modders who want to make use of the changes in their on dlls.
Bh
Palance Oct 06, 2007, 10:52 AM Brhuic i have a question.I have renamed the file(not deleted)you said and then copy paste your patch(file) where you said.Now,the F buttons don't work,only F1 works.When i press the others F2,F3.. it minimizes the game at desktop and i get a message from set point asking if i want to assign a function to that button.
What am i doing wrong here?
Has anyone else encountered this problem...?(don't know if it was mentioned in another thread as a bug)
Try hitting the "F Mode" key on your keyboard. That button toggles between regular F keys and Logitechs shortcut keys.
LiDDiS Oct 06, 2007, 11:24 AM This should really be pinned.
Bhruic Oct 06, 2007, 12:03 PM After some thought, I decided to include some XML/PY fixes as well.
Reactivated the Glance diplomatic screen
Fixed a bug preventing war declarations via Worldbuilder
Bh
Tonifranz Oct 06, 2007, 12:17 PM This should be stickied.
oedali Oct 06, 2007, 12:21 PM Definitely
LiDDiS Oct 06, 2007, 02:59 PM Any word on the idling SoD issue?
Arlborn Oct 06, 2007, 03:06 PM After some thought, I decided to include some XML/PY fixes as well.
Reactivated the Glance diplomatic screen
Fixed a bug preventing war declarations via Worldbuilder
Bh
Are those save game compatible as well?
:lol: , I am a noob, I know! I can't get into CIV today to test myself, so I thought I would count on your good will to answer me this! :crazyeye:
Bhruic Oct 06, 2007, 03:12 PM Yeah, I don't anticipate making any changes that would break save game compatibility. And if I should need to, I certainly would make a point of mentioning that.
Bh
Arlborn Oct 06, 2007, 03:16 PM Yeah, I don't anticipate making any changes that would break save game compatibility. And if I should need to, I certainly would make a point of mentioning that.
Bh
OK, noted that! :)
Borya Oct 06, 2007, 04:21 PM I applied your patch, and here's another strange thing about resource trading.
Khmer is friendly to me, but it doesn't want to trade clams.
Bhruic Oct 06, 2007, 04:23 PM Why is that strange? You already have Clams, and there's no advantage to you having more. If anything is strange from that screenshot it's that every resource is singular except for Spices. Wonder why they pluralized it?
Bh
Borya Oct 06, 2007, 04:28 PM And here's how my trade screen looks like. (nobody wants to trade anything)
Edit: Didn't see your previous post. Ok, if you say it's ok. :)
bonafide11 Oct 06, 2007, 04:30 PM You already have clam, thats why he says "Surely you must be joking." If you had corporations or if you didn't have clam already, he'd trade with you...
Borya Oct 06, 2007, 04:35 PM Thanks for the replies.
Bhruic Oct 06, 2007, 04:37 PM Prevented new Colonies from overwriting previously existing Civs
No longer displays new Colony message if player hasn't met Master Civ
Bh
GKrause Oct 06, 2007, 05:05 PM Hats off to Bhruic. A simply amazing display of dedication to this game and all of us fellow gamers. Much appreciated!
DrewBledsoe Oct 06, 2007, 05:16 PM Prevented new Colonies from overwriting previously existing Civs
No longer displays new Colony message if player hasn't met Master Civ
Bh
Christ on a Bike, that first one is completely game ending if it happens, how on earth they miss these things?
Well done again Bhruic....:goodjob:
Bhruic Oct 06, 2007, 05:18 PM Well, you'd have to read the bug forum thread to get a complete understanding of it - it's not going to overwrite currently existing Civs, just previously existing (ie, ones that were destroyed). But it still causes a lot of problems.
Bh
DrewBledsoe Oct 06, 2007, 05:25 PM Well, you'd have to read the bug forum thread to get a complete understanding of it - it's not going to overwrite currently existing Civs, just previously existing (ie, ones that were destroyed). But it still causes a lot of problems.
Bh
Ah right ;) Its quite likely to happen in my games, what with marathon and huge maps, so dloaded your new .dll and feel like playing a serious game as Greece today (probably inspired by watching that entertaining rubbish "300" on DVD last week)...
We can't praise you enough though pal for making the game work as it should ;)
PRSDNT Oct 06, 2007, 05:37 PM Bhruic, you're the best! Thanks a lot! :goodjob: :goodjob:
Smidlee Oct 06, 2007, 05:50 PM Prevented new Colonies from overwriting previously existing Civs
Bh Exactly how did you fits this? Without the 40 civs mod is it possible to have a colony with (for example) 18civs world map game even if one civ is destroyed later?
Bhruic Oct 06, 2007, 05:54 PM Short answer is no. The slightly longer answer is that you have to make a trade - you either disallow Colonies once all the spots are full, or you overwrite some spots. The problem with overwriting is that it has to, by its very nature, completely erase the previous Civ. Currently it doesn't do that (which is the bug). But even if it did, that creates other problems. For example, the end-game history would be completely screwed up. No evidence of the previous Civ would exist, leading to a very bizarre playback.
IMO, because the bug needs to be fixed, I think this is the safer way to do it.
Bh
bmarnz Oct 06, 2007, 06:02 PM Hey, thanx for patching the patch.:goodjob:
Bhruic Oct 06, 2007, 06:10 PM Any word on the idling SoD issue?
That's not something I've experienced yet, so I don't really have any insight into it. As always, saves would help.
Bh
kettyo Oct 06, 2007, 07:21 PM Bhruic you are totally awesome thanks !!!
kettyo Oct 06, 2007, 07:26 PM Bhruic wouldn't it be a good idea to increase maximum no. of civs in game through the dll to enable colonies for huge map dudes?
Personally i never play larger map than standard and more civs than 10 but nonetheless i understand that could annoy the bigmap players.
Breunor Oct 06, 2007, 07:32 PM Bhruhic,
This is GREAT! But for historians who are computer challenged, can yout ell me exactly which folder I should install the files in?
Thanks,
Breunor
Ethric Oct 06, 2007, 07:34 PM This colony overwriting dead civs is a gamebreaker, good thing you managed to fix it. The colony getting the old civs culture and demeanor towards other civs, resulting on odd "traded with worst enemies"-penalties and very unexpected and inconvinient "We want to join our motherland"-penalties. Not to mention the guy making the colony automatically going to war with whoever was at war with the replaced civ at the time of death... this is probably gone over in the bugforum, but just so people really understand the importance of the fix :)
Lobox Oct 06, 2007, 07:35 PM Sweet!
Dont know if it is working as intended but I have seen the AI building lots of executives and only have them in their own citys, possible to patch that to?
kettyo Oct 06, 2007, 07:35 PM Bhruic could you get a contact with Blake to include his newest improvements to the AI like Solver did?
Would be great.
GVBN Oct 06, 2007, 07:50 PM This is GREAT! But for historians who are computer challenged, can yout ell me exactly which folder I should install the files in?
CvGameCoreDLL.dll is the only file you need. It goes in C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Assets\
Breunor Oct 06, 2007, 07:55 PM CvGameCoreDLL.dll is the only file you need. It goes in C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Assets\
Thanks!
Can I create another burden for you?
Is there any indicater so that you know its active?
Thanks again,
Breunor
GKrause Oct 06, 2007, 08:07 PM Thanks!
Can I create another burden for you?
Is there any indicater so that you know its active?
Thanks again,
Breunor
Well, you're going to either have to move or rename the original dll (recommended), or you will have to overwrite the existing file. Either way, if the game works and you're sure you placed Bhruic's file in the correct directory, it's active. :)
GVBN Oct 06, 2007, 08:09 PM Start a new game and check the build menu. It should now show culture/espionage (original 3.13 patch didn't)
http://i21.tinypic.com/kd34av.png
bonafide11 Oct 06, 2007, 09:03 PM But monuments don't give you any espionage points...
Bhruic Oct 06, 2007, 09:06 PM Right, but the point is that monuments show culture. If you're seeing the culture displayed, then the patch is installed. You can, alternately check a building that displays espionage. Again, if it's displayed, the patch is installed. you're not going to get one without the other.
Bh
mgbx4 Oct 06, 2007, 09:07 PM i was playin a hot seat game with 2 of my friends, and after the first turn, we only were able to play as one civ....
Bhruic Oct 06, 2007, 09:17 PM Can you be a little more specific? Is this with or without the new dll? If it's with, had you played 3.13 hotseat without it fine?
Bh
Grimus Oct 06, 2007, 09:47 PM Ooh, more fixes... thanks again Bhruic!
Bump.
Why on Earth isn't this thread stickied?
_alphaBeta_ Oct 06, 2007, 09:49 PM Bhruic, excellent job. I'm glad we have you to clean up this mess.
While you're looking through the code, have you come across where they implemented the "fix" I talk about in this post (http://forums.civfanatics.com/showpost.php?p=6022738&postcount=109)?
I have a concern that Firaxis may have mistakenly applied the rule to all Apostolic Palace Resolutions. I can see how this is beneficial for diplomatic wins, but not regular resolutions.
mgbx4 Oct 06, 2007, 09:52 PM Can you be a little more specific? Is this with or without the new dll? If it's with, had you played 3.13 hotseat without it fine?
Bh
okay let me try without 3.13
.Shane. Oct 06, 2007, 09:55 PM Apologies for my ignorance, but in the CvGameCoreDLLpatch, there are also a few files such as "CvPlayer.cpp", for example. What do I do with those, its not stated in the readme.
Thanks! :) Your work is so appreciated. :)
Smidlee Oct 06, 2007, 09:57 PM read post 82.
JosEPh_II Oct 06, 2007, 09:57 PM Thanks Bh! :cool:
JosEPh
.Shane. Oct 06, 2007, 10:02 PM read post 82.
Yeah, after a few pages, I figured it out. :)
He may want to make a note of that in the OP just so people don't keep asking the same question... or just put it in the readme... regardless, I'm very grateful for this, tx BHruic! :)
fizsh Oct 06, 2007, 10:12 PM Please explain this to me like I am a 6 year old. Actually, a 6 year old could probably figure it out. Please explain this to me like I am a 50 year old. How do I download the file? I made a copy of the CivGameCoreDLL.dll file like suggested, I click on the link at the beginning of this thread, but all it downloads is a file called download.htm.
Bhruic Oct 06, 2007, 10:25 PM Workers on Transports no longer perform capture of cities (thereby displacing all other units) when city is captured
This one was actually particularily nasty. You wouldn't really see it often (how often do you see Workers on Transports?), but it could cause chain-reaction captures. It's entirely possible that if an enemy had a few Worker/Transports in their docks that you could capture their entire empire in a single turn (I verified that ;)).
Bh
CivAgamemnon Oct 06, 2007, 10:27 PM Firaxis really should be paying you to fix their bloody mistakes, or put you on staff. Eish. You amaze me, man.
ButSam Oct 06, 2007, 10:32 PM @fizsh:
Left click on the link, then left click again on the download link that will appear. Save the file to your computer in a known location, then open it. The only file you need (unless you are going to do modding) is the CivGameCoreDLL.dll, which goes in the same location as the file you renamed.
If things still do not work, I don't know what to tell you...left clicking on Bhruic's link works for me.
By the way, kudos to Firaxis for making this semi-open source software. I understand keeping the core secrets, but this is another triumph for the open source model of development.
Sam
CivAgamemnon Oct 06, 2007, 10:43 PM Ooh, more fixes... thanks again Bhruic!
Bump.
Why on Earth isn't this thread stickied?
Because all the mods are playing BtS? :mischief: :p :lol:
I've not even seen a mod for a while. :lol:
fizsh Oct 06, 2007, 10:48 PM @ Sam
Thanks for your help. Unfortunately, that is what I had done previously, and that is what I did again, and still it downloads an htm file, the CivFanatics Download main page. I am obviously doing something differently.
PieceOfMind Oct 06, 2007, 11:48 PM Please explain this to me like I am a 6 year old. Actually, a 6 year old could probably figure it out. Please explain this to me like I am a 50 year old.
:lol: nice one!
@ Sam
Thanks for your help. Unfortunately, that is what I had done previously, and that is what I did again, and still it downloads an htm file, the CivFanatics Download main page. I am obviously doing something differently.
Try this then. Enter the civfanatics forums. Click on the "downloads" button nearby the My Account, Gallery and Chat buttons. Then
--> Civlization 4 Downlaods --> Civ4 - Mod Components --> Civ4 - SDK Components --> Unofficial BTS 3.13 patch
If you can't download the file from there then I don't know what's going on.
fizsh Oct 06, 2007, 11:57 PM Again appreciate the help, but for some reason, it still tells me I am downloading the htm page and not the file. In fact, just to see what would happen, I tried to download other files, and got the same thing. I am not downloading the file, just the downloads web page.
Smidlee Oct 07, 2007, 12:12 AM Again appreciate the help, but for some reason, it still tells me I am downloading the htm page and not the file. In fact, just to see what would happen, I tried to download other files, and got the same thing. I am not downloading the file, just the downloads web page. That's odd. Do you have Winzip?
DrewBledsoe Oct 07, 2007, 12:23 AM Workers on Transports no longer perform capture of cities (thereby displacing all other units) when city is captured
This one was actually particularily nasty. You wouldn't really see it often (how often do you see Workers on Transports?), but it could cause chain-reaction captures. It's entirely possible that if an enemy had a few Worker/Transports in their docks that you could capture their entire empire in a single turn (I verified that ;)).
Bh
Mein Got...All out of superlatives, but thats a nice find....Btw Im a programmer by trade, but haven't the energy (or inclination) to find and fix all the stuff you have ..kudos, and if you need any help just pm me...
Loopy Oct 07, 2007, 12:56 AM Again appreciate the help, but for some reason, it still tells me I am downloading the htm page and not the file. In fact, just to see what would happen, I tried to download other files, and got the same thing. I am not downloading the file, just the downloads web page.
Hrm. . . What browser are you using? Try IE for downloading this file if you can.
You are staring from this page (http://forums.civfanatics.com/downloads.php?do=file&id=7288) when you try to download, right? Try opening up the download.htm file in your browser. What loads?
DrewBledsoe Oct 07, 2007, 01:06 AM Please explain this to me like I am a 6 year old. Actually, a 6 year old could probably figure it out. Please explain this to me like I am a 50 year old. How do I download the file? I made a copy of the CivGameCoreDLL.dll file like suggested, I click on the link at the beginning of this thread, but all it downloads is a file called download.htm.
Click on this link http://forums.civfanatics.com/downloads.php?do=file&id=7288
Then click on "Download Unofficial BTS 3.13. patch".....if that doesn't work...hmmm get back to us
Mergle Oct 07, 2007, 02:55 AM This is amazing work. Thanks Bhruic!
Shigga Oct 07, 2007, 04:54 AM Thank you for the good job you've done.
Though it remains sad that members of the community have to fix things that an official QM task force should be doing in a flash.
PS: I vote for sticky! :)
Mesousa Oct 07, 2007, 04:54 AM Again appreciate the help, but for some reason, it still tells me I am downloading the htm page and not the file. In fact, just to see what would happen, I tried to download other files, and got the same thing. I am not downloading the file, just the downloads web page.
This should only happen if you right-click and select "save target as". Just left click instead. Follow DrewBledsoe's link with a left-click and then left-click on "Download File" there.
Sorry if that's not it and I merely stated the obvious. :sad:
CellKu Oct 07, 2007, 06:51 AM Thanks so much Bhruic! :goodjob: When I saw all your suggestions in the bug-forum I hoped you would put them together in one nice patch of the patch. And here it is!
I greatly appreciate your work! :)
CellKu
chriskjel Oct 07, 2007, 07:15 AM Again appreciate the help, but for some reason, it still tells me I am downloading the htm page and not the file. In fact, just to see what would happen, I tried to download other files, and got the same thing. I am not downloading the file, just the downloads web page.
The file won't download if you are using a download manager, at least it won't with Internet Download Manager. You have to press the Alt key when clicking on the file to have IE handle the download.
Bhruic, Thank You very much for your excellent work. :goodjob:
mrt144 Oct 07, 2007, 07:24 AM Yaaaay now I don't have to do anything! :D
:( but you've been so helpful.
Commander Bello Oct 07, 2007, 09:18 AM Thanks and congratulations to Bhruic! :goodjob:
And a request to the moderators: as long as 3.13 seems to have quite some problems, please make this thread sticky!
Todd Hawks Oct 07, 2007, 09:34 AM Thanks again! I think what really needs a fix next (if possible) are the cities that want to join other civs without reason. I think you already commented on it in another thread so you're probably aware of the problem.
deathr0w Oct 07, 2007, 10:04 AM Q: Do I have to update to 3.13 in order to apply your patch?
fizsh Oct 07, 2007, 10:07 AM Hrm. . . What browser are you using? Try IE for downloading this file if you can.
You are staring from this page (http://forums.civfanatics.com/downloads.php?do=file&id=7288) when you try to download, right? Try opening up the download.htm file in your browser. What loads?
Thanks Loopy and everyone for your input and help. The problem was with the browser. MSN is my default browser, and I guess it just won't let me download anything. I used IE, and it downloaded fine. Looks like it loaded fine as well. So I wasn't totally stupid, just a little. Again, perhaps if I were closer to age 6 than 50, I would have figured it out. :blush: And let me also thank Bh for his work.
Psyringe Oct 07, 2007, 10:14 AM Q: Do I have to update to 3.13 in order to apply your patch?
Yes. First apply the official 3.13 patch (which includes many fixes and improvements), then install Bhruic's unofficial patch (which selectively fixes some bugs left or introduced by the official 3.13).
gunter Oct 07, 2007, 10:49 AM This wellcome unoffiacial patch let me think that that there must be an official 3.15 .....or the 3.13 has been the last official one in your opinion ?
thanks
Ghostofkuji Oct 07, 2007, 11:13 AM I'd like to add my own words of praise for your and Solver's hard work on these unofficial patches. Hopefully some of these issues will be sorted out by an official fix in the near future, but in the meantime your dedication is much appreciated.
I don't understand why this thread hasn't been stickied yet though...
White Elk Oct 07, 2007, 11:27 AM I second (x20) the motion to sticky this thread. It answers some posters would be questions and solves many peoples issues.. thereby potentially reducing a bunch of duplicate threads. More importantly it is a great resource that many fanatics would take advantage of.
_alphaBeta_ Oct 07, 2007, 11:37 AM Didn't privateers always have the ability to go into anyone's territory? Not totally sure. I can't get into anyone's territory unless I'm at war or have open borders. This doesn't sound right to me.
If this is not by design, can you fix it?
ricardojahns Oct 07, 2007, 11:41 AM I don't understand why this thread hasn't been stickied yet though...
Because it makes some people look like idiots...? ;)
GOOD WORK Bh!!!
Bhruic Oct 07, 2007, 11:50 AM Didn't privateers always have the ability to go into anyone's territory? Not totally sure. I can't get into anyone's territory unless I'm at war or have open borders. This doesn't sound right to me.
If this is not by design, can you fix it?
I haven't had any problems with my Privateers moving into other Civ's territory.
Bh
plesniak Oct 07, 2007, 11:55 AM Does this patch afeect multiplayer games? In that you will have a different version than other ppl.
Also, will it affect GOTM and the like?
_alphaBeta_ Oct 07, 2007, 12:08 PM I haven't had any problems with my Privateers moving into other Civ's territory.
Bh
Have a look at this save. Move the newly created privateer in my city of Yeha into Shaka's territory directly to the NW. It will ask whether I want to declare war or not. I seem to remember that privateers worked like caravels in that they could just move into someone's territory regardless of open borders.
Bhruic Oct 07, 2007, 12:13 PM Have a look at this save. Move the newly created privateer in my city of Yeha into Shaka's territory directly to the NW. It will ask whether I want to declare war or not. I seem to remember that privateers worked like caravels in that they could just move into someone's territory regardless of open borders.
Yes, there is a bug there, but it's not as severe as you're imagining - if you try and move directly from your city to Shaka's territory, it'll ask about declaring war. If, however, you move the ship one square out of the city, and then try to move to Shaka's territory, it does so.
It really shouldn't ask about declaring war regardless, but the Privateer code has always been a little shaky where cities were considered.
Bh
_alphaBeta_ Oct 07, 2007, 12:45 PM Yes, there is a bug there, but it's not as severe as you're imagining - if you try and move directly from your city to Shaka's territory, it'll ask about declaring war. If, however, you move the ship one square out of the city, and then try to move to Shaka's territory, it does so.
It really shouldn't ask about declaring war regardless, but the Privateer code has always been a little shaky where cities were considered.
Bh
Huh, didn't think to try that. Thanks! I think I'll skip reporting this in the bug thread since, by the looks of things, Firaxis' attention is needed on other more important things. What you suggested is an acceptable workaround for me.
Psyringe Oct 07, 2007, 01:11 PM Nevertheless it might make sense to check whether the AI uses the same code - which would lead to AI privateers sitting around in cities because the AI doesn't want to declare war, and doesn't know the workaround. (Of course, the AI might also use totally different code, in which case the "bug" wouldn't matter - Bhruic can probably see whether it's worth a look.)
Bhruic Oct 07, 2007, 01:29 PM Turns out it's an offshoot of their fix for another bug. Previous to 3.13, if you had a Privateer in your city, anyone with an Open Borders treaty with you could "destroy" the Privateer by simply moving their ship into your city. There wouldn't be a fight, it would just get auto-killed. So they changed that so that the Privateer isn't considered an "enemy" when it's in a city.
It would have made more sense, imo, to simply have combat take place, but it's possible that you can't have naval combat in a city square, since it's considered "land". If that's true, this may be a case of "you're going to get one of the two bugs, so pick which one you prefer".
Bh
Bhruic Oct 07, 2007, 02:05 PM Units considered "unsuitable" for city defense will no longer be prevented from healing in cities
No longer able to base an unlimited number of air units in vassal's cities
Bh
marioflag Oct 07, 2007, 02:25 PM Thank you for your great work Bhruic, BtS is again playable.
GenocideBringer Oct 07, 2007, 02:28 PM Wha? Exactly how was BTS unplayable?
marioflag Oct 07, 2007, 02:36 PM Wha? Exactly how was BTS unplayable?
In my last game i had 3-4 bugs which are fixed by that unofficial patch.....the game wasn't unplayable but the colonies overwriting previous civs affected so much the balance of my game that i had to make another one, and no i wasn't whining against Firaxis.
eXcel Oct 07, 2007, 03:58 PM thanks for the fixes; I didn't realize that the screens (glace) could be so easily edited. One thing I always thought was missing from glace was the ability to see how much WW the AI has towards you, which you cant see since the column w/ the player's leaderhead is not visible. So after a few quick python tutorials, I modified mine to show that extra column, so now I can see how much WW the enemy has towards me, plus as a side bonus i can see how 'if I was an AI, how would I feel' towards the other AIs. Which is actually quite useful because I don't have to check all the trades and see who is trading my w/ worst enemies, and I don't have to guess if the AI brought in a war ally :) and kudos to whoever programmed the glance tab originally, it is beautiful in content and information.
ori Oct 07, 2007, 04:04 PM Does this patch afeect multiplayer games? In that you will have a different version than other ppl.
I should not IF all players have it installed - if not then it will tell you that the other player has modified assets.
Also, will it affect GOTM and the like?
For BtS GOTMs there will have to be a new HOF-Mod and it is likely that they will incorporate quite a bit (hopefully all) of Bhruic's excellent work.
desemondez Oct 07, 2007, 07:51 PM This deserves a sticky .... yes?
_alphaBeta_ Oct 07, 2007, 08:51 PM Turns out it's an offshoot of their fix for another bug. Previous to 3.13, if you had a Privateer in your city, anyone with an Open Borders treaty with you could "destroy" the Privateer by simply moving their ship into your city. There wouldn't be a fight, it would just get auto-killed. So they changed that so that the Privateer isn't considered an "enemy" when it's in a city.
It would have made more sense, imo, to simply have combat take place, but it's possible that you can't have naval combat in a city square, since it's considered "land". If that's true, this may be a case of "you're going to get one of the two bugs, so pick which one you prefer".
Bh
I think it's fine the way it is. Having your privateer destroyed is just stupid when it's sitting in your own city. While this bug should have been caught, how many times are you (or the AI) going to move a privateer directly into rival territory from a city? Plus, it's only a problem when you don't have open borders and aren't at war. I just happened to stumble onto a far-out problem.
I'm just surprised that they simply don't disallow privateer combat in cities. Would it be that hard to do?
This deserves a sticky .... yes?
I think if they were going to sticky this topic, they would have a while ago. I'm sure the debate took place at some point, and the decision was made for unannounced reasons. I hope they prove me wrong though.
LlamaCat Oct 07, 2007, 09:05 PM I posted this save in another thread and I'm not sure if it's the same problem that was discussed somewhere else, but your patch does not seem to fix the culture problem. After I installed the patch (showing culture and espionage points correctly, thanks!) ... I still have this problem of Egpyt's culture taking over the former Indian cities I conquered and it's causing unhappiness. Egpyt is all the way on another continent and I think a colony of Churchill. I had thought this unofficial patch addressed this, but maybe I misunderstood.
Anyway this is a major bug I think...
http://forums.civfanatics.com/showthread.php?t=246351
plesniak Oct 07, 2007, 09:15 PM Here I think is another sort of bug. Maybe an AI bug...Just guessing. I am playing a prince game ,raging barbarians in a custom game, single player. Kublikhan has overexpanded or something. He is screwed...only one unit guarding each of his several cities and he can't even pay his armies or workers.Check out the save. I am using patch 3.13 plus Bhruic's unofficial patch.
http://forums.civfanatics.com/uploads/102845/AutoSave_AD-1280_kublikhan_overexpansion.CivBeyondSwordSave
Bhruic Oct 07, 2007, 10:13 PM I posted this save in another thread and I'm not sure if it's the same problem that was discussed somewhere else, but your patch does not seem to fix the culture problem. After I installed the patch (showing culture and espionage points correctly, thanks!) ... I still have this problem of Egpyt's culture taking over the former Indian cities I conquered and it's causing unhappiness. Egpyt is all the way on another continent and I think a colony of Churchill. I had thought this unofficial patch addressed this, but maybe I misunderstood.
It should be addressed. But I can't check the situation unless you have a save prior to the "re-emergent" Egyptians being Colonized. I mean, it's obvious that they did, in fact, use the same player record as the Indians, but I can't check "why" after the fact.
Bh
Bhruic Oct 07, 2007, 10:20 PM Kublikhan has overexpanded or something.
Not "or something", that's exactly what he's done. Again, one of those things that it's really too difficult to try and figure out after the fact.
Bh
plesniak Oct 07, 2007, 11:40 PM Only after I had taken about 6 cities off of him did he start to produce anything of substance from his economy. Now he's my vassal. First time I have seen that before. usually Kublikhan is knocking on my door with a stack of keshiks.
Tennyson Oct 08, 2007, 03:47 AM Thanks for the patches Bhruic!
~Bamboo~ Oct 08, 2007, 03:51 AM Yes, thank you very much Bhruic.
V. Soma Oct 08, 2007, 03:58 AM Thanks a lot, Bhruic, you made me a happy civver again :)
Keep on keeping on! :king:
gunter Oct 08, 2007, 05:36 AM I want to thank Bhruic and I want him to be the leader of the beta test team and he must be paid a lot of course for his effort from Firaxis.( I would like also DJ Anjon as well to be paid a lot ) . Someone inside Fireaxis should be fired.
In this way beside tech skills he can also teach them that a serious test phase is necessary before releasing a real patch.
Is this thread not yet sticky ? No problem indeed,it's up to us to keep it on evidence...:scan:
Aquatic Oct 08, 2007, 06:04 AM Excellent, Bhruic! Yes, this thread needs to be stickied...
Öjevind Lång Oct 08, 2007, 06:37 AM In my last game i had 3-4 bugs which are fixed by that unofficial patch.....the game wasn't unplayable but the colonies overwriting previous civs affected so much the balance of my game that i had to make another one, and no i wasn't whining against Firaxis.
Surely, pointing out bugs isn't whining? Which leads me to ask a non-whining question of my own. The recent patch has some bugs which are annoying but also, it seems, rather easy to fix. So when can we expect a smallish official patch which fixes them? I'm not at all good at editing files and should prefer Firaxis to do the job for me. It is their game, after all.
I repeat: This is *not* whining. It is a perfectly legitimate question.
raulz Oct 08, 2007, 06:44 AM let's not forget - Firaxis' team has spent much time to provide 3.13 too, despite certain bugs which are inevitable in such huge patches.
Having said that great Job definitely, Bhuric (and Solver previously). Respect.
Voting For Sticky pls.
gunter Oct 08, 2007, 06:45 AM So when can we expect a smallish official patch which fixes them?
hmm.. smallish ? Bhruic is alone and despiting that it fixed them in few hours.
Fireaxis still have to understand what's going on and they didn't comunicate anything official....this let me think they are quite confused....
Luckily Bhruic already acted like an hero..
Öjevind Lång Oct 08, 2007, 06:48 AM let's not forget - Firaxis' team has spent much time to provide 3.13 too, despite certain bugs which are inevitable in such huge patches.
Having said that great Job definitely, Bhuric (and Solver previously). Respect.
Voting For Sticky pls.
1. But the remaining bugs are apparently easy to fix for those who are good at programming. They were also somewhat easy to discover when playing. So I can't help wondering if the people at Firaxis testplayed the patched game at all during the five weeks that QA were supposed to be scrutinizing it.
2. Agree - kudos to Bhuric and Solver.
raulz Oct 08, 2007, 06:52 AM true true.. but everyone makes mistakes sometimes.. so prolly good to cut them some slack..
gunter Oct 08, 2007, 06:59 AM I am picturing the Firaxis test team...they are kept several meters under the basement and they get one meal only per diem....this meal is made of mildewed small piece of bread and some dirty warm water.
They are slaves who work 16 hours a day , sunday included. Usually their vintage x386i isn't fast enough to perceive wht CIV IV outputs and therefore they miss the bugs who customers usually spot within few minutes of game.
You know anyway,nowdays customers are the only betatesters working for free...hmm...not really for free...we have to pay to work as betatesters :lol:
Shigga Oct 08, 2007, 07:06 AM It's called banana programming. Reaches full maturation after being bought and temporarily laid to rest besides the other fruits of the customers' labour. ;)
ButSam Oct 08, 2007, 08:01 AM I am picturing the Firaxis test team...they are kept several meters under the basement and they get one meal only per diem....this meal is made of mildewed small piece of bread and some dirty warm water.
They are slaves who work 16 hours a day , sunday included. Usually their vintage x386i isn't fast enough to perceive wht CIV IV outputs and therefore they miss the bugs who customers usually spot within few minutes of game.
You know anyway,nowdays customers are the only betatesters working for free...hmm...not really for free...we have to pay to work as betatesters :lol:
Now gunter...there is no need to be that cruel. You realize that there are 40 hours available for work between 5:00 pm Friday and 9:00 am Monday, and they can still get enough sleep and 3 square meals! ;)
drank Oct 08, 2007, 09:22 AM Sticky please?
Bursk Oct 08, 2007, 09:25 AM Bhruic, are you able to do anything about this issue:
http://forums.civfanatics.com/showthread.php?t=246396
Horace Oct 08, 2007, 09:43 AM Much appreciated Bhruic :)
100 posts \o/
LlamaCat Oct 08, 2007, 10:41 AM It should be addressed. But I can't check the situation unless you have a save prior to the "re-emergent" Egyptians being Colonized. I mean, it's obvious that they did, in fact, use the same player record as the Indians, but I can't check "why" after the fact.
Bh
I probably don't have a save prior to that as I only keep a few autosaves in my folder, but good to know I was understanding the problem correctly. I am not 100 percent sure the Egpytians are a colony but they must be because they suddenly appeared later in the game as a vassal and I had not formerly met them yet.
Anyway if I have a new game with this happening under your patch, I will try to post better saves. I suspect the problem might just be that one can't continue an existing game with your patch and have this problem solved.
onedreamer Oct 08, 2007, 11:31 AM Thanks Bhruic, this looks like a superb patch. Just one question: are saves compatible (I mean can I patch without restarting my game) ?
ricardojahns Oct 08, 2007, 11:37 AM ;) Thanks Bhruic, this looks like a superb patch. Just one question: are saves compatible (I mean can I patch without restarting my game) ?
yeap, core dll doesn't affect savegame structure... this is one of the good things of the open source they created... good programmers like Bhuric and Solver can manipulate the dll whitout disturbing our dreams of world domination...;)
onedreamer Oct 08, 2007, 11:41 AM Superb... in my first 3.13 game I had no iron and I have been toasted, no chance I could trade for it.
Bhruic Oct 08, 2007, 11:45 AM Anyway if I have a new game with this happening under your patch, I will try to post better saves. I suspect the problem might just be that one can't continue an existing game with your patch and have this problem solved.
Well, if the Colony was formed before you applied the patch, then yes, it wouldn't disappear or anything. But if you applied the patch before the Colony was formed, then it shouldn't have been able to use an existing player record. Unless I missed something. :)
Bh
gunter Oct 08, 2007, 12:10 PM Bhruic, seriously talking now it's time for another release,your biography.
It can be not a long one, you could tell us about you,your job and your hobbies. You can now consider ourselves as your vassals.
Have you ever thought about releasing an official patch ? I'm not joking. Maybe 1 euro each download could lead Fireaxis to fear you.
Please let us know.
TheWilltoAct Oct 08, 2007, 01:22 PM This is indeed a nifty patch Bhruic, thank you!
The bug that didn't show espionage or culture gains from unbuilt buildings did not directly affect gameplay but it sure was annoying... glad to see that fixed.
The main thing though was that screwy trade bug... that could be a real game breaker!
...But no longer :goodjob:
bob_x Oct 08, 2007, 01:35 PM hmm.. smallish ? Bhruic is alone and despiting that it fixed them in few hours.
Fireaxis still have to understand what's going on and they didn't comunicate anything official....this let me think they are quite confused....
Luckily Bhruic already acted like an hero..
How can Bhruic do in a few hours what takes Firaxis days, even weeks?
Because at Firaxis, the programmer isn't allowed to change anything until Management tells him to, then after the 15 minute code change he must spend 3 hours documenting and creating test cases, and then QA has to test the test cases. This process turns a 15 minute code change into several days of work.
vilemerchant Oct 08, 2007, 01:38 PM This process turns a 15 minute code change into several days of work.
If it took Firaxis several days to fix something I don't think anyone here would be complaining. The issue is that it takes months for them to get around to another patch, and when they do they just about screw stuff up as much as fix it and release it bugged to hell with clearly no testing procedure at all.
GMTemplar Oct 08, 2007, 02:15 PM The main update works fine but the supplemental doesn't seem to have the desired effect, still no Glance button for me. I'm sure I put it in the right place under My Documents\...\CustomAssets\python\screens, do I need to activate it somehow or something?
Thanks Bhruic, great work, I hope you get your own mod pack out soonish.
_alphaBeta_ Oct 08, 2007, 02:21 PM How can Bhruic do in a few hours what takes Firaxis days, even weeks?
Because at Firaxis, the programmer isn't allowed to change anything until Management tells him to, then after the 15 minute code change he must spend 3 hours documenting and creating test cases, and then QA has to test the test cases. This process turns a 15 minute code change into several days of work.
Well this is the issue right here. Officially, it takes a long time to get something out. Bhruic can simply make the change, spend a couple minutes testing and release immediately.
No big deal if a complex bug slipped through. Missing culture and espionage, while not a big deal, demonstrates to me that no one sat down to actually play 3.13 before release.
BeastMaster Oct 08, 2007, 02:44 PM Bhruic,
Awesome work on the 3.13 bugs. I was very disappointed with the official patch. I used your source files and changed the CvDefines.h to allow 24 and 32 civs. When I compiled I expected roughly the same size library as yours 4.64MB but ened up with 6.21MB.
A few of questions:
1. what means of compilation are you using?
2. are you using the .NET1.1 SDK || August 2007 DirectX SDK?
3. how did you preserve the CvGameCoreDLL.rc & resource.h?
I used both SDKs in my compilation path via code blocks and a custom msvcprt.lib made with sed and vs 2003 toolkit. I speculate that the file size increase is due to the directx sdk as the msvcprt.lib wasn't much different than the one widely used on this forum.
download here: http://forums.civfanatics.com/showthread.php?t=246461
Troymk1 Oct 08, 2007, 05:36 PM A question.
I am hosting a Pitboss game of BTS
I have applied this patch-fix yet some players have not.
Apart from mismatch messages will there be any actual game effects ??
Bhruic Oct 08, 2007, 05:37 PM Civilopedia promotions no longer display a unit class if only a subsection of that class can get the promotion
Bh
Bhruic Oct 08, 2007, 06:54 PM Can found Corporations under Mercantilism/State Property
Vassal's spies will no longer be "caught" in your territory
Bh
jkp1187 Oct 08, 2007, 06:57 PM Can found Corporations under Mercantilism/State Property
Vassal's spies will no longer be "caught" in your territory
Bh
Wait a sec -- should you be able to found corporations under State Property? That might have been working as intended....
(Though you definitely should be able to found corps under Mercantilism....)
Bhruic Oct 08, 2007, 06:58 PM There's nothing about the documentation that says anything about founding Corporations - just their effectiveness. If you found a Corporation with State Property, you still won't see any benefits from it.
Bh
jkp1187 Oct 08, 2007, 07:03 PM There's nothing about the documentation that says anything about founding Corporations - just their effectiveness. If you found a Corporation with State Property, you still won't see any benefits from it.
Bh
Right, but it would have strategic implications in that someone running SP would be able to deny a corporation to people who aren't....if you're running SP, you're pretty much giving up the ability to use corps, so why do you get to found one?
That's cool if it's supposed to be that way, but it just doesn't seem intuitive to me....
Bhruic Oct 08, 2007, 07:06 PM I'm not adverse to changing it so that only Mercantilism allows Corp founding... I just did it this way because it seemed to be what the documentation suggested "should" be the way it works.
Obviously from a real-world perspective it doesn't make sense, but in-game, I can't see why you wouldn't be allowed to found one. It's a semi-waste of a GP unless you're going to switch out of SP.
Bh
jkp1187 Oct 08, 2007, 07:08 PM I'm not adverse to changing it so that only Mercantilism allows Corp founding... I just did it this way because it seemed to be what the documentation suggested "should" be the way it works.
Obviously from a real-world perspective it doesn't make sense, but in-game, I can't see why you wouldn't be allowed to found one. It's a semi-waste of a GP unless you're going to switch out of SP.
Bh
True enough. From a game-perspective, I could see the argument going either way. It sure would be nice if someone from Firaxis could clarify it.
Just for my own amusement, how would I change it so SP could not found a corp? (I don't have a compiler, alas....)
Bhruic Oct 08, 2007, 07:11 PM True enough. From a game-perspective, I could see the argument going either way. It sure would be nice if someone from Firaxis could clarify it.
Well, if sufficient people think it shouldn't happen, I'll change it.
Just for my own amusement, how would I change it so SP could not found a corp?
Well, you'd compile...
(I don't have a compiler, alas....)
Doh! ;)
Bh
jkp1187 Oct 08, 2007, 07:12 PM Well, if sufficient people think it shouldn't happen, I'll change it.
Well, you'd compile...
Doh! ;)
Bh
Ugh!
Seriously, though I might be able to get my hands on one, if my cousin plays ball...
Smidlee Oct 08, 2007, 07:14 PM If you found a Corporation with State Property, you still won't see any benefits from it.
Bh What about the AI? Will the AI now be dumb enough to start a corporation with SP?
jkp1187 Oct 08, 2007, 07:16 PM What about the AI? Will the AI now be dumb enough to start a corporation with SP?
Ouch. Interesting question -- I hadn't even though of that one....
Bhruic Oct 08, 2007, 07:16 PM They can, yes. But they "understand" that they are running SP, so they'll consider it a silly thing to do.
Bh
KMadCandy Oct 08, 2007, 07:40 PM thanks Bh! i haven't installed the official patch yet, i was out of town. now i can start off with the "fixed" version from the start yay!
until it gets a stickie, maybe you should link it in your sig? :mischief:
So after a few quick python tutorials, I modified mine to show that extra column, so now I can see how much WW the enemy has towards me, plus as a side bonus i can see how 'if I was an AI, how would I feel' towards the other AIs. Which is actually quite useful because I don't have to check all the trades and see who is trading my w/ worst enemies, and I don't have to guess if the AI brought in a war ally :)
oh i'd love to have evidence of who bribed people to fight me! i'm gonna try to find those "quick python tutorials"...
Bhruic Oct 08, 2007, 09:58 PM Bowing to public opinion, Corporations can now not be founded with State Property. The fix to allow them to be built with Mercantilism is still included.
Bh
chaos9x Oct 08, 2007, 10:50 PM thanks for this, you rule.
bmarnz Oct 08, 2007, 10:53 PM Bowing to public opinion, Corporations can now not be founded with State Property. The fix to allow them to be built with Mercantilism is still included.
Bh
Now that you've changed it, I'll take the other side. If your running SP, doesn't the founding city still receive gold from foreign franchises. It'd be like China today, a communist country exporting trade goods to the world.
Bhruic Oct 08, 2007, 10:56 PM Go make that argument in the poll thread. ;) (That's actually a very valid point, and had I thought of it prior to making the change, I wouldn't have - in fact, it might be enough to make me re-reverse my decision).
Bh
Krikkitone Oct 08, 2007, 11:09 PM ^ answered in the poll thread
corp founded in SP = 0 benefit until you change out of SP (at least for a while)
weimingshi Oct 08, 2007, 11:14 PM Go make that argument in the poll thread. ;) (That's actually a very valid point, and had I thought of it prior to making the change, I wouldn't have - in fact, it might be enough to make me re-reverse my decision).
Bh
By reading the civilopedia, it says under sp, corporation has no effect. It should mean both domestic and foreign branchs, if it give any income for foreign branchs, we can safely say its a bug.
If you want use china as an example to justify anything about corporation, you will get the exact opposite answer. If you look at the brief post ww2 china history, you will see that under mao's communism, people gets prosecuted to death if they found a multi national corp in china.
If you want to use mordern china as an example. please get the facts straight, CHINA OF TODAY HAS COMMUNISM IN ITS NAME ONLY, the actual way china functions today has nothing to do with communism. Since the early 80s after mao's death under the rule of deng xiaoping, china started the gradual change towards a kind of controlled capitalism.
mgbx4 Oct 08, 2007, 11:27 PM About the multiplayer bug that i mention afew post behinds, okay it works, the only time doesnt work when playin an scenario but I dont know if thatz the way has to be
King Flevance Oct 08, 2007, 11:49 PM Not sure if this has been covered, I didn't see any mention of it. But it seems that if a hostile unit attacks one of your own units, and workers are nearby, the workers will not wake up. So basically attacking onto a tile, you can ninja some workers.
Does that make sense?
jray Oct 08, 2007, 11:50 PM Go make that argument in the poll thread. ;) (That's actually a very valid point, and had I thought of it prior to making the change, I wouldn't have - in fact, it might be enough to make me re-reverse my decision).
Bh
In case you need further motiviation to re-reverse your decision, how about the fact that you COULD found a HQ in State Property in 3.02? So taking the stance of "unintended side effect until declared in a changelog or included in a stable patch by Firaxis," I'd say allowing HQ founding in State Property is our best shot at unaltered gameplay. I think your patch will retain the most appeal if it stays true to unaltered gameplay. Who cares what the prevailing opinion is on what "should" happen? Someone can mod that. You're all about unaltered gameplay here, right? Or more specifically, unaltered-intention gameplay, since everything else you've fixed is technically part of vanilla but obviously an unintended 3.13-introduced bug. The Civilopedia entries on corporation have said the same thing since 3.02.
Breunor Oct 09, 2007, 12:46 AM Well, you're going to either have to move or rename the original dll (recommended), or you will have to overwrite the existing file. Either way, if the game works and you're sure you placed Bhruic's file in the correct directory, it's active. :)
You are right, it does indeed. I can tell because trading is now somewhat rational.
Thanks!
Breunor
SevenSpirits Oct 09, 2007, 01:12 AM Here is a small mistake in the 3.13 dll code I noticed.
I had noticed in a game that the governor worked a cottage with 9 turns to hamlet over one with 6 turns to hamlet. It seemed like it doesn't discern between the two.
I looked in CvCityAI.cpp in the function AI_plotValue.
if ((eCurrentImprovement != NO_IMPROVEMENT) && (GC.getImprovementInfo(pPlot->getImprovementType()).getImprovementUpgrade() != NO_IMPROVEMENT))
{
iValue += 200;
int iUpgradeTime = (GC.getGameINLINE().getImprovementUpgradeTime(eCur rentImprovement));
if (iUpgradeTime > 0) //assert this?
{
int iUpgradePenalty = (100 * (iUpgradeTime - pPlot->getUpgradeProgress()));
iUpgradePenalty *= (iTotalDiff * 5);
iUpgradePenalty /= max(1, GC.getGameSpeedInfo(GC.getGame().getGameSpeedType( )).getImprovementPercent());
iValue -= iUpgradePenalty;
}
}
The bolded line is the funky one. The local variable iTotalDiff is ALWAYS zero - it's just never set to anything anywhere. The result is that the entire block of code I quoted doesn't do anything at all past the iValue += 200; line.
That code that doesn't do anything because of the mistake is the only code that looks at the upgrade time. The result is that the AI/governor can't tell the difference between a cottage with one turn left, and one with all of its turns left.
Now, I am not sure what is a good way to fix this. It is not perfectly clear to me how much other things tend to be valued at. A first glance puts the value of one commerce at 6, though I am not sure how much this gets scaled. The low values could make it hard to make adding the turns left to the value hard, because you don't want a hamlet with 20 turns left to be valued less than a cottage with one turn left.
Do you think this is fixable without scaling the entire valuation system?
By the way, I diffed it and that entire section, as well as everything referring to iTotalDiff, was unchanged by 3.13. So this bug was there before as well.
Bhruic Oct 09, 2007, 01:25 AM Not sure if this has been covered, I didn't see any mention of it. But it seems that if a hostile unit attacks one of your own units, and workers are nearby, the workers will not wake up. So basically attacking onto a tile, you can ninja some workers.
Does that make sense?
Not so much. :)
You need to be a little clearer about who has to do what. Can you give a more specific example? Or a screenshot?
Bh
Bhruic Oct 09, 2007, 01:48 AM The bolded line is the funky one. The local variable iTotalDiff is ALWAYS zero - it's just never set to anything anywhere. The result is that the entire block of code I quoted doesn't do anything at all past the iValue += 200; line.
You're absolutely correct. I can only assume that iTotalDiff is designed to be the sum of all iYieldDiff values. The only problem with that is that the greater the iYieldDiff values, the greater iTotalDiff is going to be. And the greater it is, the more it will take away from iValue. Effectively meaning that it'll value squares that are more developed less than it values ones that aren't. That seems somewhat backwards.
Looking at the facts however: Currently, the system will properly choose a more developed tile over a less developed one (ie, a Hamlet over a Cottage). Therefore, the system works, barring the "time left". So if we make a change that does nothing except adjust for time left, it should never run into a situation where it would prefer the Hamlet over the Cottage. In fact, the change could be extremely minor, and it should be enough to make the difference (because for all intents and purposes, two cottages on the same base square type should have identical plot values).
Therefore, I believe simply doing a:
iValue -= pPlot->getUpgradeTimeLeft(eCurrentImprovement, NO_PLAYER);
should suffice.
(good catch btw :goodjob:)
edit: Yup, that seems to work. Tried a variety of situations, it'd always take the most developed square first (Town->Village->Hamlet->Cottage), and if it had to take something of which there was duplicates, it would always take the one that has less turns remaining.
Bh
Bhruic Oct 09, 2007, 02:31 AM Update:
Amount of time worked taken into consideration by city plot selection (thanks SevenSpirits)
The Vassal of a Capitulating Civ is freed before peace treaty
The second one may need some explaining. Let's say you are at war with another Civ who has a Vassal. You manage to beat down the Master Civ to the point where it will Capitulate to you. Prior to this patch, what would happen is (in this order) the Master and Vassal would both gain peace with you. The Master would then Capitulate to you, which would free the Vassal. The problem with this was the order. Consider another case where you are at war with a Master and a Vassal, and the Vassal breaks away. Do you automatically gain peace with the Vassal? No, you continue to be at war with the Master and the Vassal.
The same should be true in the original case - the Master is Capitulating to you, not the Vassal. The Vassal shouldn't get "free" peace just because his ex-Master is becoming a Vassal - you should continue to be at war with the Vassal. That is what the patch does, it frees the Vassal from the Master before the peace treaty is signed.
Bh
SevenSpirits Oct 09, 2007, 02:36 AM Cool! I tested it a bit too, and also with tiles on rivers. It still always prefers a the tile with the +1 commerce, regardless of the turns remaining or level of the cottage. I think that at least covers all the problems it could conceivably cause with cottages.
King Flevance Oct 09, 2007, 02:39 AM Not so much. :)
You need to be a little clearer about who has to do what. Can you give a more specific example? Or a screenshot?
Bh
Thought so. :sad:
This is a very makeshift screenshot to show what I mean. If these workers are to start building a farm, and the barbarian attacks my axe and wins, my workers will continue working on the farm and not wake up so I can move them.
http://forums.civfanatics.com/uploads/64645/Barbug.JPG
So if I don't have any active units that turn, then I won't even have the option to move my workers.
V. Soma Oct 09, 2007, 02:42 AM This vassal thing patch is way cool! :goodjob:
Please think yout other things about vassals, and if there is consensus,
those should be done - lets make Civ even greater
(not to MOD, just to iron out original intentions)
gunter Oct 09, 2007, 03:50 AM Sorry to reiterate but the Fireaxis silence is definitely not classy,on the other side Bhruic & friends are releasing goldenpieces and therefore I suggest them to release an own patch and request Fireaxis a solid contribute.
Why don't you make a poll about that ? I think Firaxis still have to learn how to manage games & customers relationships ,assuming Bhrucic is not an hidden Fireaxians...;)
BTW Bhruic why did you choose such a nick ?
Commander Bello Oct 09, 2007, 05:28 AM [...]So if I don't have any active units that turn, then I won't even have the option to move my workers.
Same problem occured with healing units, at least up to 3.02.
A change would definetively make sense.
jray Oct 09, 2007, 08:30 AM I had noticed in a game that the governor worked a cottage with 9 turns to hamlet over one with 6 turns to hamlet. It seemed like it doesn't discern between the two.
Awesome catch, SevenSpirits, and thanks for the fix, Bhruic!! I have been frustrated about this since Vanilla and never imagined it would be fixed. Every time my cities would suffer temporary unhappiness, I would have to go back and shift the citizens from cottages with 14 turns left to cottages with 1 turn left. No more-- yay!!
classical_hero Oct 09, 2007, 08:31 AM Depends on your definition of "affect". It's going to warn that you are using different versions of files. But since it's purely a display issue, it shouldn't actually cause any game problems.
Bh
SO the reason for me getting all those "error" messages is because I have the Glance tab back and they don't. Thanks for that explaination, I was wondering why I was getting those issues.
HolyHandGrenade Oct 09, 2007, 09:15 AM Update:
Amount of time worked taken into consideration by city plot selection (thanks SevenSpirits)
The Vassal of a Capitulating Civ is freed before peace treaty
The second one may need some explaining. Let's say you are at war with another Civ who has a Vassal. You manage to beat down the Master Civ to the point where it will Capitulate to you. Prior to this patch, what would happen is (in this order) the Master and Vassal would both gain peace with you. The Master would then Capitulate to you, which would free the Vassal. The problem with this was the order. Consider another case where you are at war with a Master and a Vassal, and the Vassal breaks away. Do you automatically gain peace with the Vassal? No, you continue to be at war with the Master and the Vassal.
The same should be true in the original case - the Master is Capitulating to you, not the Vassal. The Vassal shouldn't get "free" peace just because his ex-Master is becoming a Vassal - you should continue to be at war with the Vassal. That is what the patch does, it frees the Vassal from the Master before the peace treaty is signed.
Bh
I followed this fixes thread and have been satisfied by its success. But with the modified behaviour of capitulating civs and vassals I am a little bit disappointed. I believe there are different opinions out here how a vassal should behave when its master capitulates. But as long as this is not agreed it should behave like Fireaxis implemented it. Any other opinions here?
jray Oct 09, 2007, 09:24 AM But as long as this is not agreed it should behave like Fireaxis implemented it. Any other opinions here?
I agree. I'd prefer to have a nice Unaltered Gameplay mod that simply fixes the things Firaxis messed up in 3.13. I'm certainly not averse to an Altered Gameplay version as well. (Bhruic, would it be too much to ask for you to have two parallel versions, one Unaltered and one Altered?) Of course Solver's well-loved patch was Altered Gameplay, but I think 3.13 is different in that it has loads of obvious mistakes and bugs. Solver's was more of a "Better AI" sort of thing. I think SG, HOF, BUG mod, etc. would appreciate a pure Unaltered Gameplay version that simply fixes the bugs. Then everyone else can have an Altered Gameplay version that fixes bugs PLUS the stuff we like better another way.
oedali Oct 09, 2007, 09:33 AM I would LOVE to have access to a separate altered version too, one that has all your cool enhancements including the exposed diplomacy modifiers. :) Once I started using it I can never go back.
TheWilltoAct Oct 09, 2007, 10:15 AM I agree with the last few posters... it would be greatly appreciated if you could make a basic patch to fix the buggy 3.13 stuff, and then if there are additional changes you are wanting to make add those in a separate patch.
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