View Full Version : Bug Report (English)
Thomas SG Jul 27, 2008, 05:24 PM Please report all bugs and questionable behavior here.
Note:
You may have noticed that there are two "Bug Report" threads existing. This is unavoidable because the CCV project has got its origin in Germany. And while bug fixing is very important it's absolutly necessary that all German players and my German team can report bugs without language barrier.
But of course I will ask them to report as many bugs as possible in English. Especially if they touch gameplay and are not only German language bugs.
GeoModder Aug 10, 2008, 05:11 AM Well, 't was a short game... ;)
Started with a random civ/Big_Small map with some options enabled (none of the last 4 addons in the options part), Isabella popped up as leader of my spanish civ with the following warning in front of her:
I've put the initial save in the attachment too. Game didn't react anymore and didn't respond anymore (didn't CTD) after I tabbed to desktop and my task manager to check if it was still working.
GeoModder Aug 10, 2008, 05:44 AM What's the difference between the "Civilization Complete in version 3.17" download and the "Civilization IV with addon Beyond the Sword (BTS)"?
The latter tries to install in a custom folder.
rene87 Aug 10, 2008, 08:34 AM here is the save game for the bug witch i had posted in the German forum (http://www.civforum.de/showpost.php?p=2451113&postcount=102).
when i get the Scout and click on discover i get the screen which i posted in the German forum.
Thomas SG Aug 10, 2008, 06:33 PM Okay, we have got a problem here.
I've downloaded the version I gave you from the internet and installed it on my PC. After that I downloaded your saves and loaded them. But on my PC everything is okay. No crashs!
Please tell me the exact path of your installation. I guess you choosed a wrong installation path. CCV can only work right if it is installed in ...\Beyond the Sword\Mods\Community Civ V and the .ini must be called Community Civ V.ini. Nothing else is possible. But it's just a guess.
And that's the reason why there are two download versions. If I've done no mistakes the installers should detect the right path with the help of the registry. But the key in the registry is different for Complete and single components.
€: What resolution are you using?
GeoModder Aug 11, 2008, 03:27 PM Okay, we have got a problem here.
I've downloaded the version I gave you from the internet and installed it on my PC. After that I downloaded your saves and loaded them. But on my PC everything is okay. No crashs!
Please tell me the exact path of your installation. I guess you choosed a wrong installation path. CCV can only work right if it is installed in ...\Beyond the Sword\Mods\Community Civ V and the .ini must be called Community Civ V.ini. Nothing else is possible. But it's just a guess.
And that's the reason why there are two download versions. If I've done no mistakes the installers should detect the right path with the help of the registry. But the key in the registry is different for Complete and single components.
€: What resolution are you using?
Well, that's the exact path it's installed in.
I did had an earlier version on my computer which I desintalled (as asked) using the Windows program remover.
Btw, there's no .ini yet, only a config file after installation. AFAIK the .ini is created the first time a mod loads (successfully) up.
Who do you refer to with that Euro symbol?
GeoModder Aug 11, 2008, 04:07 PM I tried a complete desinstall, registry cleaning, reboot of my computer, reinstall of the mod, and allowed access to the internet during installation this time.
Result is the same, I have this popup when my leader screen shows. :(
O yes, my screen resolution is 1280x1024. A normal 4x3 size reference thus.
Thomas SG Aug 11, 2008, 04:18 PM There is no Community Civ V.ini? :eek: If that's true the mod can't work. The game has to call a lot of information from the ini.
This is how the ini must look like for alpha 1
## BUG Mod settings
## NOTE: Comments begin with "#".
################################################## ########################
[CONFIG]
# ; Modular XML Loading
ModularLoading = 1
# ; Read Game options from XML, not .ini
ForceGameOptions = 0
# Skip Main menu
SkipMainMenu = 0
# Custom Art from user folder is not loaded
NoCustomArt = 0
# Custom XML and Python from user folder are not loaded
NoCustomAssets = 0
# No Custom Scenario option in main menu
NoCustomScenario = 0
# No team play allowed
NoTeams = 0
# Always start in the standard era
ForceStandardEra = 0
# Scenario file (Single player)
ForceScenario = 0
# This mod should work multiplayer
SinglePlayerOnly = 0
# Allow public maps to be used with this mod
AllowPublicMaps = 1
# Mod Image file
ImageFile = 0
# Name of Mod
Name = Community Civ V
# Description of Mod
Description = Gameplay Mod for BTS designed by Thomas SG
################################################## #########################
[RevConfig]
# Display popup on initialization indicating what components are active
ActivePopup = False
# Don't change this
FoundConfig = True
DebugMode = False
################################################## #########################
[BarbarianCiv]
# Turn on Debug output
DebugMode = False
# ------------- Change main features -------------
# Enable popup when Barbarian cities settle down
AnnounceBarbSettle = True
UsePopup = True
OnlyNotifyNearbyPlayers = True
# New world policy controls handling of barbcivs starting away from the original civs in the game:
# 0: New World treated basically like old world, New World will be basically full of full civs by the time explorers arrive
# 1: Reduce settling, bonuses of New World barb civs but can form both minors and full. Will probably be a mixture of states, with some free space when explorers arrive
# 2: Like 1 but capped at minor civs in New World until the civs start to make contact with the old world. Odds of settling into full increase with number of contacts. Will be all minors when the first caravels pass by, full civs emerge as time goes on. (default)
# 3: Like 2 this is capped at minor civs in the New World but the chance of settling into a full civ doesn't start until an old world civ lands units in the New World.
# 4: No barb civs of any kind settle on empty island/continent until another civ lands an explorer
# 5: No barb civs of any kind until another civ founds a city on island/continent
NewWorldPolicy = 2
# Average number of turns a new world minor civ remains a minor after the conditions under NewWorldPolicies 2 and higher are satisfied
MinorHalfLife = 10
# New World militaristic barbcivs will attack colonists preferentially and in addition to wars against other new world civs. More declarations of war against colonizing civs.
FierceNatives = True
# Offer player control of new barb civilizations
OfferControl = False
CancelAutoForOffer = True
# If a city has culture, spawn a new civ with same art style as highest culture player
BarbCivsByStyle = True
# Block barb settle popup while AIAutoPlay is on (will show up as messages)
BlockPopupInAuto = True
# ------------- Technical settings -------------
# Max civs - This component won't add new civs with this number already in game (-1 for DLL limit)
MaxCivs = -1
# Change odds of barb city turning into a minor civ
FormMinorModifier = 1.00
# Minimum population needed for a barb city to settle
MinPopulation = 2
# Minimum number of contacts (with any and full civs) to settle
MinContacts = 2
MinFullContacts = 2
# Base odds of Military style buildup
BaseMilitaryOdds = 0.50
# Former barbarians get all techs known by this fraction of players
BarbTechFrac = 0.60
# Reduce tech given to former barbarians alone on a continent (larger means they're more behind)
# Does not apply when NewWorldPolicy is 0
NewWorldReduction = 0.15
NewWorldErasBehind = 1
# Number of bonus techs that builder type barbs get
BuilderBonusTechs = 3
# A militaristic barb civ will declare war on the first civ it meets within this window of turns
MilitaryWindow = 35
# Max Dist between capitals for barb civ to consider immeadiate declaration of war (must also be on same continent)
WarCloseDist = 21
# Affects number of (non-defense) military units given to barbs
MilitaryStrength = 1.0
################################################## #########################
[Revolution]
# Turn on Debug output
DebugMode = False
ShowDebugMessages = False
# Shows each city's revolution index info in the revolution popup
# This is considered debug info, but it is potentially useful for understanding the mechanics of the mod
ShowRevIndexInPopup = False
# Center popups
CenterPopups = False
# Place the Rev Watch fist button at the far left of the line of advisor buttons
WatchButtonInLine = False
# ; ------------- Enable various mod features -------------
# Stop AIAutoPlay automation if your civ undergoes a revolt
StopAutoForRevolt = False
# If you're civ is automating because you ceded power, return power to you in the event of a future uprising
ReinstateOnRevolt = True
# Offer chance to lead violent rebel armies against your former empire
OfferDefectToRevs = True
# Enable rebel civ types selected based on homeland civ type (turn both off for random)
RebelTypes = True
ArtStyleTypes = True
# Allow tiny civs to join another civ
AllowAssimilation = True
# Allow single city, small violent revs to spawn as barbarians
AllowSmallBarbRevs = True
# Allow breaking of vassal vows over cultural rebellion disagreements
AllowBreakVassal = True
# -------------Enable different special types of revolutions -------------
# Cities attempt to join dominant culture
CulturalRevolution = True
# Cities ask for religious changes
ReligiousRevolution = True
# Cities may ask for (non-religion related) civic changes
CivicRevolution = True
# Cities may ask for a new leader or election (human player's civ is automated for a set number of turns)
LeaderRevolution = True
HumanLeaderRevolution = True
# ------------- Thresholds and other controls -------------
# Cities with this percent or higher of your culture won't start cultural revolutions
MaxNationality = 45
# Radius considered close to other cities
CloseRadius = 8
# Unhappy cities with your state religion plus another religion can join a religious revolution
AllowStateReligionToJoin = True
# Adjust rate of rev index accumulation, additional options for human (offset adds that value to each city per turn, keep it small)
IndexModifier = 1.0
IndexOffset = 0
HumanIndexModifier = 1.0
HumanIndexOffset = 0
# Adjust chance of revolution, strength of violent rev, strength of rebel reinforcements
ChanceModifier = 1.0
StrengthModifier = 1.0
ReinforcementModifier = 1.0
# Adjust influence of various factors in inciting a revolution
HappinessModifier = 1.0
ColonyModifier = 1.0
DistanceToCaptialModifier = 1.0
CultureRateModifier = 1.0
NationalityModifier = 1.0
GarrisonModifier = 1.0
ReligionModifier = 1.0
CivSizeModifier = 1.1
CityLostModifier = 1.4
CityAcquiredModifier = 1.2
# Adjust odds civs accept rebel offers, in integer percentage points
CivicsOdds = 0
ReligionOdds = 0
LeaderOdds = 0
CrusadeOdds = 0
IndependenceOdds = 0
# ------------- Advanced city revolution index settings -------------
# Fraction of instigator threshold at which to popup warning for human player
HumanWarnFrac = .9
# Turns between warnings for a particular city
WarnTurns = 15
# Control how much relief cities get if unhappiness is a result of war weariness (higher = more relief)
WarWearinessMod = 1.0
# ------------- Other technical settings -------------
# Max civs - This component won't add new civs with this number already in game (-1 for DLL limit)
MaxCivs = -1
# Number of turns of no revs after different events
TurnsBetweenRevs = 8
DeniedRevs = 5
AcceptedTurns = 10
AcquiredTurns = 10
BuyoffTurns = 10
# Reinforcement timing controls
BaseReinforcementTurns = 3
MinReinforcementTurns = 1
# Controls how much culture rebels get when capturing a city
RevCultureModifier = 1.0
################################################## #########################
[AIAutoPlay]
Enable = True
# Turn on Debug output
DebugMode = False
# Block city naming and list of Most ____ civs popups while in automation
BlockPopups = True
# Even when not in automation, give option to control a different civ if yours dies
SaveAllDeaths = True
# Show second popup declaring new leader for user initiated automation
ShowNewLeaderPopup = False
# Fortify all units that were fortified by AI when automation ends
Refortify = True
################################################## #########################
[ChangePlayer]
Enable = False
# Turn on Debug output
DebugMode = False
################################################## #########################
[TechDiffusion]
# Turn on Debug output
DebugMode = False
# Number of techs behind to begin effects, reach full effect, and start extra bonuses
MinTechsBehind = 5
FullEffectTechsBehind = 8
BonusTechsBehind = 12
# Adjust the strength of diffusion
DiffusionMod = 1.0
################################################## #########################
[DynamicCivNames]
# Turn on Debug output
DebugMode = False
# Rename players on the same team to "___-___ Alliance", applies to team games and permanent alliances
TeamNaming = True
# Don't change human players name. When false, human player's choices for their custom adjective and short will be used in creating names
LeaveHumanPlayerName = False
################################################## #########################
[DEBUG]
# show debug messages (1 = yes, 0 = no)
ShowMessages = 0
################################################## #########################
# Not Just Another Game Clock Mod
[NJAGCM]
# Enables use of the NJAGCM of the mod. 0 = Disabled, 1 = Enabled.
Enabled = 1
# Set this to true if you want to show the current era
# Default value is true
Show Era = 1
# Set this to true if you want to reflect the current era by changing the
# game turn to a set color
# Default value is true
Show Reflect Era In Turn Color = 1
# The following are the color mappings for the different eras
ERA_ANCIENT = COLOR_RED
ERA_CLASSICAL = COLOR_GREEN
ERA_MEDIEVAL = COLOR_BLUE
ERA_RENAISSANCE = COLOR_CYAN
ERA_INDUSTRIAL = COLOR_YELLOW
ERA_MODERN = COLOR_MAGENTA
ERA_FUTURE = COLOR_WHITE
# Change this if you want to display the alternating time text information.
# Default value is true
Alternate Views = 1
# Change this to alternate the amount of time between the two sets of text
# displayed. This will only be used if Alternating Time is set to true.
# Default value is 15
Alternating Time = 5
# Set this to true if you want to show the game turns
# Default value is true
Show Turns = 1
# Set this to true if you want to show the game clock turns
# Default value is true
Show Game Clock = 1
# Set this to true if you want to show the game completed as a percent.
# This should be set false if Show Game Completed Turns, Show Turns and
# Show Game Clock are set to true since it will cause the text to run
# through the image border.
# Default value is true
Show Game Completed Percent = 0
# Set this to true if you want to show the game completed as a fraction
# This should be set false if Show Game Completed Percent, Show Turns and
# Show Game Clock are set to true since it will cause the text to run
# through the image border.
# Default value is false
Show Game Completed Turns = 1
# Set this to true if you want to show the total game turns.
# Default value is false
Show Game Total Turns = 1
# Set this to true if you want to show the game turns in the alternate text.
# This value will only be used Alternate Time Text is set to true.
# Default value is true
Alternate Show Turns = 1
# Set this to true if you want to show the game clock turns in the alternate
# text. This value will only be used Alternate Time Text is set to true.
# Default value is true
Alternate Show Game Clock = 1
# Set this to true if you want to show the game completed as a percent in
# the alternate text. This should be set false if Alternate Show Game
# Completed Turns, Show Turns and Show Game Clock are set to true since it
# will cause the text to run through the image border. This value will only
# be used Alternate Time Text is set to true.
# Default value is false
Alternate Show Game Completed Percent = 1
# Set this to true if you want to show the game completed as a fraction in
# the alternate text. This should be set false if Alternate Show Game
# Completed Percent, Alternate Show Turns and Alternate Show Game Clock are
# set to true since it will cause the text to run through the image border.
# This value will only be used Alternate Time Text is set to true.
# Default value is true
Alternate Show Game Completed Turns = 0
# Set this to true if you want to show the total game turns in the alternate text.
# Default value is false
Alternate Show Game Total Turns = 0
################################################## #########################
[Scoreboard]
# Maximum number of lines to draw in score board, -1 for default of 10.
MaxScoreLines = 20
# Options for the Scoreboard name are:
# 0 = Shows the Leader's Name (standard)
# 1 = Show the Civilization's Name
# 2 = Show Both Names
Display Name = 0
# Whether or not to display Attitude Icons for all AI civs
Attitude Icons = 1
# Whether or not to vertically align the various icons using blank space
Align Icons = True
# When Align Icons is enabled, this determines the order in which the score items appear
Display Order = SZC?WHAPREBDNTU*LO
# Whether to left-align the civ/leader name instead of right-align
Left-Align Name = 1
# Whether or not to display icons instead of descriptions for AIs whose research you can see
Research Icons = 1
# Whether or not to display Power Ratio (foreign civ to player)
Power = 1
# Color used by default for ratios
Power Color = COLOR_CYAN
# Value below which ratio is displayed using the good color
Power Good = 1.0
# Color used for ratios below the good ratio
Power Good Color = COLOR_GREEN
# Value above which ratio is displayed using the bad color
Power Bad = 1.5
# Color used for ratios below the bad ratio
Power Bad Color = COLOR_YELLOW
# Change this to false if the dead civilizations should be displayed in the
# game scoreboard.
Show Dead Civilizations = False
# Change this to show the dead civilization score instead of the dead tag.
Show Dead Tag = True
# Change this to false if the civilization names should be displayed in their
# colors instead of being greyed out.
Grey Out Dead Civilizations = True
################################################## #########################
[City Screen]
# Whether or not to display Raw Yields
Raw Yields = 1
# Whether or not to display the anger counter
Anger Counter = 1
# Whether or not to display turns until culture expansion
Culture Turns = 1
# Whether or not to display turns until great person birth
Great Person Turns = 1
# Whether or not to show the great person percentages in the bar
Great Person Info = 1
# Method of showing city specialists
# 0 = standard, 1 = Specialist Stacker, 2 = Chevrons
City Specialists = 0
################################################## #########################
[Screens]
# Whether or not to display a reminder message about Alt + Ctrl + O
Options Shortcut Reminder = False
# Whether or not to display the progress and city of the next Great Person
GP Progress Bar = 1
# Determines how many GP types to display in the GP Progress Bar
# 0 = None, 1 = One, 2 = Max that will fit
GP Progress Bar Types = 2
# Whether or not to display arrows to cycle through cities
City Cycle Arrows = 1
# Whether or not to use the Customizable Domestic Advisor
CustDomAdv = 1
# Whether or not to show the Glance tab on the Foreign Advisor
EFA Glance = 1
# Whether or not to show the smilies on the Glance tab
EFA Glance Smilies = 1
# Whether or not to display GP tech prefs on the Technology Advisor
GP Tech Prefs = 1
# Whether or not to replace the Civilopedia with Sevopedia
Sevopedia = 1
# Whether or not to sort the lists in Sevopedia
Sevopedia Sort = 1
################################################## #########################
[Better Espionage]
# Whether or not to use the Better Espionage Screen
Enabled = 1
# Default color to use for ratios (mission cost percent)
Default Ratio Color = COLOR_CYAN
# Cutoff value for a ratio to be considered good (ratios <= this value)
Good Ratio Cutoff = 90.0
# Color to use for good ratios
Good Ratio Color = COLOR_GREEN
# Cutoff value for a ratio to be considered bad (ratios >= this value)
Bad Ratio Cutoff = 105.0
# Color to use for bad ratios
Bad Ratio Color = COLOR_YELLOW
# Color to use for missions that are possible now
Possible Mission Color = COLOR_GREEN
# How close your EPs have to be to a mission's cost to be considered "close" to possible
Close Mission Percent = 5.0
# Color to use for missions that are close to possible (within percent above)
Close Mission Color = COLOR_CYAN
################################################## #########################
[CIV4LERTS]
# Enables use of the reminders (Alt-M). 0 = Disabled, 1 = Enabled.
Reminders = 1
# How to display reminders: 0 = Message Log, 1 = Popup, 2 = Both
Reminder Display Method = 2
# Whether or not to log reminders using Autolog
Log Reminders = 1
# Enables use of the CIV4LERTS part of the mod. 0 = Disabled, 1 = Enabled.
Enabled = 1
# City Pending Growth Event
City Pending Growth = 1
# City Pending Healthiness Event
City Pending Healthiness = 1
# City Pending Happiness Event
City Pending Happiness = 1
# City Pending Border Expansion Event
City Pending Border Expansion = 1
# City Growth Event
City Growth = 1
# City Healthiness Event
City Healthiness = 1
# City Happiness Event
City Happiness = 1
# City Can Hurry w. Whip Event
City Can Hurry Pop = 1
# City Can Hurry w. Gold Event
City Can Hurry Gold = 1
# Rival will sign Open Borders
Open Borders Trades = 1
# Rival will sign Defensive Pact
Defensive Pact Trades = 1
# Rival will sign Permanent Alliance
Permanent Alliance Trades = 1
# New Tech Trade Event
CheckForNewTrades = 1
# Gold Trade Event
Gold Trade = 1
Gold Trade Threshold = 50
# Gold Per Turn Trade Event
Gold Per Turn Trade = 1
Gold Per Turn Threshold = 3
# Warn of Population close or exceed victory limit
CheckForDomPopVictory = 1
# Threshold for population being close to limit (Percent)
PopThreshold = 1.0
# Warn of Land close or exceed victory limit
CheckForDomLandVictory = 1
# Threshold for Land being close to limit (Percent)
LandThreshold = 1.0
################################################## #########################
[Autolog]
# Enables use of the autolog part of the mod. 0 = Disabled, 1 = Enabled.
Enabled = True
# Automatically starts the logger in silent mode
# Forces use of default log file name
Silent = 0
# Use default name for log file (1 for yes, 0 for no) - default is 'PlayerName.txt'
Default File Name = 1
# Autolog directory where log file resides - Default or use fully qualified path (i.e. C:\Folder\subfolder etc.)
File Path = Default
# name of log file -- if there is no file of this name in the directory above, one will be created
File Name = default.txt
## Display Options ##
# 4000BC is turn ? (0 for turn 0, 1 for turn 1)
4000BC = 0
# basic pre-formatting: 0 = no formatting, 1 = HTML tags, 2 = forum tags
Format Style = 2
# comments are color-coded for forum posts: 0 = color-coding off, 1 = color-coding on
Color Coding = 1
# log "IBT:" at the end of human turn and prior to computer turns (1=yes, 0=no)
Show IBT = 1
# prefix before custom user entries in the text log
# if you don't want any prefix, set it to ""
Prefix = ""
## Research and Builds ##
# will log techs acquired and research started
Tech = 1
# will log when a city starts a build
Build Started = 1
# will log when a city completes a build
Build Completed = 1
# will log completion of projects (certain wonders are technically projects -- other wonders are treated like normal buildings)
Project Completed = 1
# will log when you build or remove an improvement
Improvements = 1
## Cities ##
# will log when you found a city
City Founded = 1
# will log when one of your cities grows in population
City Growth = 1
# will log when one of your cities' borders expand
City Borders = 1
# will log when you acquire or lose a city through conquest or trade
City Ownership = 1
# will log when you raze another civ's city or one of your cities is razed
City Razed = 1
## Events ##
# will log results from popping tribal villages
Goodies = 1
# will log: 1.when you found a religion, 2. spread of any religion to your cities, and 3. spread of religions whose Holy city you control to foreign cities
Religion = 1
# will log the birth of great people (in your cities)
Great People = 1
# will log begin and end of your Golden Age
Golden Age = 1
# will log events and quests
Events = 1
## Diplomacy ##
# will log first contact with other civs
Contact = 1
# will log any change in attitude between civs known to you
Attitude = 1
# will log start and end of wars between civs known to you
War = 1
# will log vassal state status between civs known to you
Vassals = 1
# will log any change in civics of civs known to you
Civics = 1
## Combat ##
# will log combat results involving your units
Combat = 1
# will log when one of your units is promoted
Promotions = 1
# will log when you pillage or one of your improvements is pillaged
Pillage = 1
################################################## #########################
[UnitName]
Enabled = False
UseAdvanced = 0
Default = ^ut^ ^cntu[n]^ of ^ct^
CombatAIR = DEFAULT
CombatARCHER = DEFAULT
CombatARMOR = DEFAULT
CombatGUN = DEFAULT
CombatHELICOPTER = DEFAULT
CombatMELEE = DEFAULT
CombatMOUNTED = DEFAULT
CombatNAVAL = DEFAULT
CombatNone = DEFAULT
CombatRECON = DEFAULT
CombatSIEGE = DEFAULT
# Advanced optional naming conventions based on ERA and UNIT CLASS
# see other ini file (Adv Unit Naming.ini)
################################################## #########################
[PlotList]
# For colors, you can use any of the color constants from the BtS file "CIV4ColorVals.xml"
# enables PLE entirely
Enabled = true
# shows or hides the view/group/filter buttons
Show Buttons = true
# default view mode when civ is started up
# 0 = single row, 1 = multiple rows, 2 = stack vertically, 3 = stack horizontally
Default View Mode = 1
# default grouping mode when civ is started up
# 0 = unit type, 1 = selection group
Default Grouping Mode = 0
# filter behavior
# 0 = PLE, 1 = BUG
Filter Behavior = 1
# enables/disables the health bar
Health Bar = true
# enables/disables the health bar while fighting
Hide Health Bar While Fighting = true
# color for health
# default = COLOR_GREEN
Healthy Color = COLOR_GREEN
# color for wounded
# default = COLOR_RED
Wounded Color = COLOR_RED
# enables/disables the move bar
Move Bar = true
# color for remaining movement
# default = COLOR_BLUE
Full Movement Color = COLOR_BLUE
# color for spent movement
# default = COLOR_YELLOW
Has Moved Color = COLOR_YELLOW
# color for no movement
# default = COLOR_BLACK
No Movement Color = COLOR_BLACK
# enables/disables the wounded indicator (wounded units get a darker colored button in the upper left corner of the unit icon)
Wounded Indicator = true
# enables/disables the wounded indicator (wounded units get a darker colored button in the upper left corner of the unit icon)
Great General Indicator = true
# enables/disables the promotion indicator (light blue frame around the unit button)
Promotion Indicator = true
# enables/disables the upgrade indicator (little up-arrow in the unit button)
Upgrade Indicator = true
# enables/disables the mission info of the plot list buttons (little text in the lower right corner of the unit button)
Mission Info = true
# horizontal interval in pixels of the plot list buttons
# default = 34
Horizontal Item Spacing = 34
# vertical interval in pixels of the plot list buttons
# default = 42
Vertical Item Spacing = 42
# The Info Pane is the area which contains all the mouse over information of the plot list elements
# enables the PLE info pane to replace Civ's
Unit Info Hover = true
# defines the Info Panes X position in pixels
# default = 5
Info Pane X Position = 5
# defines the Info Panes Y position in pixels from the lower screen border
# default = 160
Info Pane Y Position = 160
# defines the Info Panes X size in pixels (pane width)
# default = 290
Info Pane X Size = 290
# defines the height in pixels of a standard text line. If you have problems that a info pane contains a scrollbar, you may adjust this value.
# don't touch it unless you're sure what you're doing!!!
# default = 24
Pixel Per Line Type 1 = 24
# defines the height in pixels of a text line with a "bullet" in front. Those text lines are, for some reason, smaller than a standard text line.
# If you have problems that a info pane contains a scrollbar, you may adjust this value.
# don't touch it unless you're sure what you're doing!!!
# default = 19
Pixel Per Line Type 2 = 19
# color of the unit name/type
# default = COLOR_YELLOW
Unit Name Color = COLOR_YELLOW
# color for the upgrade priece if you have enough money
# default = COLOR_GREEN
Upgrade Possible Color = COLOR_GREEN
# color for the upgrade priece if you have not enough money
# default = COLOR_RED
Upgrade Not Possible Color = COLOR_RED
# color for the specialites of a unit which are unit type dependant
# default = COLOR_WHITE
Unit Type Specialties Color = COLOR_WHITE
# color for the specialites of a unit which are caused by a promotion
# default = COLOR_LIGHT_GREY
Promotion Specialties Color = COLOR_LIGHT_GREY
# enables the move highlighter
Move Highlighter = true
# Use COLOR_CLEAR to indicate no highlighting.
# color of impassable terrain, like mountains for land units.
# default color is : COLOR_CLEAR
Color Impassable Terrain = COLOR_CLEAR
# color of normal passable terrain, with no unit on it, except the playes own units.
# default color is : COLOR_WHITE
Color Passable Terrain = COLOR_WHITE
# color of normal passable terrain, which is a neutral civs territory and no units on it
# default color is : COLOR_PLAYER_DARK_YELLOW
Color Passable Neutral Territory = COLOR_PLAYER_DARK_YELLOW
# color of normal passable terrain, which is enemies territory and no units on it
# default color is : COLOR_PLAYER_DARK_RED
Color Passable Enemy Territory = COLOR_PLAYER_DARK_RED
# color of normal passable terrain, which is barbarian territory (usually only goody huts) and no units on it
# default color is : COLOR_PLAYER_DARK_CYAN
Color Passable Barbarian Territory = COLOR_PLAYER_DARK_CYAN
# color of normal passable terrain, with an unit of a neutral civ on it
# default color is : COLOR_YELLOW
Color Neutral Unit = COLOR_YELLOW
# color of normal passable terrain, whith an unit of an enemy civ on it
# default color is : COLOR_RED
Color Enemy Unit = COLOR_RED
# color of normal passable terrain, whith a barbarian unit on it
# default color is : COLOR_CYAN
Color Barbarian Unit = COLOR_CYAN
################################################## #########################
[End of File]
End of File = 1
€ is used in the German forum for edit. It's just an additional comment.
And I've been very productive today. I've improved a lot of translations, created new buttons, repaired the pedia, did some updates (Rev. 1.63 and Moving Ice Mod 2.1) and bugfixes in my components and in the Revolution mod and I've also done something that you maybe also like to have for your mod. I've made a new texture for the modern workshop. Screen attached below.
Shsei Aug 12, 2008, 11:49 PM Hi Thomas, i followed you from the german forum ;-) to see how the devellopment of your mod is going on. I have downloaded the mod and installed it yesterday. Playing it is a lot of fun. But i have a little problem with it. I can't build any roads though i have explored the wheel ??? Is it a bug or do i have to have certain resources ???
Thx in advance
Campai
Shisei
Thomas SG Aug 13, 2008, 02:28 AM I don't know why but this also happend sometimes in my tests. You can solve the problem by deleting the Civ Cache.
Shsei Aug 13, 2008, 05:34 AM Thanx for the information. How do i delete the CIV Cache ? Do i need a special program or can i do it manualy ? Is it posible to start a saved game after clearing the cache or do i have to begin with a new one ???
GeoModder Aug 13, 2008, 10:22 AM My error. I thought a .ini file and a .config file were different things. It's in the main mod folder.
GeoModder Aug 13, 2008, 10:44 AM I might have found a solution.
In the python/screens folder, there's a CVMainInterface (python file) and a CVMainInterface.py (BAK file). When I put the first one on my desktop (thus remove it from the mod), the game enters the main screen and I can play after startup.
There's a 1 kb size difference between those two files.
GeoModder Aug 13, 2008, 10:59 AM And now I have a CTD after 3400BC...
Autosave in attachment.
What I did prior to ending the turn was moving the warrior in my territorium, settle a fishing boat on the seafood resource, and switch my citizen to the seafood resource. Oh, and starting a worker production.
Thomas SG Aug 14, 2008, 04:13 AM I tried a complete desinstall, registry cleaning, reboot of my computer, reinstall of the mod, and allowed access to the internet during installation this time.
Result is the same, I have this popup when my leader screen shows. :(
O yes, my screen resolution is 1280x1024. A normal 4x3 size reference thus.
http://forums.civfanatics.com/attachment.php?attachmentid=185578&stc=1&thumb=1&d=1218488824
Bug found and fixed
Thomas SG Aug 14, 2008, 04:14 AM Hi Thomas, i followed you from the german forum ;-) to see how the devellopment of your mod is going on. I have downloaded the mod and installed it yesterday. Playing it is a lot of fun. But i have a little problem with it. I can't build any roads though i have explored the wheel ??? Is it a bug or do i have to have certain resources ???
Thx in advance
Campai
Shisei
Bug found and fixed
Thanx for the information. How do i delete the CIV Cache ? Do i need a special program or can i do it manualy ? Is it posible to start a saved game after clearing the cache or do i have to begin with a new one ???
The Civ Cache can be deleted manualy. But I don't know if it's the same procedure for all OS. If I want to delete the Civ Cache (Win XP, German) I go C:\Dokumente und Einstellungen\*Benutzer*\Eigene Dateien\My Games. And there is a folder called Beyond the Sword. And this folder is the Civ Cache. This folder must be deleted.
And it's no problem to delete the cache if the game isn't running at the moment. Just the next start of BTS/BTS Mods will slow down because the game has to create a new cache. And of course you can play your old save games. The cache is just there for better performance.
Shsei Aug 14, 2008, 04:21 AM Super....
I will immediately download the new Version..
:-) Thanx :-)
Werde die neue Version gleich downloaden...
Thomas SG Aug 14, 2008, 04:30 AM I might have found a solution.
In the python/screens folder, there's a CVMainInterface (python file) and a CVMainInterface.py (BAK file). When I put the first one on my desktop (thus remove it from the mod), the game enters the main screen and I can play after startup.
There's a 1 kb size difference between those two files.
*.bak files are a result of my work with winmerge. Those files do nothing. They are just a backup copy of an older version of the file. And the 1 kb difference is caused by the changes I made in that file.
Thomas SG Aug 14, 2008, 04:32 AM Super....
I will immediately download the new Version..
:-) Thanx :-)
Werde die neue Version gleich downloaden...
The new version isn't online yet!!! Alpha 2 will be released tomorrow (if I can't find the bug in the afternoon). I'm still searching for the lategame bug. But I improved a lot of details in alpha 2 and fixed about 20 bugs.
€: And I finished my Green Planet project! Yes it's really done. The CCV world stayes now green until the end. Maybe sometimes not green enough to avoid global warming but that's a good thing. :D No more maps without trees. :banana: All the components I desingned for my idea of the Green Planet project in the past and the new and last component Green Rebalance Mod are working much better together than I could ever expect. It's fantastic. Perhaps I've got to do some small balance changes again to force the humans too to keep the world green but all needed tools are existing. :)
Thomas SG Aug 14, 2008, 04:56 AM And now I have a CTD after 3400BC...
Autosave in attachment.
What I did prior to ending the turn was moving the warrior in my territorium, settle a fishing boat on the seafood resource, and switch my citizen to the seafood resource. Oh, and starting a worker production.
Sorry but nothing happens on my PC. Everthing is okay. If there is a bug I can't find it. Please try to delete the Civ Cache too before playing Alpha 1.
But Alpha 2 should be much better. ;)
Shsei Aug 19, 2008, 08:59 AM Hi Thomas,
i have already downloaded and played the newest version of your mod. Now roads can be build. But I have problems with the healing of damaged Units. Though they stay in a city and the healing process is activ there is no progress in healing this Unit :-( The same could be said about the healing independent from the terrain. Any idea ???
Thanx for your work - i appreciate it :-))
Thomas SG Aug 19, 2008, 09:24 AM Damn. I know this bug. I've already fixed it but forgot to merge the change in the final release. Sorry.
€: The unit will heal if the terrain has got a feature (forest, jungle, floodplains, but not ice). ;) This is a new code part for the dynamic ice. Early ship types and work boats will now be destroyed if they get into ice while newer types (ironclad and later) will get a heavy damage. This should make early explorations more difficult and should avoid submarines to hide and heal under ice. ;)
€2: Fixed DLL attached! But I'll update later the download too.
Shsei Aug 19, 2008, 12:23 PM Hi Thomas, thanx for your quick answer. With the new dll the error has been solved. But now i have another strange behaviour. If my worker stands on a ricefield it is possible to build fences ??? I have uploaded a screenshot for better understanding. Hope it helps to develop the final Version....
Thomas SG Aug 19, 2008, 05:13 PM Hi Thomas, thanx for your quick answer. With the new dll the error has been solved. But now i have another strange behaviour. If my worker stands on a ricefield it is possible to build fences ??? I have uploaded a screenshot for better understanding. Hope it helps to develop the final Version....
Yes, everything is okay. Farms are only productive on green and/or irrigated plots (Irrigation Mod / Green Balance Mod). So civs in desert, taiga or plain terrain could have a lot of trouble. So instead of using farms those civs can get enough food from animals at ancient times . This even historical correct.
Shsei Aug 20, 2008, 08:11 AM Hi Thomas, i have found another little Bug. The next in the "paper-info" (see attached file" is not complete. I have seen more of this, but i have forgotten to make a screenshot of it - sorry - But your mod is so challenging....
Shsei Aug 20, 2008, 08:51 AM Here another screenshot with missing text...
Hope it helps - don't want to annoy you with my posts...
Thomas SG Aug 20, 2008, 04:24 PM Here another screenshot with missing text...
Hope it helps - don't want to annoy you with my posts...
Post, post, post please. This is the best and easiest way to find those bugs. Even if you see a not well translated text (for example from Revolution) please make a screen and post it. And there could be several bad translations because Revolution makes the texts of modules that fit well in English but a fitting translation in German is not so easy. And I'll never see those texts and bugs with AIAutoPlay. I really need your help.
And of course I'll add the missing text asap.
demeryt Aug 26, 2008, 04:01 PM Hello Thomas,
I'm looking forward to playing your mod, it seems promising.
However, unfortunately I can't install it. After starting the installation, at the very beginning (the progress bar barely starts) I get the following message:
"[Mod name] has not been totally installed because of the following reason:
Mods\Community Civ V\Assets\leaderheads\hitler\napoleon_bg.dds: This file contains invalid data. (error 21FC)"
And then the installation breaks. BTW, why is napoleon in the hitler folder? Just curious :)
Maybe I am doing something wrong, would be great if you could look into it, I'd really want to try this mod out.
Cheers
Thomas SG Aug 26, 2008, 04:40 PM Hello Thomas,
I'm looking forward to playing your mod, it seems promising.
Honey for my soul. Thank you. :king:
However, unfortunately I can't install it. After starting the installation, at the very beginning (the progress bar barely starts) I get the following message:
"[Mod name] has not been totally installed because of the following reason:
Mods\Community Civ V\Assets\leaderheads\hitler\napoleon_bg.dds: This file contains invalid data. (error 21FC)"
And then the installation breaks.
You are running an Alpha 1 installer. Right? Sounds like a damaged file. Perhaps a damaged installer file, perhaps damaged by upload or download. I really don't know.
But although the downloads for Alpha 1 are still online I ask you to install Alpha 2 please. Alpha 1 was very buggy. I killed 36 bugs between Alpha 1 and Alpha 2 and especially Alpha 1 has got a late game bug that will crash the game!
You will find Alpha 2 as ZIP. But of course you will have to install it manually. But that's not so difficult.
You find BTW, why is napoleon in the hitler folder? Just curious :)
Not curious. Hitler is a custom leader that was made with parts of napoleon. That's why napoleon files are in the hitler folder.
unic.ori Sep 15, 2008, 02:57 PM HI, i have a game where all units are invisible :/
dont now how i can insert a savegamefile here, so if i have your email i can send it to you.
greets
Thomas SG Sep 16, 2008, 01:51 AM HI, i have a game where all units are invisible :/
dont now how i can insert a savegamefile here, so if i have your email i can send it to you.
greets
Are you sure that all units are invisible? Are even normal units like warrior, rifleman,... invisible? Or are we just taking about invisible units like submarines and stealth ships? If we are talking about those - do you know the new advanced random invisible system?
For example destroyers can't see submarines in all cases like in BTS. There is now only a chance to see them. The chance of the destroyer to see submarines is really good (~ 60%) but so sometimes a submarine will be invisible for a destroyer too.
Of course you can send me your save. But please tell me which version of CCV is used!!!
i) the email is CommunityCivV@gmx.de
ii) under the text field for typing posts are two buttons - Submit Reply and Preview Post. Somewhere lower on the same page is a button - Manage Attachments. Click onto it to open a popup. Search for the savegame file and upload it. If you can't upload a save of a mod (I've never tried it) use a tool like 7zip, WinZip or Winrar and upload the packed file.
unic.ori Sep 16, 2008, 09:43 AM Are you sure that all units are invisible? Are even normal units like warrior, rifleman,... invisible? Or are we just taking about invisible units like submarines and stealth ships? If we are talking about those - do you know the new advanced random invisible system?
For example destroyers can't see submarines in all cases like in BTS. There is now only a chance to see them. The chance of the destroyer to see submarines is really good (~ 60%) but so sometimes a submarine will be invisible for a destroyer too.
Of course you can send me your save. But please tell me which version of CCV is used!!!
i) the email is CommunityCivV@gmx.de
ii) under the text field for typing posts are two buttons - Submit Reply and Preview Post. Somewhere lower on the same page is a button - Manage Attachments. Click onto it to open a popup. Search for the savegame file and upload it. If you can't upload a save of a mod (I've never tried it) use a tool like 7zip, WinZip or Winrar and upload the packed file.
thx for reply, i dont know the reason, but i cant get the units (also normal landunits like settlers) visible also not in new games. I reinstalled Civilization and after that all works fine again.
Realy dont know what happend, because that was the first strange behavior ive got from civ4. My civ runs normaly without crahses and strange thinge :)
by the way: great idea with the not-everytime-visible submarines :)
SlothMD Jun 03, 2009, 07:06 AM Downloaded latest version (I think), installed, started game - everyone's initial cities went to legendary status and covered half the continent on the second turn. Exit to desktop, repeat, same result. Tried with a couple of the larger map sizes, and a couple of the slower speeds, same results each combination. Any ideas?
Thomas SG Feb 24, 2010, 09:57 AM start of bug report for version 4
Thomas SG Apr 28, 2010, 06:08 AM DANGER: The Pedia can crash the game if you call it from the start screen. Don't do so!!!! To avoid the crash start a game and call the pedia from there. I'll search for the reason... :coffee:
Psycadelic_Magi Apr 29, 2010, 06:28 AM I get a CTD when I found my first city here...
Thomas SG Apr 29, 2010, 06:40 AM Can you tell me something about your gameoptions, please?
€: Okay. I had a look at the file and your settings. And I found out that this is a bug in Dynamic Civ Leader. I don't know what causes the CTD at the moment but I will try to solve the problem as soon as possible.
If you want to play with DCL don't start the game with random leaders! You must choose the leaders yourself before starting the game. And you must choose one of the best fitting leaders.
Thomas SG Apr 29, 2010, 11:20 AM I could solve the CTD. Going to upload now version 4.08! :)
Psycadelic_Magi May 13, 2010, 12:30 PM I'm getting a CTD in this game whenever I try to look at the Tech screen; settings are pretty much the same as the last one, except I have barbarian world switched on and I have defined all the leaders at the start (is there no way you're going to be able to work around that for dynamic leaders by the way? Will we always have to define every leader for every game?). It didn't happen early on in the game but happened a time prior to this point in the game; I reloaded and played a while longer and this save is from another time when the same thing happened.
Thomas SG May 13, 2010, 05:11 PM I'm getting a CTD in this game whenever I try to look at the Tech screen
I had a look at the save. And we got a problem here. I've got no idea what is happening because nothing happens on my machine. :confused: I've reloaded the save game again and again. I've played several turns myself. Did some auto-runs. I can check the techscreen whenever I want. Everything seems to be okay. I even checked all buttons in the screen. Okay. :sad:
Can somebody else please run the save and tell me what happens?
... and I have defined all the leaders at the start (is there no way you're going to be able to work around that for dynamic leaders by the way? Will we always have to define every leader for every game?).
There should be no problem with DCL in 4.08. There should be no need to define leaders anymore. The CTD from DCL was caused if changing from a philo leader to a non philo leader because of the great people birthrate modifier. But this bug should be solved. All tests seemed to be okay although I could never really find the problem. Just a solution (I hope so) to avoid the problem...
But at least it was good that you have uploaded your save because it showed me another problem when adding new techs with worldbuilder...
All I can offer at the moment is to solve the new found problems and give you my current version. But I'm still working on the unit art. VD 9.0 doesn't really fit to CCV as it is. But because of the update of the city styles it should be more stable even if it is a bit buggy. There are wrong unit sizes, wrong buttons and non fitting unit arts...
What should I do?
Psycadelic_Magi May 16, 2010, 12:22 PM Well even though I would quite like to see VD added (would then include just about everything I want in a mod) it does seem quite unstable at the moment, so fixing that first would be my priority if I was you. Also, I'm getting quite a lot of CTD's saying "failed to allocate video memory" at various points in the game; It could just be my laptop being terrible (because it REALLY is terrible) but It only happens very rarely with other mods/vanilla...
Thomas SG May 17, 2010, 05:14 AM Well even though I would quite like to see VD added (would then include just about everything I want in a mod) it does seem quite unstable at the moment, so fixing that first would be my priority if I was you. Also, I'm getting quite a lot of CTD's saying "failed to allocate video memory" at various points in the game; It could just be my laptop being terrible (because it REALLY is terrible) but It only happens very rarely with other mods/vanilla...
I never ignore a CTD. Of course it has always a high priority. But you must know what to search for. And I've got no idea what causes your CTDs if it is not your machine. I've got none. And I'm running the mod on three machines. An old single core under XP, a good dual core under XP and a similar laptop under Win7 (my development machine). If it is not your laptop it may be a problem with the Great Person calculation. As I had to find out the calculation has got a problem and may be even wrong. But this is a problem from Vanilla/BTS and not CCV. It is just shown by DCL. There is a fix out there but it doesn't work as it is with CCV because of other new code. I have to rewrite it. Without this fix a new CCV version doesn't make sense. That's true. But since the update of my Unit Era Art mod VD can be used with CCV. The problem is just that VD doesn't really fit to CCV in all cases. So I must redesign all art sets. And for better performance move them to a non modular loading. That will take time...
And so you must decide between a new version soon with bugfixes and "crazy" art or you must play several weeks with known bugs waiting for "good" art.
€: The Great Person Fix doesn't solve the problem too.:cry:
republic-an May 28, 2010, 04:39 AM Bugs on startup, then crashes on next turn. This is an "Advanced Start" screen capture but it does the same thing on normal startup as well.
Thomas SG May 29, 2010, 06:51 PM May I ask you to download and run 4.10, please? Did it solve the problem?
republic-an May 29, 2010, 11:53 PM May I ask you to download and run 4.10, please? Did it solve the problem?
Thanks. I'll check. Do I need to do a clean install or just update?
Thomas SG May 30, 2010, 04:27 AM Thanks. I'll check. Do I need to do a clean install or just update?
The installer should delete all of the old files for you. So just install and try it. If there is still a problem clean manually, please. And install it again.
Psycadelic_Magi Jun 04, 2010, 10:20 AM By the way, I'd like to say that by uninstalling, erasing absolutely everything civ-related, and then reinstalling civ4 and bts I seem to have solved almost all the problems I was having; so it wasn't anything wrong with your mod at all :) Works great now :goodjob: sorry for confusing you...
Thomas SG Jun 10, 2010, 04:09 AM No problem. ;) Good to hear that it works now. :)
CellKu Jun 12, 2010, 06:53 AM Thomas SG, thanks for ver4.12! :goodjob: I have found some time to delve a bit into your new version. Again it is a great experience! :)
I noticed a few things when I started playing and I thought I'd post them, maybe they can be of use for you. Some of them I haven't noticed before (but maybe they existed already or you intended them to be like this).
1.) At the very first turn the vic screen says: "-1 rivals left". :confused:
2.) Tech tree:
- Replaceable Parts: Why another "chop"? Isn't that already available with IW? Or do I get more hammers out of chopping?
- Printig Press is the only tech without any (additional) benefit. Intentional?
- Wheel, Construction: Would it be possible to add some information to "unsurfaced road" and "surfaced road"? So that - when you hover over the buttons - you will see what they will do (e.g. "1/2 road movement" or "1/3 road movement" or something along these lines). Perhaps they could (also or instead, whatever you prefer) be listed under improvements in the civilopedia (so that you can right-click on them in the tech screen and get a civilopedia info)?
3.) While I am usually not a fan of adding too many techs to the already crowded tech tree I would like to raise one thought:
MC is still a very expensive tech, so usually triremes will come rather late in the game - I often don't use them at all, except if I have done an Oracle-MC slingshot. One way to make them a bit easier to get could be to introduce a tech after sailing which makes triremes available but which is not as expensive as MC and perhaps will have other advantages as well (perhaps some that are now available with sailing? -> Phungus420 did that in his LoR-mod with his "seafaring"-tech and I found this to be a neat idea). It is just a thought, so dismiss it if you don't like it.
4.) I started a game with Ramses: Is it intentional that I have two warriors right from the very beginning? Well, I liked it, but wanted to ask about it.
Score-list: Why does it say "Egyptian tribes"(=plural)? Shouldn't it be "Egyptian tribe" (=singular)?
Oh, and thanks for the new options button ("BUG")! :)
Thomas SG Jun 12, 2010, 06:08 PM 1.) At the very first turn the vic screen says: "-1 rivals left". :confused:
Came with BUG. Easy to change.
2.) Tech tree:
- Replaceable Parts: Why another "chop"? Isn't that already available with IW? Or do I get more hammers out of chopping?
There are two ways to remove trees in CCV. You can burn them down or you can chop them. If you burn them down you will get no :hammers:. But if you chop them you will get 30 :hammers:. But there is a difference between forest and jungle. Forest can be choped with iron working while you need replaceable parts to chop jungle. That's it.
- Printig Press is the only tech without any (additional) benefit. Intentional?
Never thought about it. So, not intentional. But I think it is not urgent but we will search for a solution. Good hint. :)
- Wheel, Construction: Would it be possible to add some information to "unsurfaced road" and "surfaced road"? So that - when you hover over the buttons - you will see what they will do (e.g. "1/2 road movement" or "1/3 road movement" or something along these lines). Perhaps they could (also or instead, whatever you prefer) be listed under improvements in the civilopedia (so that you can right-click on them in the tech screen and get a civilopedia info)?
Sure. I'll add something.
3.) While I am usually not a fan of adding too many techs to the already crowded tech tree I would like to raise one thought:
MC is still a very expensive tech, so usually triremes will come rather late in the game - I often don't use them at all, except if I have done an Oracle-MC slingshot. One way to make them a bit easier to get could be to introduce a tech after sailing which makes triremes available but which is not as expensive as MC and perhaps will have other advantages as well (perhaps some that are now available with sailing? -> Phungus420 did that in his LoR-mod with his "seafaring"-tech and I found this to be a neat idea). It is just a thought, so dismiss it if you don't like it.
Why not. :) Those ideas and hints are very welcome. Modding takes some much of my freetime that I haven't played a game for months. Maybe even years...
4.) I started a game with Ramses: Is it intentional that I have two warriors right from the very beginning? Well, I liked it, but wanted to ask about it.
I don't know if it should be like this. I haven't made any change. But we can do what ever you and the others want. Seems not to be very hard to change or fix.
Score-list: Why does it say "Egyptian tribes"(=plural)? Shouldn't it be "Egyptian tribe" (=singular)?
Because I wanted it to be like this. :D I thought about ancient times. I thought about those times in europe. Especially I thought about my ancestors - the Germanics. A single tribe? No. There were lots of them. And a single tribe with 10000+ members? No. I don't like it. And so I decided for tribes.
Oh, and thanks for the new options button ("BUG")! :)
No problem. Thank you. :) This was a little job. And it makes sence. Also good job to you! :goodjob:
__________________________________________________ ___________________
Yes. I'm the boss. This is my mod. And the final decision is mine. Yes, that's the way it is. But the idea of CCV was always to be and to become a community project. We can talk about everything. You can ask for what ever you want. Not everything can and will be done. I can't do everything. But it makes no sence to create a mod nobody likes. It doesn't make sence to design a mod that is IMBA. No.
At last we are team. Yes, we are. We must be. I like to do modding. And I always try to do a good job. A mod should be running stable and as fast as possible. And the AI should be able to use the new and changed stuff. Many other mods don't care about it. That's not my way. And of course the game should stay well balanced. You should have fun and not become frustrated... That's my part. Lifetime is limited - yours and mine. ;)
Creating a complex mod like CCV is a hard job. Especially if you got no time to play like me. And that makes us a team. You play and test for me. I need good comments and hints. Especially mistakes in third party mods will never be noticed if you don't tell me. For example I have never seen the new BUG screens. It's the truth - I don't know them. And so if you see a bug or if you desire a change - please make a screenshot - please give my a save and tell me the version it is from. That are five minutes for you but often much more for me. Creating CCV took me hundreds of hours. So I think it's a very good deal. And the less time I need to fix a problem the more time I've got to create new stuff. :mischief:
CellKu Jun 17, 2010, 06:04 AM Thanks for the heads up, Thomas SG! :) I had different experiences with suggestions, so I wanted to be cautious and avoid annoying you. I am glad you think so positive about involving others :) (strangely enough not all modders seem to...). I really enjoy testing your mod. It works very well and so far I don't have any further problems to report.
Regarding the different kinds of chopping (IW and RepParts): Perhaps you could add that it is for "forests" (in IW) and "jungle" (in RepPart)? (similar to my suggestion regarding roads)
Regarding "tribes": good explanation, fair enough. :) That actually applies to some other nations/tribes as well (eg. Angles and Saxons). ;)
I hope that even though you are hardly able to play, you find sufficient time to add more great stuff to your mod! I really enjoy all the additional concepts that provide such a great depth to the game. :goodjob:
civ editor11 Jun 23, 2010, 11:58 AM 256186
Thats the error log I just started the game set the options and played.
Thomas SG Jun 23, 2010, 12:23 PM Thanks. :)
The "missing civs" are already solved. Noticed this little bug myself. But it has no effect.
The other errors have no consequence. I know them. They are caused by new BUG files that doesn't fit perfect to the older once CCV uses at the moment to avoid a problem with the diplo first contact screen. I'll try to fix this minor problem asap.
Good hints. :goodjob:
civ editor11 Jun 23, 2010, 12:27 PM Please tell me when you have a no bug version I want to merge this with a few others including some of mine.
Thomas SG Jun 23, 2010, 02:25 PM Please tell me when you have a no bug version I want to merge this with a few others including some of mine.
All I can try at the moment is to give you a modified version of 4.12. All newer versions include a lot of not finished parts and untested content. And it will need some time until I can release them. There is too much to do at the moment...
civ editor11 Jun 23, 2010, 04:02 PM That would be wonderful. could you post what changes you made with each version. I could use it to merge. Where's the 4.12 version to download? Good Job on everything else though you did a great job on this modpack.
Thomas SG Jun 23, 2010, 05:38 PM That would be wonderful. could you post what changes you made with each version. I could use it to merge. Where's the 4.12 version to download? Good Job on everything else though you did a great job on this modpack.
4.12 was just available to some members of my test team and friends. I'll update this version with bugfixes and some uncritical/tested new stuff and make a new release. Have a look for 4.14.
@ test team and friends:
Keep your higher version numbers and ignore 4.14! Next test team release will be 4.25. But that will take some time. ;)
civ editor11 Jun 23, 2010, 05:43 PM Thank you please post again when its released. I really nead that for my own Merged Mod. I will make sure to give you and your entire team credit.
civ editor11 Jun 24, 2010, 10:25 AM I downloaded 4.14 and got these errors
Traceback (most recent call last):
File "BugUtil", line 695, in <lambda>
TypeError: handleAIComment() takes exactly 2 arguments (1 given)
ERR: Python function beginDiplomacy failed, module CvDiplomacyInterface
Traceback (most recent call last):
File "BugUtil", line 695, in <lambda>
TypeError: handleUserResponse() takes exactly 2 arguments (1 given)
ERR: Python function handleUserResponse failed, module CvDiplomacyInterface
Traceback (most recent call last):
File "BugUtil", line 695, in <lambda>
TypeError: handleUserResponse() takes exactly 2 arguments (1 given)
ERR: Python function handleUserResponse failed, module CvDiplomacyInterface
Wasn't this supposed to be a bug free version?
Thomas SG Jun 24, 2010, 11:59 AM As I explained this can't be solved at the moment. But it has no effect. But I'll search for a solution myself and talk to the BUG team. :(
Edit:
Forget what I said. I found the problem and got the solution. :whew:
How to repair in two steps:
Step1: Goto Community Civ V/Assets/Python/EntryPoints and delete CvDiplomacyInterface.py
Step2: Unpack the attached file and copy it over the old DiplomacyUtil.py in Community Civ V/Assets/Python/BUG
Thomas SG Jun 24, 2010, 01:41 PM Let's keep it simple -> Patch A (http://rapidshare.com/files/402414987/Community_Civ_V_v4.14_A_Patch.exe)
CellKu Jun 29, 2010, 01:16 PM Thomas SG, while playing along (still ver4.12) I came across a few small things that I would like to draw your attention to.
- Could you adjust the main text in the civilopedia for Statue of Zeus and the Pyramids? In both cases it is still the old text (reg. War Wariness (Zeus) and Civics
(Pyramids), you changed only the small intro-text). (Mistakenly I concentrated on the Pyramids thinking I could switch gov civics then... Discovered the changed too late...) ;) Are these the only Wonders which you changed? I looked into a few others and didn't find any other changes.
- While I like the feature that jungle and desert hurt units I found a little problem:
http://i251.photobucket.com/albums/gg296/CellKu/CCV-Problemwithjungle.jpg
As you see in this picture, Stalin is approaching Hamburg. However, he never attacked. His units crossed the river to the north and then ended the turn in the jungle. Next turn they were wounded (b/C jungle), so the moved back to the south (again crossing the river) where they healed. Once they were healed they crossed the river again to attack, but were hurt again. So, he always moved back and forth never being able to attack. To avoid that, would be possible to have the units wounded only after the second turn that they end in a jungle or desert? Or have the AI take jungle into account when it declares war?
- When I gave myexploring warrior a heal order outside of my cultural borders the "hover"-text told me it would take "> 1000 turns" (the unit stood on a forested hill, no jungle, no desert). The unit, however, healed within about 3-4 turns.
CellKu Jul 01, 2010, 03:14 PM I think I found another problem: The icon which shows whether a leader is furious, cautions, pleased etc. on the right side of the main screen does not change to the green icon for "pleased". See an example with Zara who is pleased with me (there is still the white icon):
http://i251.photobucket.com/albums/gg296/CellKu/CCV-Problemwithpleasedicon.jpg
FOODy Jul 05, 2010, 02:24 PM I started a new game with the patch B and noticed some game crashes, which didn't occur prior the patch. (Savegame included)
If you load my savegame and end the turn the game crashes. (At least for me)
Here are some "minor" bug reports:
I somehow made contact with civilizations that reside on another continent, without anyone having the astronomy tech to cross the ocean. :confused:
At the early game (after ~100 turns) many, to me unknown, cities reached the legendary culture level. :eek:
The Inca-city below my empire seem to be pretty popular for immigrants with its 52 citizen. (Not really a bug) :lol:
I don't like the "landscape damage units"-option*, so i disable it. But if i restart the game and load a savegame, the option is internally enabled (the tiles cause damage), but in the BUG-menu the option is shown as disabled. I have to manually enable-disable it to really disable it again. (This bug was also present in the earlier versions)
I couldn't test the new dynamic difficulty option as it still wasn't triggered in my game. **
* "Landscape damage units"-option: I like the basic idea, but i think that the units shouldn't get completely destroyed. A max. damage and maybe lower damage rate would be really cool. But thats just my personal taste. ;)
** I modified two xml-files (TechInfos and GameSpeedInfo) in which i only changed the overall "epic" game speed to fit my needs. (longer eras and longer game)
EDIT: Fixed the attachment.
Thomas SG Jul 05, 2010, 03:12 PM Okay, I will have a look at the bugs. and your save. That's what I can tell you at the moment.
1) The contact problem is new and I got no idea at the moment what happend.
2) That may be caused by your changes. What kind of changes have you done to the game speeds? Your bug sounds very similar to an old bug in CCV that was caused by a missing modification of CIV4CultureLevelInfo.xml.
3) If this city as got enough food, is healthy and the people are happy it is really no bug. But perhaps I should trigger the migration again. :mischief:
4) The enable and disable problem is known. And it hits all options as it seems. :mad: But I don't know the reason until now. I'll ask the RevDCM for help if I can't solve the problem myself.
*) I dislike maximum limits very much. I removed them where ever possible. There's always a better way to do it. Same here. I will change the way damage is done now. So you may like it in the future.
At the moment XY percent with reference to the full strength are taken per turn. I'll change it to XY percent of the current strength. Better?
€: What's wrong with the other longer game speeds? Why don't you play Marathon, MarathonXL or MarathonXXL?
CellKu Jul 06, 2010, 02:27 AM Caveat: As I didn't want to abandon my ver4.12 game, I am still posting bugs that I found there - if you have fixed them already then disregard my post.
The problem: The Sit-Rep screen (military advisor) shows nothing anymore. Did the BUG-team change anything there? But even if they made it dependent on intel I should be able to see something as I have gathered quite a lot of spy points on several AI civs already.
http://i251.photobucket.com/albums/gg296/CellKu/CCV-ProblemmitSit-Rep.jpg
Btw, the problem with the smiley icons on the right of the main screen affects all smileys. They are all one level down (cautious smiley for pleased, annoyed
smiley for cautious ...)
Oh and thanks for thinking about adjusting the damage done by jungle etc. In my current game several units of the AI just disppeared after a few turns of waiting in the jungle (I don't know why they kept waiting there).
Thomas SG Jul 06, 2010, 03:24 AM Caveat: As I didn't want to abandon my ver4.12 game, I am still posting bugs that I found there - if you have fixed them already then disregard my post.
The problem: The Sit-Rep screen (military advisor) shows nothing anymore. Did the BUG-team change anything there? But even if they made it dependent on intel I should be able to see something as I have gathered quite a lot of spy points on several AI civs already.
http://i251.photobucket.com/albums/gg296/CellKu/CCV-ProblemmitSit-Rep.jpg
You see nothing because there was a python exception. But I think I solved it in 4.14B.
Btw, the problem with the smiley icons on the right of the main screen affects all smileys. They are all one level down (cautious smiley for pleased, annoyed
smiley for cautious ...)
Okay, that means the offset in the maininterface is wrong.
Oh and thanks for thinking about adjusting the damage done by jungle etc. In my current game several units of the AI just disppeared after a few turns of waiting in the jungle (I don't know why they kept waiting there).
They are waiting because of the heal bug. 4.12 shows sometimes a wrong calculation of the heal turns. But this calculation is also in use for the AI decision where to go and also where and when to heal. 4.14B should fix it.
FOODy Jul 06, 2010, 04:08 AM Okay, I will have a look at the bugs. and your save. That's what I can tell you at the moment.
1) The contact problem is new and I got no idea at the moment what happend.
2) That may be caused by your changes. What kind of changes have you done to the game speeds? Your bug sounds very similar to an old bug in CCV that was caused by a missing modification of CIV4CultureLevelInfo.xml.
3) If this city as got enough food, is healthy and the people are happy it is really no bug. But perhaps I should trigger the migration again. :mischief:
4) The enable and disable problem is known. And it hits all options as it seems. :mad: But I don't know the reason until now. I'll ask the RevDCM for help if I can't solve the problem myself.
*) I dislike maximum limits very much. I removed them where ever possible. There's always a better way to do it. Same here. I will change the way damage is done now. So you may like it in the future.
At the moment XY percent with reference to the full strength are taken per turn. I'll change it to XY percent of the current strength. Better?
€: What's wrong with the other longer game speeds? Why don't you play Marathon, MarathonXL or MarathonXXL?
2) The problem is that it didn't happen in the prior versions with the same speed changes. I also think that the cities which reached the legendary culture level are all barbaric ones (see Edit). If one city had to reach the legendary culture level, than it would be definitely my capital city as i built most of the wonders and also have the culture trait (which seem not to give any +2 extra culture per city at all). :crazyeye:
3) The citizen are very very very angry, hungry and ill in that Inca-city, that's why i thought it's odd. ^^
4) Thanks. :)
*) That would be really cool if the damage is relative to the current strength. :thumbsup:
@Speed modifications:
I love to have longer eras, thats why i also modify the technology costs and not only the gamespeedinfo (which are rather minimal). For the modification of the technology cost i use the Civ4TechPatch (http://www.civforum.de/showthread.php?t=47980 (German)) application. It may be only me, but i think that the other speed modis only make the game proportional longer without real era-"depth".
The modified Civ4GameSpeedInfo.xml part:
<GameSpeedInfo>
<Type>GAMESPEED_EPIC</Type>
<Description>TXT_KEY_GAMESPEED_EPIC</Description>
<Help>TXT_KEY_GAMESPEED_EPIC_HELP</Help>
<iGrowthPercent>150</iGrowthPercent>
<iTrainPercent>125</iTrainPercent>
<iConstructPercent>150</iConstructPercent>
<iCreatePercent>150</iCreatePercent>
<iResearchPercent>150</iResearchPercent>
<iBuildPercent>150</iBuildPercent>
<iImprovementPercent>150</iImprovementPercent>
<iGreatPeoplePercent>150</iGreatPeoplePercent>
<iCulturePercent>150</iCulturePercent>
<iAnarchyPercent>150</iAnarchyPercent>
<iBarbPercent>200</iBarbPercent>
<iFeatureProductionPercent>150</iFeatureProductionPercent>
<iUnitDiscoverPercent>300</iUnitDiscoverPercent>
<iUnitHurryPercent>150</iUnitHurryPercent>
<iUnitTradePercent>150</iUnitTradePercent>
<iUnitGreatWorkPercent>150</iUnitGreatWorkPercent>
<iGoldenAgePercent>300</iGoldenAgePercent>
<iHurryPercent>66</iHurryPercent>
<iHurryConscriptAngerPercent>150</iHurryConscriptAngerPercent>
<iInflationPercent>20</iInflationPercent>
<iInflationOffset>-135</iInflationOffset>
<iVictoryDelayPercent>150</iVictoryDelayPercent>
<GameTurnInfos>
<GameTurnInfo>
<iMonthIncrement>180</iMonthIncrement>
<iTurnsPerIncrement>133</iTurnsPerIncrement>
</GameTurnInfo>
<GameTurnInfo>
<iMonthIncrement>120</iMonthIncrement>
<iTurnsPerIncrement>150</iTurnsPerIncrement>
</GameTurnInfo>
<GameTurnInfo>
<iMonthIncrement>60</iMonthIncrement>
<iTurnsPerIncrement>600</iTurnsPerIncrement>
</GameTurnInfo>
<GameTurnInfo>
<iMonthIncrement>36</iMonthIncrement>
<iTurnsPerIncrement>300</iTurnsPerIncrement>
</GameTurnInfo>
<GameTurnInfo>
<iMonthIncrement>12</iMonthIncrement>
<iTurnsPerIncrement>404</iTurnsPerIncrement>
</GameTurnInfo>
<GameTurnInfo>
<iMonthIncrement>6</iMonthIncrement>
<iTurnsPerIncrement>258</iTurnsPerIncrement>
</GameTurnInfo>
<GameTurnInfo>
<iMonthIncrement>3</iMonthIncrement>
<iTurnsPerIncrement>260</iTurnsPerIncrement>
</GameTurnInfo>
<GameTurnInfo>
<iMonthIncrement>2</iMonthIncrement>
<iTurnsPerIncrement>395</iTurnsPerIncrement>
</GameTurnInfo>
<GameTurnInfo>
<iMonthIncrement>1</iMonthIncrement>
<iTurnsPerIncrement>500</iTurnsPerIncrement>
</GameTurnInfo>
</GameTurnInfos>
</GameSpeedInfo>
My civ4techpatch.ini:
<?xml version="1.0"?>
<TechEraFactors>
<targetFile>CIV4TechInfos.xml</targetFile>
<changeAdvanceStartCost>0</changeAdvanceStartCost>
<ERA>
<NAME>ERA_ANCIENT</NAME>
<FACTOR>1</FACTOR>
</ERA>
<ERA>
<NAME>ERA_CLASSICAL</NAME>
<FACTOR>2</FACTOR>
</ERA>
<ERA>
<NAME>ERA_MEDIEVAL</NAME>
<FACTOR>6</FACTOR>
</ERA>
<ERA>
<NAME>ERA_RENAISSANCE</NAME>
<FACTOR>12</FACTOR>
</ERA>
<ERA>
<NAME>ERA_INDUSTRIAL</NAME>
<FACTOR>18</FACTOR>
</ERA>
<ERA>
<NAME>ERA_MODERN</NAME>
<FACTOR>24</FACTOR>
</ERA>
<ERA>
<NAME>ERA_FUTURE</NAME>
<FACTOR>30</FACTOR>
</ERA>
</TechEraFactors>
Thanks for your time, Thomas SG! :)
EDIT:
I started a new game with Boudica (Celts: Agg/Cha) and realized that the charisma trait had no effect to the cities happiness. (The same as with the culture trait)
What i also found out is that the barbaric city next to me reached the legendary culture level in less than 50 turns. :eek:
CellKu Jul 08, 2010, 03:13 PM Thomas SG, I think there is a little typo in the hover text for catapults. It says cats can reduce city defenses by 8, but when I actually bombard city defenses with them than they go down by only 4.
Btw, would it be possible to add the possibility for culverins etc. to bombard(! I don't mean "fight" as in BTS) units, not only city defenses?
Perhaps you could also add a section in your feature thread about the smaller changes you did, such as that siege weapons cannot be used to fight/weaken units anymore.
Moreover, I noticed that windmills are very powerful (at least in mid-game) compared to mines. I am just before Liberalism (just to give you an idea of which era I am talking about) and I noticed that I am much better off when I build a windmill on a hill instead of a mine. While a mine gives only 3 hammers, the windmill will not only give 3 hammers too, but also 1 additional bread and 1 or 2 beakers. Perhaps you could tune down windmills in the middle of the game to give only 2 hammers instead of 3 while keeping the other stuff?
Thomas SG Jul 08, 2010, 04:04 PM Thomas SG, I think there is a little typo in the hover text for catapults. It says cats can reduce city defenses by 8, but when I actually bombard city defenses with them than they go down by only 4.
Strange. On the list.
Btw, would it be possible to add the possibility for culverins etc. to bombard(! I don't mean "fight" as in BTS) units, not only city defenses?
Perhaps you could also add a section in your feature thread about the smaller changes you did, such as that siege weapons cannot be used to fight/weaken units anymore.
You are playing without firststrike attack? If not they can hit and weaken enemies with that attack. That's the idea. But I will think about changes, too.
Moreover, I noticed that windmills are very powerful (at least in mid-game) compared to mines. I am just before Liberalism (just to give you an idea of which era I am talking about) and I noticed that I am much better off when I build a windmill on a hill instead of a mine. While a mine gives only 3 hammers, the windmill will not only give 3 hammers too, but also 1 additional bread and 1 or 2 beakers. Perhaps you could tune down windmills in the middle of the game to give only 2 hammers instead of 3 while keeping the other stuff?
That was intentional! It took a lot of time to create that system. Windwills and watermills come later than mines. So they must be better than mines or they won't be build. And mines will become better in time while mills will not. So it may be a waste of work to replace them. And windmill and watermill should/must be equal. And I want those mills to disappear in later eras.
CellKu Jul 09, 2010, 10:16 AM You are playing without firststrike attack? If not they can hit and weaken enemies with that attack. That's the idea. But I will think about changes, too.
Sorry, my bad. :blush: So, don't bother.
Actually, I remembered a mod I played recently (either RevDCM or LoR) where cannons had the ability to bombard units, but only "barrage-like", meaning you could only hit the second, third etc. unit that way but never the first. So when there was only one unit bombarding was useless.
Btw, do catas have first strike attacks, too?
That was intentional! It took a lot of time to create that system. Windwills and watermills come later than mines. So they must be better than mines or they won't be build. And mines will become better in time while mills will not. So it may be a waste of work to replace them. And windmill and watermill should/must be equal. And I want those mills to disappear in later eras.
Ah, okay. Thanks for clarifying that. I will remember it for my strategy in my current game.
Thomas SG Jul 10, 2010, 04:18 AM Btw, do catas have first strike attacks, too?
Yes. An unpromoted cata has got 1 firststrike. So you can attack all stacks that haven't got a unit with 1 or more firststrikes. That means if there is a horseman in the stack you can't attack because he would attack your cata before you are in range. Same with good bowman. So as the attacker it's important to increase the firststrikes with the Drill promotions! Use the firststrike attack when ever possible to collect XP with your catas.
BTW: I'm thinking about a change. I think I will allow the firststrike attack even against stacks with a higher firststrike capability. But that may end in suicide mission. Have to teach the AI first.
FOODy Jul 10, 2010, 04:56 AM Regarding the CTD i was talking about: (Am i the only one who has it so far :confused:)
I experimented a bit and found out that the crash can be delayed by changing the total number of turns.* (CIV4GameSpeedInfo.xml -> GameTurnInfos)
My next thought was that the crash occurs when the dynamic difficulty is triggered, but even after disabling it in the BUG menu the crash occured.
I hope i'm not an annoyance and that this information may help you finding the issue.
* My uploaded savegame can be seen as useless as i have a custom game speed with a different number of total turns.
Thomas SG Jul 15, 2010, 08:20 AM Regarding the CTD i was talking about: (Am i the only one who has it so far :confused:)
I experimented a bit and found out that the crash can be delayed by changing the total number of turns.* (CIV4GameSpeedInfo.xml -> GameTurnInfos)
My next thought was that the crash occurs when the dynamic difficulty is triggered, but even after disabling it in the BUG menu the crash occured.
I hope i'm not an annoyance and that this information may help you finding the issue.
* My uploaded savegame can be seen as useless as i have a custom game speed with a different number of total turns.
The save was a good help. I would have never found the bug without it. :goodjob: So, found your CTD and solved the problem. But there is no way to solve it in your game. Sorry, the game is broken. There is no way to avoid the crash.
And the culture bug (early legendary cities) should also be solved in 4.14 C. And I found also a lot of other minor bugs. I killed the described assimilation bug, the heal bug, fixed C Linked Starts (1.1.3 was never working and nobody noticed :mischief:), Afforess Automations, BUG bugs, the Advanced Cargo, Advanced Invisiblity, some events...
I don't remember them all. TOO MUCH. :) But I could not solve all problems! The problems with the BUG screens are still there. Maybe you could make a screen and report them there? They need a solution too and know better what to do.
But as I said there is not much new stuff in 4.14C. The focus was on debuging. New are shrimps, the locating technology and in relation to this technology the new bonus from sonar and radar. And the terrain damage is now related to the current strength. Also retriggered the AI for the terrain promotions. Migration is rebalanced too. And the catapult typo is removed. They are no more OnlyFirstStrikers! Sorry. Now they can be used in the field. :D I also retriggered some units. You will see.
And I removed the Ship of the Line as a standard unit. As you can see it will be in use as a unique unit for England in the future. Even added about 3 or 4 other new UUs. You can see them in the pedia. But they are disabled by default (2nd UU game option). So not IMBA. And so you know my next little project. ;)
What I need is an idea und graphic for a second UU for France. The UU should be near the Musketman. So the Foreign Legion is no option as 2nd UU (but perhaps 3th UU). Please post ideas and links to a fitting art in the general discussion thread. That's it for the moment.
So 4.14C comes now as a full version and not as a patch.
FOODy Jul 15, 2010, 08:58 AM That are awesome news, Thomas! :goodjob:
Thanks for fixing the CTD-bug and changing the landscape damage behavior! :)
The other changes sound pretty yummy as well. Can't wait for the new version as i also haven't played civ for a "long" time since the CTD incident. :drool:
DarianD Jul 15, 2010, 03:45 PM I searched the entire forum for this bug and cannot find if anyone else has this issue. When playing certain mods (i.e. PieAncientEurope, World of Legends, can't remember but possibly Overlord 2.3.6 and Neoteric World), I have a culture bomb after the 1st turn and every player's capital has Legendary Culture. All the borders are instantly attached to everyone else's. I do (usually) turn off espionage which I know converts all the spy points to culture. Anyone else run into this and know how to fix it???
Thx
ChrisAdams3997 Jul 15, 2010, 04:29 PM I played a new game up to about 2000 BC with the new release and ran into two things. One was that units ordered to heal seemed to be waking up each turn without any nearby threats.
The other is connected to the dynamic difficulty level. Right around 2000 BC I saw my first change in difficulty (Monarch down to the next lower--it was a jungle start, what can I say, lol), which was kind of exciting. However, every turn after that it kept dropping one more, all the way to settler. Then, after it had dropped to settler, it announced the next turn again that it was dropping from settler to settler, lol:crazyeye:.
Anyway, I'm attaching a save game at that last turn (the settler to settler) and an auto save just before it started dropping.
Also wanted to say thanks for all your work on this awesome mod Thomas, it's got so many features I'm just considering essential to a game of Civ 4 now, I can't imagine playing without it anymore.
Ewigan Jul 16, 2010, 02:48 PM Hi Thomas,
great mod! But in the latest version there are a few bugs that make it impossible to play.
What ChrisAdams3997 said seems to work the other way around, too.
I usually play in the very low ranks, around the normal setting.
Now i got higher and higher, and get promoted every round to "god" again.
Hope for a 4.14D soon ;)
p.s.: Super Mod, hab schon lange nicht mehr soviel Spaß an CIV gehabt :D
p.p.s.: Oh and i couldn't find the option to disable the dynamic difficulty... any clues where to find it? ;)
ChrisAdams3997 Jul 16, 2010, 04:56 PM If you open up your 'Beyond the Sword\Mods\Community Civ V\UserSettings' folder, then the RevDCM.ini, you'll find a line at the very bottom that says:
CCV_DYNAMIC_DIFFICULTY_LEVEL = True
Just change the 'true' to 'false':)
Thomas SG Jul 19, 2010, 08:38 AM If you open up your 'Beyond the Sword\Mods\Community Civ V\UserSettings' folder, then the RevDCM.ini, you'll find a line at the very bottom that says:
CCV_DYNAMIC_DIFFICULTY_LEVEL = True
Just change the 'true' to 'false':)
:D It's much easier. In the upper left corner is a button (BUG button with new style) that leads to the game and interface options. Goto "Optional" and scroll down. There is somewhere a check box for DDL.
Thomas SG Jul 19, 2010, 11:26 AM I searched the entire forum for this bug and cannot find if anyone else has this issue. When playing certain mods (i.e. PieAncientEurope, World of Legends, can't remember but possibly Overlord 2.3.6 and Neoteric World), I have a culture bomb after the 1st turn and every player's capital has Legendary Culture. All the borders are instantly attached to everyone else's. I do (usually) turn off espionage which I know converts all the spy points to culture. Anyone else run into this and know how to fix it???
Thx
If you are playing 4.14B or lower it was a mistake of mine.
We had two known bugs in the past.
1) culture bomb when playing with one of the new slower game speeds (missing file)
2) culture bomb from migration because migrating people could take a negative amount of culture with them. And that pushed the culture rate near to MAX_INT.
What version are you playing?
Ewigan Jul 21, 2010, 03:19 PM :D It's much easier. In the upper left corner is a button (BUG button with new style) that leads to the game and interface options. Goto "Optional" and scroll down. There is somewhere a check box for DDL.
it is actually not. cause i only play civ in hotseat, what counts as "network play" in BUG Mod. so the "options" tab is blank/is showing "edit in files"
CellKu Jul 22, 2010, 04:50 PM During my (unfortunately only started and then crashed) games with 4.14D I got the feeling that turn times are much longer now than they were in 4.12. I was still in the BC era and except for barbs developing into new civs there was not much going on that could have caused such a delay. Maybe it is just me. Do others experience that as well?
(I think I read somewhere regarding BetterAI that turn times are much slower with one of the new BetterAI versions.)
I also try to provide you with a save as I have never got over the BC era due to crashes. I don't know what could have caused it. (Next game I will revert back to the exact setup I had with 4.12, perhaps that will help.)
Thomas SG Jul 22, 2010, 05:27 PM During my (unfortunately only started and then crashed) games with 4.14D I got the feeling that turn times are much longer now than they were in 4.12.
Crashed games with 4.14D?:sad: I have none. Save and settings please.
And yes, I also saw delays in turns with the newer BBAI. Don't ask we why. And CCV requires also more calculations since 4.12.
----------------------------------------------------
So back to business. I will upload a new but savegame compatible patch E for 4.14D because I found a major bug in CCV. The Advanced Cargo is a gamebreaker although it seemed fine.
I remembered this post and have done some tests today:
9. ich persönlich zocke am liebsten große karten (ab xxl, perfect world, kaiser). bei dieser einstellung gibts dann auch noch 1,2 kontinente nur mit barbaren (die sich bei besiedlung bzw. eroberung heftigst wehren, wunderbar!).
nur leider bin ich dann der einzige der versucht, diese kontinente zu zivilisieren, liegts vielleicht daran, das keine neuen zivilisationen zur bildung von kolonien übrig sind?
auch kleine inseln (mit von ihnen benötigten ressourcen) direkt vor ihrer haustür werden nicht mehr eingenommen.
And so I found out that we got a big problem here. There are two parts
a) BBAI doesn't allow the AI to found cities in over sea areas if the AI is in financial trouble. That makes sence in many cases but can also lead to suboptimal results. I made the AI now capable but less likely to do so.
b) Advanced Cargo works fine for the human but not for the AI. The AI wasn't able to load normal units onto transport ships. So the AI wasn't able to settle over sea as described above and also not able to attack from sea side. Just special unit types like missiles, fighters and persons could have been loaded by the AI (sometimes). Real gamebreaker. If you got an older game disable Advanced Cargo and everything works fine. If you got a game with version 4.14D the new patch will help you.
And I noticed that there was still a problem with the dynamic difficulty level. You could still fall through to settler. Solved too with the new patch. And also a minor graphic bug is solved that was discovered by the UP team. And units would wake up now if the damage from the plot feature increased.
CellKu Jul 25, 2010, 07:25 AM Thomas SG, I briefly played two games through the BC-era with 4.14E yesterday. So far it went well. Now I am unsure, whether my crashes with 4.14D during the last days were due to the maps I played (crash with PerfectWorld2 and PlanetGenerator, no crash with tectonics and fractal) or the civ-engine (and perhaps the bugs are now already fixed). The problem might also be attributed to my slow pc (because PerfectWorld2 and PlanetGenerator produce way bigger maps it seems).
Bottomline is: I couldn't replicate my crashes until now. I will do further tests during the next days.
I do, however, have a last save for 4.12 (I had continued that game) and found a strange thing: Churchill built all the wonders he had already built before again in the year 1730 or so (at least according to the log). I was a bit confused. For this game I have a save and attach it here (it is from 2-3 turns before the strange messages appeared). Perhaps you have already got rid of this problem for 4.14, but I thought I should still mention it.
Thomas SG Jul 25, 2010, 09:20 AM Thomas SG, I briefly played two games through the BC-era with 4.14E yesterday. So far it went well. Now I am unsure, whether my crashes with 4.14D during the last days were due to the maps I played (crash with PerfectWorld2 and PlanetGenerator, no crash with tectonics and fractal) or the civ-engine (and perhaps the bugs are now already fixed). The problem might also be attributed to my slow pc (because PerfectWorld2 and PlanetGenerator produce way bigger maps it seems).
Bottomline is: I couldn't replicate my crashes until now. I will do further tests during the next days.
I do, however, have a last save for 4.12 (I had continued that game) and found a strange thing: Churchill built all the wonders he had already built before again in the year 1730 or so (at least according to the log). I was a bit confused. For this game I have a save and attach it here (it is from 2-3 turns before the strange messages appeared). Perhaps you have already got rid of this problem for 4.14, but I thought I should still mention it.
Okay, that is the bug report I was missing. We have a bug report in the German bug thread from a multiplayer game (hotseat) that showed me some unknown problems and mistakes. MP was very unstable. And while solving those problems yesterday I found also a bug that caused trouble with research and wonders/buildings. That's exactly what you have noticed. And I was wondering why it should only happen in MP. So that is the missing bug report.
And so the good news are that I have nearly finish a much better version 4.15 that is working much better and stable in MP and also avoids bugs in SP. I will release it very soon but first I have to solve a gamebreaker in Start as Minors I noticed in my last test game. But 4.15 will not be save game compatible.
And don't run BarbCiv in 4.14 x and below. This mod is a CTD machine!!! In 4.15 it seems to be stable.
Thomas SG Jul 29, 2010, 04:04 AM .
.
Could you please post a short feedback? What about version 4.15? Stable? Any errors or even CTDs? :shifty:
.
.
CellKu Jul 29, 2010, 07:21 AM Hi Thomas SG,
I played until around 1000AD and did not experience any instability problems. And turn times are much better now - but that could be due to the map I play (tectonics, not PlanetGenerator anymore)
However, I experienced a weird galley "jump". As you will see in the following picture my galley is on the bottom of that land mass. The turn before it was on the top, a few tiles away from my Great Merchant.
http://i251.photobucket.com/albums/gg296/CellKu/Galleyjump.jpg
I include the save from the turn before the jump. I hope that helps and that "jump" can be reproduced.
I couldn't get much experience with the new immigration system: only in regard of immigration/emigration due to health problems (once I had someone moving into the city that was next to that (pop losing) civ, otherwise it was me who got the warnings). I like your warning system (btw, how many turns do you warn, before they move?) and that people only start thinking about moving when I have -2 health (not already at -1). Since you added new health resources, such as potatoes, I was able to deal with the new "emigration due to health problems" - but it was a bit tricky (1. warning, 2. race to find a new resource or trade, 3. growth, 4. new warning etc.). So overall both features (new resources and immigration (=special penalty for health problems)) seem balance each other well until now in my game (one caveat though: I play with the feature "pollution from improvements", otherwise it would have been much easier (and probably less fun)).
So far, well done one the immigration feature! (Now I hope to see some war-induced imigration during the next turns.) :)
Thomas SG Jul 29, 2010, 08:26 AM Thanks for your report. :)
I played until around 1000AD and did not experience any instability problems. And turn times are much better now - but that could be due to the map I play (tectonics, not PlanetGenerator anymore)
Good news. :) And the turn times are also improved by code changes. Especially if you use the automations.
However, I experienced a weird galley "jump". As you will see in the following picture my galley is on the bottom of that land mass. The turn before it was on the top, a few tiles away from my Great Merchant.
http://i251.photobucket.com/albums/gg296/CellKu/Galleyjump.jpg
I include the save from the turn before the jump. I hope that helps and that "jump" can be reproduced.
:eek: How can that happen? I'll check it fast. That may not happen.
I couldn't get much experience with the new immigration system: only in regard of immigration/emigration due to health problems (once I had someone moving into the city that was next to that (pop losing) civ, otherwise it was me who got the warnings).
It can happen that people want to leave your city and that immigrants will enter the city. People are less likely to move to cities that other people want to leave but is not impossible. Especially if the reason is a different one it may happen. Example. If those are leaving because of sickness and your city is healthy while your peolpe may want to leave because of war they may still choose your city as their target city.
I like your warning system (btw, how many turns do you warn, before they move?)
The warning is given in the moment the people are thinking about it. But if the reason is not starvation (no delay!) it will take some turns until they may really leave. The decision is randomized but the number of minimum delay turns depends on the game speed. It goes 1/2/3/6/8/16 from quick to marathon XXL turns at the moment.
CellKu Jul 29, 2010, 01:49 PM I continued playing and found a few minor bugs:
1.) The Hilter-text has a flaw:
http://i251.photobucket.com/albums/gg296/CellKu/Civ4ScreenShot0000.jpg
2.) I got the message that an "Axeman" had died. It is not my unit and it seems it is also no hero. See the log in the picture. I can't remember to have seen such messages of seemingly foreign normal units before.
http://i251.photobucket.com/albums/gg296/CellKu/Civ4ScreenShot0001.jpg
Unfortunately I have only a save from that turn, not the turn before. If that will help you anyway, let me know.
3.) My worker gets the leader bonuses from another (here from Carthago) hero/Great General. Is that intended?
http://i251.photobucket.com/albums/gg296/CellKu/Civ4ScreenShot0003.jpg
Thomas SG Jul 29, 2010, 02:11 PM 1) Solved
2) No idea. Really not yours? Absolutly sure?
3) Of course not. :lol: Easy to solve. But doesn't really hurt at the moment.
CellKu Jul 29, 2010, 02:59 PM ad 2) The text is white. I thought when one of my unit dies, the message will be red. AFAIK I was not attacked - no "you are attacked"-message and none of my axemen was running around outside of my cities. Do units die without any fight? Well, if that happens again I hope I can provide a save from the turn before...
Ewigan Jul 30, 2010, 11:22 AM hi Thomas,
so far i am playing and couldn't find a bug in the gameplay.
though i have to admit the immigration system is kind of annoying me.
having to adapt is hard! ;)
anyway, one bug i found but not during gameplay, instead i found it when i wanted to start a new map: the "full_of_resources" template crashes the game whenever i even select it :S
CellKu Jul 30, 2010, 12:35 PM I got a CTD. :( I am not sure whether it is my comp or the game. When I played, the crash happened about two turns from the turn of the save I have posted. When I reloaded this save, it crashed this very turn. So, I gave up and hope the crash can be reproduced. If not please let me know.
Thomas SG Jul 30, 2010, 02:00 PM anyway, one bug i found but not during gameplay, instead i found it when i wanted to start a new map: the "full_of_resources" template crashes the game whenever i even select it :S
Yes, that is true. Even the newer version 3.11 of this map will crash. This is no effect of my changes in the map script. No idea. I have never seen something like that before. But I have really no idea about maps.
Thomas SG Jul 30, 2010, 02:45 PM I got a CTD. :( I am not sure whether it is my comp or the game. When I played, the crash happened about two turns from the turn of the save I have posted. When I reloaded this save, it crashed this very turn. So, I gave up and hope the crash can be reproduced. If not please let me know.
Can somebody confirm this CTD please? I have loaded the save three times. Two times I run it for 20 AI Autoturns. No CTD. Third time I run it 112 turns. No CTD again.
FOODy Jul 30, 2010, 03:28 PM I've loaded twice and played at least 10 turns with no CTD. :hmm:
The cause may be the game or system configuration as the CTD doesn't seem to be reproducible on every machine. :/
I play on Linux (64 Bit) with Wine. You can see my system specs at my profile page.
CellKu Jul 31, 2010, 12:03 AM So, it must be my pc then? I am sorry for the worry I have caused. :blush: I usually play medium maps and haven't experienced any trouble with it so far, but maybe my pc couldn't handle it anymore? :confused: Next game I will switch to a smaller map then.
Btw, did you get the circumnavigation bonus in your tests of my save? I wondered why I didn't see the message (before the first CTD I had made it around). And I couldn't find in the log whether an AI civ had made it around. (Could that be because I collected various maps and didn't go the way all by myself?)
Thomas SG Jul 31, 2010, 04:17 AM You know I don't play myself. And testing a map like this takes some time. So I started the AI autoplay and go away to do something else. I wouldn't have noticed it. But I can test it again.
CellKu Jul 31, 2010, 08:56 AM Sorry, I feel rather stupid now. :blush: Yesterday, nothing worked with the game and I didn't know what to do. So I gave up. Today everything worked fine. And the turn time was again as good as ever, not as long as yesterday. No clue what that was. :confused: Sorry for troubling you.
And, actually, I saw that I got the circumnavigation bonus. So that is okay, too.
The good thing is I can continue the game and get a closer look at your modern era goodies... ;)
Btw, the French Dragoon is not yet in 4.15, or is it?
Thomas SG Jul 31, 2010, 10:43 AM Btw, the French Dragoon is not yet in 4.15, or is it?
No, but I can add this unit with the patch.
And it's good to hear that you also got no CTD now. That means 4.15 is still CTD free. :dance:
Blue Senshi Aug 07, 2010, 09:41 AM I tried loading your 4.15 version mod from the desktop icon. I got several error messages about buildings. I think it was XML errors about the info being not correct. I clicked those error boxes away and as it continued to load, I got a message saying that Beyond the Sword has encountered a problem and needs to close. So I never got your mod to load.
Correction: I tried it again and the error messages are about units not buildings and it says the info class is not correct. They are XML errors. Still can't get the mod to load.
SpaceCowboy84 Aug 07, 2010, 04:48 PM My experience with all of this is very limited so I apologize if this were resolved earlier. I have a bunch of error messages on my screen that will not go away. I'm attaching a pic so you can see what I mean. How do I get rid of them. Thanks and I'm enjoying the mod, very well done, my screen is getting a bit cluttered so I wanted to see how to resolve this.
CellKu Aug 11, 2010, 02:39 AM Thomas SG, I hope this crash is reproducable (this is 4.15 speed1). Whenever I hit enter and the next turn starts, it takes a long while (much longer than all the other turns before) and suddenly it crashes. I reproduced the crash three times on my machine to ensure that there is really a problem (at least on my pc).
As I posted in the general discussion thread I saw the BtS-exe calling Dr.Watson, I am not sure why or if that was just a coincidence. I just thought I mention it in case that might hint to something. Oh, and right before the crash I saw that the barb archer tried to move (but didn't) - I am not sure if that is of any importance.
Zelvik Aug 11, 2010, 04:08 AM My experience with all of this is very limited so I apologize if this were resolved earlier. I have a bunch of error messages on my screen that will not go away. I'm attaching a pic so you can see what I mean. How do I get rid of them. Thanks and I'm enjoying the mod, very well done, my screen is getting a bit cluttered so I wanted to see how to resolve this.
I too had that problem. This only occurs when you are running it in Windows Vista and I guess in the new Windows too. This is because the folder has a write protection on it by default in Vista. You need to give yourself (user or administrator) full access rights to the mod folder in your CIV4 folder. The error messages should disappear after this.
Thomas SG Aug 17, 2010, 02:21 AM I too had that problem. This only occurs when you are running it in Windows Vista and I guess in the new Windows too. This is because the folder has a write protection on it by default in Vista. You need to give yourself (user or administrator) full access rights to the mod folder in your CIV4 folder. The error messages should disappear after this.
Thanks for your help. Didn't know this. Under Win7 (as admin) I've never seen it before.
Thomas SG Aug 17, 2010, 02:52 AM Thomas SG, I hope this crash is reproducable (this is 4.15 speed1). Whenever I hit enter and the next turn starts, it takes a long while (much longer than all the other turns before) and suddenly it crashes. I reproduced the crash three times on my machine to ensure that there is really a problem (at least on my pc).
As I posted in the general discussion thread I saw the BtS-exe calling Dr.Watson, I am not sure why or if that was just a coincidence. I just thought I mention it in case that might hint to something. Oh, and right before the crash I saw that the barb archer tried to move (but didn't) - I am not sure if that is of any importance.
I've played my first game since years last weekend. :) But thats even all I did in between. Started a game as king and fall back two handicap levels at first. Damn is this game hard now. Less experience, bad starting location and I'm in trouble on king. :mad: but :goodjob:. :D It was so much fun. I really like my mod. :D But I found endless minor bugs. Most of them are just text bugs. But TGC is not working as expected. Also the tech and civic promotions are buggy because you could promote with them manually. That should not happen. And also my game crashed in the late game. :cry:
But I've been hunting this mistake because I wanted to finish this game. And I found it. :) We got a problem in CvUnit.xml! <BuildingType>NONE</BuildingType> must be removed! After solving this one and the others from above (except text bugs) I could play for many, many turns again. But than it happend again. A CTD. :( So the weekend was gone. My game is not finished and I'm searching again for a rare late game bug.
And I found two bugs in speed. But there still must be third one. But this one is not the reason for my CTD. :(
So expect no patch soon. Makes no sense with a known CTD left. I'm too short on time at the moment. And hunting this bug may need lots of time.
CellKu Aug 17, 2010, 03:09 AM Thomas SG, good to see you back! And nice that you found some time to play your own mod. ;) :D It is really great. :goodjob: I hope you will find the bug (and RL won't keep you from your mod for too long). ;)
Should we use the Civ4unitinfos.xml you posted as a replacement for the one we have installed?
Thomas SG Aug 17, 2010, 03:49 AM Thomas SG, good to see you back! And nice that you found some time to play your own mod. ;) :D It is really great. :goodjob: I hope you will find the bug (and RL won't keep you from your mod for too long). ;)
Should we use the Civ4unitinfos.xml you posted as a replacement for the one we have installed?
Yes. This is the fixed file from 4.15.
And RL makes me crazy at the moment. But I'll try to release a new in between version for you.
Thomas SG Aug 17, 2010, 04:48 AM There is a problem with the expanding city radius in 4.15 (solved in the in between version 4.20)! When acquiring an expanding technology like automobiles all existing buildings (especially wonders) will be destroyed and rebuild! That you got a message on the screen for this event is the minor part. But there are also bad side effects like starting golden ages again...
Thomas SG Aug 17, 2010, 11:30 AM Found a new CTD caused by Mastery Victory. Also reported here (http://forums.civfanatics.com/showpost.php?p=9392529&postcount=10). This bug is in 4.15 as well as in 4.20. Please keep that in mind or disable this victory tpye. Trying to solve it at the moment...
Thomas SG Aug 17, 2010, 12:55 PM Going to the next official release!!!
CCV 4.21 is uploading now because I finally was able to kill (one of) the left late game bug(s). :) But Lost Battles is not included. Sorry. Had no time to import it into this version.
But 4.21 is a bit faster and more stable as 4.15. After killing so many bugs I think it's good for the next official release.
@CellKu:
Sorry for the fast next release. :sad: But if you started a game with 4.20 you should be able to go on under 4.21!
Thomas SG Aug 18, 2010, 04:52 AM Sorry. We need an urgent patch for 4.21! The official release includes a test file. Furthermore the patch 4.22 includes important changes for the Advanced Diplomacy! Here is the link (http://rapidshare.com/files/413642838/Community_Civ_V_v4.22_Patch.exe.html")
CellKu Aug 21, 2010, 07:45 AM I have some problems with 4.22:
1.) The hover text for embassies is a bit weird... (maybe because you disabled some of the mentioned features?)
http://i251.photobucket.com/albums/gg296/CellKu/Civ4ScreenShot0002.jpg
2.) During the last turns (in late BCs, currently 300 BC) several units in my cities got sudden promotions. First, I thought that was due to a new(?) feature regarding barracks, but it also happened in cities without barracks (and also no other buildings, except for a granary/terrace). Is that a bug or intended?
http://i251.photobucket.com/albums/gg296/CellKu/Civ4ScreenShot0004-2.jpg
3.) The domestic advisor screen is screwed up (didn't see that in previous versions): First, it doesn't show all the info that it should (according to the advisor screen editor), and when I close the editing screen, the editing screen doesn't disappear completely (see pic - that is after I pressed "exit").
http://i251.photobucket.com/albums/gg296/CellKu/Civ4ScreenShot0003-2.jpg
4.) Every now and then I had random CTDs, but whenever I reloaded and continued playing things were okay again. So, I can't reproduce it. :(
And a little request for whenever you find time for it (and if not too burdensome for you):
Would you mind outsourcing the art-terrain folder to another fpk-file? I would appreciate that a lot because I prefer playing with Chuggi's terrain and thus have to unpack and rebuild your art.fpk everytime you release a new version. :)
ChrisAdams3997 Aug 21, 2010, 03:25 PM I've just started a few games with 4.22 for the first time today and 'Start as Minors' doesn't seem to be working. Even though the option is indeed turned on, Everyone is starting as normal full civs.
Chris
Thomas SG Aug 22, 2010, 01:50 AM I have some problems with 4.22:
1.) The hover text for embassies is a bit weird... (maybe because you disabled some of the mentioned features?)
http://i251.photobucket.com/albums/gg296/CellKu/Civ4ScreenShot0002.jpg
I saw it too in my current game. Solved.
2.) During the last turns (in late BCs, currently 300 BC) several units in my cities got sudden promotions. First, I thought that was due to a new(?) feature regarding barracks, but it also happened in cities without barracks (and also no other buildings, except for a granary/terrace). Is that a bug or intended?
http://i251.photobucket.com/albums/gg296/CellKu/Civ4ScreenShot0004-2.jpg
Oh sorry. I have tried a gameplay change. I though that it is very stupid that units stay unexperienced for hundreds or thousands of years although there are barracks for a long time. And so I've tried a change. All units get +1XP per turn if there current XP is lower than the maximum XP your cities could give to a new created unit of this type!
3.) The domestic advisor screen is screwed up (didn't see that in previous versions): First, it doesn't show all the info that it should (according to the advisor screen editor), and when I close the editing screen, the editing screen doesn't disappear completely (see pic - that is after I pressed "exit").
http://i251.photobucket.com/albums/gg296/CellKu/Civ4ScreenShot0003-2.jpg
I've never seen this screen before. I'll search for the problem.
4.) Every now and then I had random CTDs, but whenever I reloaded and continued playing things were okay again. So, I can't reproduce it. :(
Me too. That makes it very difficult to solve them. One more CTD source is already found and solved with the next patch. But I know threre is still another one...
And a little request for whenever you find time for it (and if not too burdensome for you):
Would you mind outsourcing the art-terrain folder to another fpk-file? I would appreciate that a lot because I prefer playing with Chuggi's terrain and thus have to unpack and rebuild your art.fpk everytime you release a new version. :)
No problem.
CellKu Aug 22, 2010, 08:31 AM Oh sorry. I have tried a gameplay change. I though that it is very stupid that units stay unexperienced for hundreds or thousands of years although there are barracks for a long time. And so I've tried a change. All units get +1XP per turn if there current XP is lower than the maximum XP your cities could give to a new created unit of this type!
Oh, thanks for the explanation. That is actually a good idea! :goodjob: But isn't +1XP per turn a bit quick? If units can get XPs so fast, the player might be able to exploit that. Because now I would use the following strategy (especially in the beginning when I have to decide whether to build barracks or invest the hammers in something else): build a barracks in only one city, build units in all (other) cities, send the units to the barracks city, wait two turns and get fully promoted units. Perhaps, the "training" could take a little while longer?
I've never seen this screen before. I'll search for the problem.
You will get to the editing screen when you hit the third button from the left in the bottom line in the domestic advisor screen - the one next to the 2 arrows.
No problem.
Thanks, I appreciate that! :)
Thomas SG Aug 22, 2010, 12:04 PM Oh, thanks for the explanation. That is actually a good idea! :goodjob: But isn't +1XP per turn a bit quick? If units can get XPs so fast, the player might be able to exploit that. Because now I would use the following strategy (especially in the beginning when I have to decide whether to build barracks or invest the hammers in something else): build a barracks in only one city, build units in all (other) cities, send the units to the barracks city, wait two turns and get fully promoted units. Perhaps, the "training" could take a little while longer?)
My experience is good with +1XP per turn. Especially +1XP is even slow, even too slow, if you are at war. To be successful you still must build barracks in several cities to get fast well promoted units. The auto XP upgrade is too weak. The main reason are the collected great warlords in the cities (most of the time just one city, AI behaives the same). So the XP level is about 15-17XP. West Point makes it even worse. I like the gameplay change as it is. Please give it a try. :)
And you don't have to send them to the city!!! That would confuse the AI and would be a human exploit. The XP upgrade will/must happen everywhere. The city with the highest possible XP rate counts.
CellKu Aug 22, 2010, 12:37 PM My experience is good with +1XP per turn. Especially +1XP is even slow, even too slow, if you are at war. To be successful you still must build barracks in several cities to get fast well promoted units. The auto XP upgrade is too weak. The main reason are the collected great warlords in the cities (most of the time just one city, AI behaives the same). So the XP level is about 15-17XP. West Point makes it even worse. I like the gameplay change as it is. Please give it a try. :)
Okay, I will see how it goes... :)
Btw, is it +1 XP per turn for all "not sufficiently" promoted units or only for one unit only per turn (e.g. you have 3 units and all three get +1XP per turn, or only one of them and next turn another one)? I had the feeling it was the latter. but I wasn't sure. In the second case (only one unit per turn +1XP) I concur with you that it is not to quick. :)
And you don't have to send them to the city!!! That would confuse the AI and would be a human exploit. The XP upgrade will/must happen everywhere. The city with the highest possible XP rate counts.
Oh that explains why units in cities without barracks were promoted as well. :) I was wondering about that. But that makes sense.
Btw, any other gameplay changes we should be aware of? ;)
tortiator Aug 23, 2010, 04:41 PM with this file and 4.22 i get every round a ctds...
could you pls have a look ans fix it... i wann play ^^
CellKu Sep 10, 2010, 06:51 AM Solved after reinstalling CCV, thanks for the advice Thomas SG.
I found a few bugs in 4.28:
1.) The coffee resource isn't displayed properly. It is pink.
http://i251.photobucket.com/albums/gg296/CellKu/Civ4ScreenShot0008-1.jpg
2.) There is no unhealthiness anymore. Did you remove that alltogether?
http://i251.photobucket.com/albums/gg296/CellKu/Civ4ScreenShot0009.jpg
3.) Roads don't connect to each other anymore.
I have a road from Delhi all the way to the worker.
http://i251.photobucket.com/albums/gg296/CellKu/Civ4ScreenShot0010.jpg
4.) Whenever I tried to enter worldbuilder, the game crashes - I tried it in different games. Did you add another resource or overlay which may cause problems?
CellKu Sep 10, 2010, 07:19 AM Solved after reinstalling CCV.
Okay, I found a reproducable CTD in 4.28. After loading the file, click on the workboat and move it to the left. Whenever I did this (3x now) I got a CTD.
Thomas SG Sep 10, 2010, 11:01 AM There must be something terrible wrong with your version or my upload. I've started a game myself some minutes ago and I have coffee near my starting location. It's okay. Not pink. And my roads are connected. And the unhealthiness is calculated right but not shown as it seems. I've seen that too but I don't know the reason at the moment. I've done no changes. I'm still searching for the reason.
The savegame will be checked. Thanks. I hope it will help me. But your description sounds good. :D By the way I've got a new DLL for 4.28. I forgot to compile some BUG code. :mischief: But that's for sure not the reason for your bugs.
I'll upload a patch or a complete new version later...
Thomas SG Sep 10, 2010, 11:43 AM @CellKu
I think you got trouble with your arts. I can open WB and I can also move the ship to the left. But if you move to the left a shrimp ressi becomes visible. And I fear you got trouble with it too. Maybe you got trouble with all new resources arts like coffee, tea, shrimps,... ?
CellKu Sep 10, 2010, 02:04 PM Thomas SG, thanks for your advice. I feared something like that. I don't understand why that happened, though, because I only exchanged your art_terrain.fpk with other terrain (btw, thank you for outsourcing it!). :confused: Anyway, I will reinstall CCV and then try again. I am sorry if all that trouble was because I used different terrain textures. :(
CellKu Sep 10, 2010, 02:25 PM Thanks, Thomas SG. I reinstalled CCV and that solved all the problems. :) Sorry for diverting your attention. :blush:
Btw, I edited the above posts to ensure others don't get distracted by these comments.
Thomas SG Sep 10, 2010, 05:35 PM Hey, no problem. Good to hear that it works now. And here is the new DLL. I think it will work with 4.28 save games. Your "broken save" worked well with it.
CellKu Sep 16, 2010, 03:39 AM Brief question (I don't know if it is a bug): I currently play with "tech conquest" enabled. So, I thought that when I conquer a city I should get a message like "You received ## beakers for [tech]". But I didn't see any such message and am not sure whether I got any beakers (even without such a message) - no matter whether I razed the city or not. And the AI (Zara) has quite a number of techs that I don't have.
Did you purposely switch off tech conquest? If not, do you need a save? If so, I will post one.
Thomas SG Sep 16, 2010, 03:11 PM Brief question (I don't know if it is a bug): I currently play with "tech conquest" enabled. So, I thought that when I conquer a city I should get a message like "You received ## beakers for [tech]". But I didn't see any such message and am not sure whether I got any beakers (even without such a message) - no matter whether I razed the city or not. And the AI (Zara) has quite a number of techs that I don't have.
Did you purposely switch off tech conquest? If not, do you need a save? If so, I will post one.
Save please. If it is a bug or not I don't know without it. And yes, you will get a message. But I know that the feature is working because I saw it in my own game. And I'm playing exactly the same version.
But maybe some words about it. The number of technologies is set by random between 0-3 not 1-3! And of course you can only get a bonus for techs you are able to research on your own. So you will get in 25% of cases no tech bonus even if the city owner knows advanced techs.
€: I think the random result should be different after a reload. Try it again.
CellKu Sep 17, 2010, 03:07 AM But maybe some words about it. The number of technologies is set by random between 0-3 not 1-3! And of course you can only get a bonus for techs you are able to research on your own. So you will get in 25% of cases no tech bonus even if the city owner knows advanced techs.
€: I think the random result should be different after a reload. Try it agian.
Ah, the 0-3 explains it, certainly. I didn't know that. I thought you had set the no. to at least "1". Well, then it was probably just bad luck, as both cities I conquered did not give me any tech (and tech leader Zara had a number of techs I didn't have, but could research).
If you saw the feature working in your games than don't bother about it. Still, since you asked for it, I attach a save. Just move the axeman and destroy the militia in the city.
But as I said it was very likely just bad luck. Btw, reloading didn't help, at least for the three times I reloaded (but that was probably because I didn't have the "random seed on reload" (or what it is called) turned on).
Thomas SG Sep 17, 2010, 03:23 AM Ah, the 0-3 explains it, certainly. I didn't know that. I thought you had set the no. to at least "1". Well, then it was probably just bad luck, as both cities I conquered did not give me any tech (and tech leader Zara had a number of techs I didn't have, but could research).
If you saw the feature working in your games than don't bother about it. Still, since you asked for it, I attach a save. Just move the axeman and destroy the militia in the city.
But as I said it was very likely just bad luck. Btw, reloading didn't help, at least for the three times I reloaded (but that was probably because I didn't have the "random seed on reload" (or what it is called) turned on).
Thanks for the save. I'll do some changes to the code for testing to see what it is. It's no problem for me to do so and find out if you had no luck or if we got a bug here. I'll report it later.
Thomas SG Sep 17, 2010, 05:14 AM Is it a 4.28 game? I couldn't open your save with 4.29 and 4.29A. :confused:
SIMPA Sep 17, 2010, 07:00 AM Hej Thomas you are tottaly crazy ...:crazyeye: somehow I lost my self..Idont know witch version I am playing now...slowdown a little :)
Anyway I am really glad to see you work with full speed...downloading new version now...
Talk to you soon....:p
CellKu Sep 17, 2010, 07:21 AM Is it a 4.28 game? I couldn't open your save with 4.29 and 4.29A. :confused:
Ups, sorry I didn't mention it. Yes, it is still 4.28 (the game I referred to in one of my previous posts which keeps me so busy that I sometimes think I play on marathon...). ;)
Thomas SG Sep 17, 2010, 07:55 AM Hej Thomas you are tottaly crazy ...:crazyeye: somehow I lost my self..Idont know witch version I am playing now...slowdown a little :)
Anyway I am really glad to see you work with full speed...downloading new version now...
Talk to you soon....:p
If you want to know the version move your mouse onto the big flag in the main interface. ;)
Thomas SG Sep 17, 2010, 07:57 AM Ups, sorry I didn't mention it. Yes, it is still 4.28 (the game I referred to in one of my previous posts which keeps me so busy that I sometimes think I play on marathon...). ;)
Okay. But I haven't got the 4.28 version anymore. :hmm: Should I really download an outdated version of my own game? Maybe later... :p
CellKu Sep 17, 2010, 01:09 PM Okay. But I haven't got the 4.28 version anymore. :hmm: Should I really download an outdated version of my own game? Maybe later... :p
:lol:
Sorry, I still play the old version, because I don't want to interrupt the great CCV-game I am playing right now. ;) But as I said, don't bother about that (better invest your time in 4.30 and 5.00!). :) I will see whether I get some techs from the next cities I conquer...
FOODy Sep 18, 2010, 06:27 AM I play a game with 4.29A and can't get past the current turn (594/1500) because of a CTD. :cry: It crashes with a segfault in the CvGameCoreDLL.
The game was very stable up to this point and i would love to continue it. :(
Is it only me or does it crash for you as well?
Thomas SG Sep 18, 2010, 07:26 AM OMG! :eek: What a mega map.
All I can tell you at the moment is that I can play the next turn. I'll have a shower now and run some AI turns in between. That will take for ever on this map... :lol:
€: Even if the result is that I can play it on my machine and you can't keep your save!!! I saw that the onTechAcquired function needs a lot of power and time. Maybe I can find a way to reduce the required resources so that you can go on too.
Thomas SG Sep 18, 2010, 10:21 AM Even no problems after 10 turns.
FOODy Sep 18, 2010, 11:59 AM Thanks for your reply, Thomas!
OMG! :eek: What a mega map.
All I can tell you at the moment is that I can play the next turn. I'll have a shower now and run some AI turns in between. That will take for ever on this map... :lol:
€: Even if the result is that I can play it on my machine and you can't keep your save!!! I saw that the onTechAcquired function needs a lot of power and time. Maybe I can find a way to reduce the required resources so that you can go on too.
I was surprised by the size as well, after i discovered the calendar tech. ^^
It would be awesome if the optimization could solve the crash for me.
Even no problems after 10 turns.
Hmm. I tested it again, and it crashes but i will not give up that easily as the situation in the game is quite interesting :D
The crash occurs shortly after i end my turn and long before the AI is done with theirs.
Thomas SG Sep 18, 2010, 03:45 PM Okay, a first try. It's just one new code line but it avoids a lot of unnecessary updates. But I doubt this is enough. But put this new EventManager into Assets/Python.
FOODy Sep 18, 2010, 05:23 PM Sorry for the late reply. Sadly this does not prevent the crash. :(
Can you provide me a debug build of the CvGameCoreDLL.dll? Maybe i can get some further information with a debugger.
Thomas SG Sep 19, 2010, 05:14 PM Sorry for the late reply. Sadly this does not prevent the crash. :(
Can you provide me a debug build of the CvGameCoreDLL.dll? Maybe i can get some further information with a debugger.
Sorry, but I cannot. I failed to compile a debug DLL. But I asked for help.
In between you could try this new DLL. I doubt again that it can help you but you never know. It includes a rewritten migration code. More of my desired changes can't be done without to break the savegame compatibility.
CellKu Sep 20, 2010, 02:41 AM Thomas SG, just wanted to let you know that I got some tech beaker yesterday when conquering another city. So, everything is fine in that regard with my game and it was just bad luck that I didn't get anything when conquering the first two cities.
FOODy Sep 20, 2010, 12:55 PM Sorry, but I cannot. I failed to compile a debug DLL. But I asked for help.
In between you could try this new DLL. I doubt again that it can help you but you never know. It includes a rewritten migration code. More of my desired changes can't be done without to break the savegame compatibility.
It would be cool if it helps. If its to much work i would rather see you investing your precious time on 4.30 and 5.00 instead of my problem. ;)
Where can i find the new DLL?
Thomas SG Sep 20, 2010, 01:45 PM Thomas SG, just wanted to let you know that I got some tech beaker yesterday when conquering another city. So, everything is fine in that regard with my game and it was just bad luck that I didn't get anything when conquering the first two cities.
:goodjob:
It would be cool if it helps. If its to much work i would rather see you investing your precious time on 4.30 and 5.00 instead of my problem. ;)
Where can i find the new DLL?
:hammer2: In my dustbin. :D Deleted this file some minutes ago. I really forgot to upload it. Sorry. But don't care about the invested time. A new mechanic for migration was on the list for 4.30 before. And what I'm doing here is just a part of it.
And the new system is better although not finished. For example people are just leaving cities because of war if an enemy is really near. And the code where they will go is also absolutly new. You will see now more moves between own cities. The only thing I still dislike is the distance they are going and the ignored (closed) borders of countries in between. But I already know what to do. :) 4.30 will have a perfect migration system that will be influenced by civics too.
FOODy Sep 20, 2010, 05:00 PM The new DLL unfortunately does not solve the problem. I think that a debug build would be very useful in this case.
Btw: Can't wait for 4.30 :D
CellKu Sep 21, 2010, 02:35 AM Btw: Can't wait for 4.30 :D
I can't wait either... ;)
Thomas SG Sep 21, 2010, 05:22 AM Okay. I've made a debug DLL for 4.29A. But that's everything I know about this one at the moment. The code in the DLL is a bit different from the standard 4.29A DLL because it uses already the new migration code, the RevDCM update to 583 and I've made some stability changes.
FOODy Sep 21, 2010, 03:39 PM Okay. I've made a debug DLL for 4.29A. But that's everything I know about this one at the moment. The code in the DLL is a bit different from the standard 4.29A DLL because it uses already the new migration code, the RevDCM update to 583 and I've made some stability changes.
Thanks!
I get the following assertion failure before the crash:
Assert Failed
File: c:\users\thomas\desktop\cvgamecoredll\CvPlayerAI.h
Line: 26
Expression: ePlayer < MAX_PLAYERS
Message: Player is not assigned a valid value
----------------------------------------------------------
I will try to get further information when i get more time.
(Have trouble to display the function names in the debugger :sad:)
Sorry for the noise. ^^
Thomas SG Sep 21, 2010, 03:49 PM ePlayer < MAX_PLAYER is not a valid value??? Very strange... :confused: Seems like bu... sh... to me.
karadoc Sep 24, 2010, 12:52 AM I just installed version v4.29B (no previous versions), and I've encountered a minor problem and a major problem:
The minor problem is that when I first started the mod, it told me that my graphics card didn't meet the minimum requirements and thus my graphics settings had been automatically set low to help the game run. It is untrue that my computer doesn't meet the requirements. But this is only a minor problem because after reconfiguring the graphics settings it doesn't complain about it again.
The major problem is that when I start the game and found my first city, the game apparently thinks that a huge number of unnamed religions have spread to the city. I've attached a screenshot of what it looks like. The list just keeps growing, and it also plays the videos for the founding of religions, buddhism, taoism, etc.
[edit]
When I start Civ 4 without the mod, it brings up the minimum requirements things again. I'm a bit annoyed about this, because it suggests that this mod has done something to my Civ 4 install other than just put some files in the mod folder. (Unless something else on my computer happened to get changed at the same time I installed the mod.) This kind of thing is why I much prefer to install mods using a zip file rather than an installer — I like to know and control exactly how the mod is installed so that I can prevent problems.
[edit again]
It seems that the problem is related to the config files. If I change the settings while in the CCV mod, then I lose all the settings for everything else (other mods, and the game without mods). If the change the settings in the game with no mod installed the I lose all the settings for CCV. So every time I switch which one I'm playing I have to change all my settings again. — At least this suggests that the mod installer probably didn't mess with my Civ 4 install, but rather just that the mod itself messes up the config files.
The message about my machine not meeting the game's requirements is probably a problem with Civ 4 itself, but it only appears when the previous settings have been lost.
CellKu Sep 29, 2010, 02:04 PM The major problem is that when I start the game and found my first city, the game apparently thinks that a huge number of unnamed religions have spread to the city. I've attached a screenshot of what it looks like. The list just keeps growing, and it also plays the videos for the founding of religions, buddhism, taoism, etc.
I did a few tests, but did not encounter this problem.
It seems that the problem is related to the config files. If I change the settings while in the CCV mod, then I lose all the settings for everything else (other mods, and the game without mods). If the change the settings in the game with no mod installed the I lose all the settings for CCV. So every time I switch which one I'm playing I have to change all my settings again. — At least this suggests that the mod installer probably didn't mess with my Civ 4 install, but rather just that the mod itself messes up the config files.
This is not a unique problem of CCV. I encountered that as well, when I played QC. Maybe it is a problem of the RevDCM core (or BUG).
CellKu Oct 05, 2010, 01:04 PM Thomas SG, I got a problem - a CTD with your latest version 4.29B:
When I contact Sury - in the attached file - and then try to cancel the trade with him in which he pays 6 gold (the last one in the list), I get a CTD right after clicking that I want to cancel it.
I tried it several times, even after negotiating an OB first, but always got the same result (=CTD).
Thomas SG Oct 11, 2010, 11:12 AM Thomas SG, I got a problem - a CTD with your latest version 4.29B:
When I contact Sury - in the attached file - and then try to cancel the trade with him in which he pays 6 gold (the last one in the list), I get a CTD right after clicking that I want to cancel it.
I tried it several times, even after negotiating an OB first, but always got the same result (=CTD).
Hi.
I'm very, very busy at the moment. My life is going crazy again. And it will stay so for a long time I fear. So expect nothing from me at the moment. I would like to but I cannot. Sorry.
About the bug. Yes, that is a new problem I've created while solving another one. I've broken a virtual call from a popup. You cannot do anything against it. It's a massive bug in the B version. The A version doesn't suffer from it. I've seen it in between too and repaired it but my current version is not complete. And so not released.
I've tried to implement a new unit support system to reduce the number of units in the later game. But as I told you this is not finished. Should I upload it anyway in next days (/weeks :sad:)?
SamV Oct 12, 2010, 10:40 AM Hey Thomas, in my game I noticed that when I got more health signs than sick people signs they count to my food production.
So if I got 6 health signs, 3 sick people signs.
I produce 8 food and I use 6 cus my city is 3 big
Is it supposed to do this? And besides that an EXCELLENT MOD!
Same problem in version 4.29
It wouldn't be so bad if enemies had the same advantage but it's no fun when the enemies aren't enjoying the same advantage
Thomas SG Oct 19, 2010, 02:49 AM Hey Thomas, in my game I noticed that when I got more health signs than sick people signs they count to my food production.
So if I got 6 health signs, 3 sick people signs.
I produce 8 food and I use 6 cus my city is 3 big
Is it supposed to do this?
Same problem in version 4.29
It wouldn't be so bad if enemies had the same advantage but it's no fun when the enemies aren't enjoying the same advantage
Damn. Saw this too late for 4.29C. But I'll check it. Thanks for the report. :goodjob: But the effect should be the same for all players because the calculation is the same for everybody.
And besides that an EXCELLENT MOD!
Thank you very much. :)
CellKu Oct 20, 2010, 01:10 AM Probably not an issue anymore, thus spoilered.
Do other experience that as well?: When I play a game (with 4.29C) and then want to (re-)load (from within the game, NOT the very first load from the main menu) I always get a CTD. :confused:
Thomas SG Oct 20, 2010, 02:41 AM Do other experience that as well?: When I play a game (with 4.29C) and then want to (re-)load (from within the game, NOT the very first load from the main menu) I always get a CTD. :confused:
I've tried it now with 3 games (S map) and 2 times per game in different states of the game. No problems on my machine.
What about the others? Have you got trouble?
@CellKu
Give me a save that crashes when reloading from game, please. I want to see if it does the same on my machine.
CellKu Oct 20, 2010, 02:37 PM Thomas SG, I searched for a broken save and loaded several different ones, but today everything seems to be okay. I tried reloading several times, but had no problem. I am very sorry but I can't replicate the CTD today. I don't get it. :confused:
Yesterday I had experienced it three times (since my last erroneous report I only post issues if I can replicate them at least 3x). Could it be the cache/memory of my pc which caused the problem? (Today I didn't play, tried only reloading - but probably not as many times as yesterday - and I didn't run any additional programs in the background like yesterday.)
When I continue playing I will let you know if I experience a reload CTD again. But for now, consider everything to be okay. Sorry for troubling you. :blush:
CellKu Oct 20, 2010, 04:14 PM One question: in the attached save New York's border popped, but I couldn't figure out why. Lincoln isn't creative, there are no trade routes and I don't have a monument yet. What do I miss?
CellKu Oct 25, 2010, 02:43 AM Thomas, some questions and feedback regarding culture via trade routes:
1.) Regarding the unhappy because of "we want to join our motherland" (if only foreign influence is culture via trade routes): What is the threshold for that? Is it 10%, 20% or 30% foreign culture? When I realized the unhappy faces it was already too late to figure it out. Do they increase one by one or do I get the 2 unhappy faces instantely when I cross the threshold?
Btw, I think two smaller civs actually closed their borders with me because of too much of my culture was flowing in - since they were both pleased and I had almost no troops that seemed to be the only explanation. Maybe I am wrong, but if that was indeed the case, then :goodjob:
2.) IMO some adjustments are necessary with regard to the amount of foreign culture within you cities.
a.) First, I think if foreign culture is not renewed for a certain period (e.g. I close my borders with India, so that we have no trade routes anymore) it should decrease over time or better my culture should increase again. Maybe it already happens right now, but I haven't noticed it.
b.) If there are no other influences such as overlapping culture because of being close to another civ, I would expect that relative amount of foreign culture in a city could never be more than the relative average amount of foreign culture that is introduced via trade routes. That means that if my capital produces 2/3 of my own culture and 1/3 foreign culture via trade routes the maximum amount of foreign culture in my city should be 1/3. However, in my capital its almost 50:50, even though wonders and buildings produce (and have produced over a long time) more than double the amount of culture than trade routes. Moreover, I had closed borders for a while, but that had (almost) no effect (maybe 1% increase).
3.) One additional thougt: Perhaps the culture influence could be made dependent on civics? More with free speech, less with police state or something like this?
Thomas SG Oct 25, 2010, 02:55 AM Are there immigrants? Are foreign people moving to your capital? Immigrants also introduce culture! And how much depends on where they come from...
Is it possible that it happend in your save game too?
CellKu Oct 25, 2010, 07:13 AM Are there immigrants? Are foreign people moving to your capital? Immigrants also introduce culture! And how much depends on where they come from...
Is it possible that it happend in your save game too?
I thought so, too. But then, wouldn't I get a message if some people from foreign countries move into my cities? I can't remember that I got such a message - well, maybe it just disappeared too quickly because of other messages. :confused:
Here is a screen shot (oh, and look at the trade route from Lalibela, there seems to be a problem with the culture):
http://i251.photobucket.com/albums/gg296/CellKu/Civ4ScreenShot0019.jpg
And the save:
CellKu Oct 25, 2010, 07:26 AM Probably everthing is okay with the next issue I have, but please enlighten me here. I am bit confused :confused: :
Is it normal that different techs with the same amount of beakers can differ in the number of turns needed to research them (if everything else is equal!)? I could understand that in cases of "OR-techs" (two prereqs possible, but only one necessary to research) you would be faster if you had both prereq. techs. But neither Const. nor Astro are "OR-techs" AFAIK. And as far as I know I am the tech leader - maybe some AIs have already astro (that was the first one that the AIs researched (but astro is the one that actually takes me longer to research...). :confused:
Const. (0/3250): 8 turns
http://i251.photobucket.com/albums/gg296/CellKu/Civ4ScreenShot0020.jpg
Same turn Astro. (0/3250): 10 turns
http://i251.photobucket.com/albums/gg296/CellKu/Civ4ScreenShot0021.jpg
CellKu Oct 25, 2010, 07:34 AM And one last comment:
The AI values contacts... hm, strangely, I would say. While later in the game I was asked to pay 300-400 gold for a new contact (which IMO was quite expensive since it was a contact to a new and thus very poor and backward civ, but that is fine, since the amount the AIs asked decreased over time, so that is the market),
in the beginning of the game Ragnar just throw 4(!) of his contacts "away" for mere Meditation (one for Meditation would have been appropriate in my eyes).
http://i251.photobucket.com/albums/gg296/CellKu/Civ4ScreenShot0017.jpg
And one question: Does the AI value contacts according to the power/techs/money that the unknown civ has and according to how many other civs can offer me that contact?
Thomas SG Oct 25, 2010, 01:30 PM Here is a screen shot (oh, and look at the trade route from Lalibela, there seems to be a problem with the culture)
I fear the mistake is in the mod description and not in the code. But I didn't check the save yet. If the city is of culture level none or poor there will be no culture bonus! So the description is wrong because it says the bonus from a trade route is 1-3:culture: but it is 0-3:culture:.
The formula is (int) level/2. And the level counter starts at 0 and not 1! So it is 0 or 1 devided by 2. So it is 0 or 0.5. And (int) 0.5 is 0!
Thomas SG Oct 25, 2010, 02:10 PM Probably everthing is okay with the next issue I have, but please enlighten me here. I am bit confused :confused: :
Is it normal that different techs with the same amount of beakers can differ in the number of turns needed to research them (if everything else is equal!)? I could understand that in cases of "OR-techs" (two prereqs possible, but only one necessary to research) you would be faster if you had both prereq. techs. But neither Const. nor Astro are "OR-techs" AFAIK. And as far as I know I am the tech leader - maybe some AIs have already astro (that was the first one that the AIs researched (but astro is the one that actually takes me longer to research...). :confused:
Const. (0/3250): 8 turns
http://i251.photobucket.com/albums/gg296/CellKu/Civ4ScreenShot0020.jpg
Same turn Astro. (0/3250): 10 turns
http://i251.photobucket.com/albums/gg296/CellKu/Civ4ScreenShot0021.jpg
Unbelievable. You found a massive bug in the tech diffusion code. :eek: This is a heavy logical mistake.
Here is the code from int CvPlayer::calculateResearchModifier(TechTypes eTech) const:
for (int iI = 0; iI < GC.getNUM_OR_TECH_PREREQS(); iI++)
{
if (GC.getTechInfo(eTech).getPrereqOrTechs(iI) != NO_TECH)
{
if (!(GET_TEAM(getTeam()).isHasTech((TechTypes)(GC.ge tTechInfo(eTech).getPrereqOrTechs(iI)))))
{
iUnknownPaths++;
}
iPossiblePaths++;
}
}
FAssertMsg(iPossiblePaths >= iUnknownPaths, "The number of possible paths is expected to match or exceed the number of unknown ones");
if( iPossiblePaths > iUnknownPaths )
{
iModifier += GC.getTECH_COST_FIRST_KNOWN_PREREQ_MODIFIER();
iPossiblePaths--;
iModifier += (iPossiblePaths - iUnknownPaths) * GC.getTECH_COST_KNOWN_PREREQ_MODIFIER();
}
So it makes a different if you define in TechInfo.xml
i) A in OR and B in AND
ii) A in AND and B in AND
That should not be!!!!! It's not allowed to have a bonus for the first known OR-path!
But this is what iModifier += GC.getTECH_COST_FIRST_KNOWN_PREREQ_MODIFIER(); does. This line must be commented out or TECH_COST_FIRST_KNOWN_PREREQ_MODIFIER must be set to 0.
Thomas SG Oct 25, 2010, 02:12 PM And one last comment:
The AI values contacts... hm, strangely, I would say. While later in the game I was asked to pay 300-400 gold for a new contact (which IMO was quite expensive since it was a contact to a new and thus very poor and backward civ, but that is fine, since the amount the AIs asked decreased over time, so that is the market),
in the beginning of the game Ragnar just throw 4(!) of his contacts "away" for mere Meditation (one for Meditation would have been appropriate in my eyes).
http://i251.photobucket.com/albums/gg296/CellKu/Civ4ScreenShot0017.jpg
And one question: Does the AI value contacts according to the power/techs/money that the unknown civ has and according to how many other civs can offer me that contact?
I have no idea at the moment. It's Afforess code. Typical problems... :mischief:
Sam42 Oct 31, 2010, 11:17 AM Got a bug to report here: I just installed the latest version +Update F.
When I try to start a game, and create my capital, the city is filled with countless religions, far beyond what the game has. On the city bar, the usual religions are there, but the rest of the icons just say 138. And when the pop-up appears to notify me of new religions, the space is left black. Attached is picture.
Secondly, when the game begins, this message is shown on the notification bar:
"BugInit- ini'TradeUtil' failed"
I don't know if it's related- but it's a failed initialization so it must be important.
Thomas SG Nov 03, 2010, 01:09 PM I've seen those problems in the past when an installation was not okay. Most of the time BTS was damaged. But here I'm not sure. The TradeUtil is a part of BUG and so part of CCV. Please try the new version 4.29G. It would be good if you could remove the old CCV version manually by deleting the Community Civ V folder in Beyond the Sword\Mods\ ! If you still got trouble after the installation of the new CCV version please follow this routine:
i) deinstall BTS and CCV
ii) check manually that all components have been really removed
iii) install BTS 3.19
iv) run CCV 4.29G installer
v) Try it again!
And here the change log of the new version:
4.29G (not savegame compatible with earlier versions)
- repaired all damaged animations
- 2nd UU for all civs
- Advanced Flight requires now rocketry
- tactical ballistic missile has got now much higher requirements: robotics, laser, superconductors (and industrial park with "Require Infrastructure")
- new techs: fermentation and glass manufacture (needed :science: has been taken from monarchy and machinery)
- restructured tech tree!!!
- palace now available with glass manufacture and 5 cities
- impressive buildings like ApoPalace, cathedrals, Sistine Chapel, Versaille,... require now engineering (requires glass manufacture)
- winery requires now fermentation (bonus from glass manufacture)
- many bonuses require now early techs to be revealed
- satellite network has now a description; creates some free spy satellites and reveals the map for the player every turn (doesn't show units)
- decreased the see invisible chances of spy satellites (Advanced Invisibility System)
- if team player with satellite network dies another player of the team will now get the control over the satellites
- solved bug that didn't replace dangerous fission plants with save fusion plants after the discovery of fusion
- solved bug that didn't replace arcology shielding with deflector shielding
- unused combat bonuses of the trebuchet have been removed
- unowned airbases can now be used
- airbases can now be build outside borders
- can perform paradrops from airbases
- modified unit upgrade AI to work better with the XP autoupgrade
- solved problem from Advanced Invisibility System with satellites (removed dirty and not working bugfix from 4.29F)
- rewritten Advanced Invisibility System to be much faster (even when using CCV with standard system) and working right in all cases (solved bug caused by changing "see class" in :doTurn)
- can switch now in a running game without any problems between Advanced Invisibility System and standard system
- correcture of some text bugs
- +1 move point for naval units from circumnavigated globe now only counts until the discovery of railroad
- ironclad has now 5 moves like the steamer (both are as fast as earlier types can be with circumnavigated globe bonus)
- new terrain, water and bonus arts
- new CCV design
CellKu Nov 04, 2010, 04:41 PM Thomas SG, a few more comments/bug reports(?) for 4.29G:
1.) Not sure if it should be called a bug, but seems a bit weird: The AI healed its scout in front of a hut and didn't take, so I could pop the hut with my scout the next turn:
http://i251.photobucket.com/albums/gg296/CellKu/Civ4ScreenShot0000-1.jpg
2.) The next one, however, seems to be a clear but: The barb archer killed my warrior (must have been "range bombarding" :goodjob: , otherwise the barb archer would have entered the city), but did NOT take the city the next turn, even though it was empty!! :eek: During the turns before the archer (although stronger) had never attacked my warrior directly (to take the city), I saw only range attacks. You will find the save attached - its the turn before the barb archer turns away from my empty city.
http://i251.photobucket.com/albums/gg296/CellKu/Civ4ScreenShot0006-1.jpg
3.) Did you increase the change of popping techs from huts? Or maybe I was just lucky: I got 3 techs from 3 popped huts! :eek:
Sam42 Nov 05, 2010, 11:41 PM I've seen those problems in the past when an installation was not okay. Most of the time BTS was damaged. But here I'm not sure. The TradeUtil is a part of BUG and so part of CCV. Please try the new version 4.29G. It would be good if you could remove the old CCV version manually by deleting the Community Civ V folder in Beyond the Sword\Mods\ ! If you still got trouble after the installation of the new CCV version please follow this routine:
i) deinstall BTS and CCV
ii) check manually that all components have been really removed
iii) install BTS 3.19
iv) run CCV 4.29G installer
v) Try it again!
I tried the steps above, but I still have the same thing occurring.
Thomas SG Nov 07, 2010, 09:13 AM Thomas SG, a few more comments/bug reports(?) for 4.29G:
1.) Not sure if it should be called a bug, but seems a bit weird: The AI healed its scout in front of a hut and didn't take, so I could pop the hut with my scout the next turn:
http://i251.photobucket.com/albums/gg296/CellKu/Civ4ScreenShot0000-1.jpg
2.) The next one, however, seems to be a clear but: The barb archer killed my warrior (must have been "range bombarding" :goodjob: , otherwise the barb archer would have entered the city), but did NOT take the city the next turn, even though it was empty!! :eek: During the turns before the archer (although stronger) had never attacked my warrior directly (to take the city), I saw only range attacks. You will find the save attached - its the turn before the barb archer turns away from my empty city.
http://i251.photobucket.com/albums/gg296/CellKu/Civ4ScreenShot0006-1.jpg
3.) Did you increase the change of popping techs from huts? Or maybe I was just lucky: I got 3 techs from 3 popped huts! :eek:
1) The AI_Heal function doesn't check the terrain around the current position. But I may be able to change it.
2) Archers and other FSA capable units prefer the FSA and won't attack direct if the chance is not high enough. Why the archer doesn't capture the empty city is a miracle. I'll search for the reason... Maybe caused by FSA.
3) I've changed nothing. Just luck.
Deman40 Nov 08, 2010, 02:54 AM I tried the steps above, but I still have the same thing occurring.
Just so you know,your not the only one who has this issue.I'm having the same problem.
karadoc Nov 08, 2010, 03:21 AM Me too. I tried the mod once, saw that problem, posted a bug report, and I haven't tried the mod again ever since.
jndl Nov 08, 2010, 11:03 AM I get the error messages in the picture everytime I try to play a game. Its really frustrating because this mod looks fantastic!!
CellKu Nov 08, 2010, 03:26 PM I get the error messages in the picture everytime I try to play a game. Its really frustrating because this mod looks fantastic!!
jndl, it seems you don't run the mod as admin. Similar problems have been reported in other mod threads (e.g. QC, see for example here (http://forums.civfanatics.com/showpost.php?p=9502820&postcount=1328)) and running the mod as admin usually solved them (see here (http://forums.civfanatics.com/showpost.php?p=9502836&postcount=1329), for a reason see here (http://forums.civfanatics.com/showpost.php?p=9477012&postcount=1289)).
I don't get the problem that Sam42 reports, but I have seen it reported in another RevDCM derivative mod as well - I think it was in LoR, but could also be in the base RevDCM mod. IIRC the problem was not the mod itself, but I don't remember what it was. Unless Thomas SG knows the solution, we might find something in the LoR or the RevDCM thread to solve this problem.
Thomas SG Nov 09, 2010, 12:05 PM jndl, it seems you don't run the mod as admin. Similar problems have been reported in other mod threads (e.g. QC, see for example here (http://forums.civfanatics.com/showpost.php?p=9502820&postcount=1328)) and running the mod as admin usually solved them (see here (http://forums.civfanatics.com/showpost.php?p=9502836&postcount=1329), for a reason see here (http://forums.civfanatics.com/showpost.php?p=9477012&postcount=1289)).
I don't get the problem that Sam42 reports, but I have seen it reported in another RevDCM derivative mod as well - I think it was in LoR, but could also be in the base RevDCM mod. IIRC the problem was not the mod itself, but I don't remember what it was. Unless Thomas SG knows the solution, we might find something in the LoR or the RevDCM thread to solve this problem.
If you are not running as an admin? Yes, that could be the reason. :goodjob: BUG changes some files and even creates some. If BUG is allowed to do so you will for sure get this message. Good idea.
So you can try to run CCV as admin or maybe it's also enough to disable the BUG autologging. To disable the BUG autologging open the BUG option screen and go to the card "logging". In the upper left corner disable "Enable Logging".
http://forums.civfanatics.com/attachment.php?attachmentid=272007&stc=1&d=1289325825
Thomas SG Nov 09, 2010, 12:17 PM 1) The AI_Heal function doesn't check the terrain around the current position. But I may be able to change it.
2) Archers and other FSA capable units prefer the FSA and won't attack direct if the chance is not high enough. Why the archer doesn't capture the empty city is a miracle. I'll search for the reason... Maybe caused by FSA.
3) I've changed nothing. Just luck.
Quoting myself. :p
1) I teached explorers or better the AI_ExplorerMove() to check for near goodies before healing.
2) This is no effect of my FSA. I checked the code and saw that this is a more or less stupid (BB)AI behaviour. The AI would have only attacked with attack units like a swordsman but not with a counter or city defense unit like axeman or archer. And depending on the game settings, the current players and cities, even a swordsman wouldn't have attacked the empty city. I have solved that problem for barbarian (attack, counter and city defense) units at the moment in 4.29G++! Collateral units like catapults still wouldn't do. For standard players I have to think about a more complex routine. But maybe the current version is even fine for usual civs. But while barbs appear with warriors, archers, axeman and swordsman in the early ages it should be fine now.
CellKu Nov 09, 2010, 04:58 PM That is great news, Thomas! :)
Sam42 Nov 11, 2010, 05:53 PM Just so you know,your not the only one who has this issue.I'm having the same problem.
Me too. I tried the mod once, saw that problem, posted a bug report, and I haven't tried the mod again ever since.
Thanks, I knew I wasn't crazy.
Thomas SG Nov 12, 2010, 11:50 AM What about your problems with CCV? Do you still have trouble if you are running the mod as an admin? Have you tried the latest release 4.29H?
Everybody with trouble please post again. Or I don't know what I still have to care about. I've got no trouble. So you must help me to work out why you have got some...
Sam42 Nov 12, 2010, 07:06 PM I tried the new version, and the glitch I had earlier went away. However, it was not without a series of error messages.
Although, It just occurred to me that my computer is too primitive to support your mod. Looks good, though. Apologies.
CellKu Nov 14, 2010, 03:21 PM I tried the steps above, but I still have the same thing occurring.
To all that have this bug that Sam42 reported: Did you play with Limited Religion? I just found this very recent post in the RevDCM thread:
No, 2.80 has a serious bug in it, Limited Religions is completely broken. That's the main reason I tried to get out this update was so a 2.81 build could be released to address that. Also this build is save game compatible, there is no conceivable reason to wait to release unless you have stability concerns.
Sam42 Nov 14, 2010, 03:27 PM To all that have this bug that Sam42 reported: Did you play with Limited Religion? I just found this very recent post in the RevDCM thread:
I played it as it came installed, w/out making any changes.
CellKu Nov 14, 2010, 03:35 PM I played it as it came installed, w/out making any changes.
Sorry, I meant: Did you check the box for "Limited Religion" (or what the exact name of that feature is - I have to check since I never played with it) in the setup of the game? But if you haven't changed anything there, then we have to ask Thomas SG whether he had checked it initially or not (and unchecked it in the version that you were able to play). Because if this feature was broken then it is (was) the probable culprit for you messed up game.
dhaniell Nov 15, 2010, 06:14 AM An improvement, but still having issues with the text now in the bars in widescreen mode (1440x900). Have tried lower resolutions and everything was fine. Hardly anything gamebreaking so dont break a sweat on me now...:D Still, a bug.
272627
Thomas SG Nov 16, 2010, 10:18 AM Oh, that looks fine. All bars are fitting. It's better than I expected. :D Just have to get the new position of GP text and maybe the research text. Cool. :cool: We will get it working!
:dance: *I wear my sunglasses a night...* :dance:
__________________________
About the Limited Religions. I'll check the changes from RevDCM asap. DL the code of 2.81 at the moment. Maybe I can repair the broken feature if they haven't done it. But I don't think that this is the problem of the autolog.ini problem. As the log is good for nothing (for you) I'll find for sure a way to silence this message.
__________________________
There is a problem in 4.29H. I've made a mistake in the chinese setting in CivilizationsInfo. And there is a typo in the same file. Both can crash the game!
It must look like this:
<Type>CIVILIZATION_CHINA</Type>
<Description>TXT_KEY_CIV_CHINA_DESC</Description>
<ShortDescription>TXT_KEY_CIV_CHINA_SHORT_DESC_ADN</ShortDescription>
<Adjective>TXT_KEY_CIV_CHINA_ADJECTIVE</Adjective>
<Civilopedia>TXT_KEY_CIV_CHINA_PEDIA</Civilopedia>
<DefaultPlayerColor>PLAYERCOLOR_DARK_PINK</DefaultPlayerColor>
<ArtDefineTag>ART_DEF_CIVILIZATION_CHINA</ArtDefineTag>
<ArtStyleType>ARTSTYLE_ASIA</ArtStyleType>
<UnitArtStyleType>UNIT_ARTSTYLE_CHINA</UnitArtStyleType>
The mistake is in <ArtStyleType>. In version 4.29H it calls ARTSTYLE_CHINA. But this is not exisiting.
And somewhere in the file I've created a typo. I think it was BYZANTINIUM instead of BYZANTIUM. With a search of BYZAN you can find the mistake.
I've attached my current file. This file includes also some more changes that can make more barb unit types appear. It's from my current development of 4.29I. ;)
________________________
Current changes for next version:
Art:
- some new button arts
- new unsurfaced road art
AI:
- teached the AI the effects of gold cost for (rail)roads -> we will see more asphalt roads in use
Gameplay:
- Apo and UN don't require (for construction) a special victory; both are still required for diplo victory
- diplomatic victory (!) votes are only possible if diplomatic victory is enabled and mastery victory is disabled; all other votes are now independed from the victory options
- build (rail)road costs now some gold
- new game option: Realisitc Culture Spread (improved version from AND) -> very, very cool feature
- new game option: Peace fixes Borders -> but I need more information what happens if a city is flipping; so experimental
- increased number of animals
- number of animals independend from total number of barb units
- allow barbs almost all unit types (even nukes)
- barbs can be spawned on ships
- animals can appear now in all eras
Others:
- modified and moved Era Stopper Mod to in-game-options under "Optional"
- new config tab "Diplomacy" where you can choose in-game the possible diplomatic options (similar to AND option tab)
- correctur of typo in CivilizationsInfo
- correctur of wrong ARTSTYLE for China in CivilizationsInfo
Thomas SG Nov 16, 2010, 01:54 PM Just a screen from the future. Do you see the borders? And count the animals! There are five in this little part of the world.
http://forums.civfanatics.com/attachment.php?attachmentid=272767&stc=1&d=1289937294
CellKu Nov 17, 2010, 09:14 AM Hi Thomas, the info on the next update looks great! :) Perhaps you could add some of the following observations/remarks to your list: ;)
1.) Sometimes I get double messages when a Great General/Leader has died:
http://i251.photobucket.com/albums/gg296/CellKu/Civ4ScreenShot0004-3.jpg
http://i251.photobucket.com/albums/gg296/CellKu/Civ4ScreenShot0010-1.jpg
2.) How is is possible that the newly conquered Persepolis gets so much food with only one tile being worked? Is that normal? (Save included)
http://i251.photobucket.com/albums/gg296/CellKu/Civ4ScreenShot0007-1.jpg
3.) Is it correct that I cannot promote my units to City Raider II anymore? :(
http://i251.photobucket.com/albums/gg296/CellKu/Civ4ScreenShot0008-3.jpg
4.) My worker could not rebuild a workshop (that had been pillaged before), but could build all the other improvements. Why? - Btw, I could rebuild the workshop one or two turns later. :confused: (Save included)
http://i251.photobucket.com/albums/gg296/CellKu/Civ4ScreenShot0009-1.jpg
5.) There is an event pic missing:
http://i251.photobucket.com/albums/gg296/CellKu/Civ4ScreenShot0012-1.jpg
6.) Why can I upgrade a galley in the water? But not in a city (which IIRC had no shipyard, though)?
http://i251.photobucket.com/albums/gg296/CellKu/Civ4ScreenShot0013-1.jpg
dhaniell Nov 18, 2010, 10:37 AM Oh, that looks fine. All bars are fitting. It's better than I expected. :D Just have to get the new position of GP text and maybe the research text. Cool. :cool: We will get it working!
:dance: *I wear my sunglasses a night...* :dance:
__________________________
About the Limited Religions. I'll check the changes from RevDCM asap. DL the code of 2.81 at the moment. Maybe I can repair the broken feature if they haven't done it. But I don't think that this is the problem of the autolog.ini problem. As the log is good for nothing (for you) I'll find for sure a way to silence this message.
__________________________
There is a problem in 4.29H. I've made a mistake in the chinese setting in CivilizationsInfo. And there is a typo in the same file. Both can crash the game!
It must look like this:
<Type>CIVILIZATION_CHINA</Type>
<Description>TXT_KEY_CIV_CHINA_DESC</Description>
<ShortDescription>TXT_KEY_CIV_CHINA_SHORT_DESC_ADN</ShortDescription>
<Adjective>TXT_KEY_CIV_CHINA_ADJECTIVE</Adjective>
<Civilopedia>TXT_KEY_CIV_CHINA_PEDIA</Civilopedia>
<DefaultPlayerColor>PLAYERCOLOR_DARK_PINK</DefaultPlayerColor>
<ArtDefineTag>ART_DEF_CIVILIZATION_CHINA</ArtDefineTag>
<ArtStyleType>ARTSTYLE_ASIA</ArtStyleType>
<UnitArtStyleType>UNIT_ARTSTYLE_CHINA</UnitArtStyleType>
The mistake is in <ArtStyleType>. In version 4.29H it calls ARTSTYLE_CHINA. But this is not exisiting.
And somewhere in the file I've created a typo. I think it was BYZANTINIUM instead of BYZANTIUM. With a search of BYZAN you can find the mistake.
I've attached my current file. This file includes also some more changes that can make more barb unit types appear. It's from my current development of 4.29I. ;)
________________________
Current changes for next version:
Art:
- some new button arts
- new unsurfaced road art
AI:
- teached the AI the effects of gold cost for (rail)roads -> we will see more asphalt roads in use
Gameplay:
- Apo and UN don't require (for construction) a special victory; both are still required for diplo victory
- diplomatic victory (!) votes are only possible if diplomatic victory is enabled and mastery victory is disabled; all other votes are now independed from the victory options
- build (rail)road costs now some gold
- new game option: Realisitc Culture Spread (improved version from AND) -> very, very cool feature
- new game option: Peace fixes Borders -> but I need more information what happens if a city is flipping; so experimental
- increased number of animals
- number of animals independend from total number of barb units
- allow barbs almost all unit types (even nukes)
- barbs can be spawned on ships
- animals can appear now in all eras
Others:
- modified and moved Era Stopper Mod to in-game-options under "Optional"
- new config tab "Diplomacy" where you can choose in-game the possible diplomatic options (similar to AND option tab)
- correctur of typo in CivilizationsInfo
- correctur of wrong ARTSTYLE for China in CivilizationsInfo
Yay!! Keep up the good work. :thumbsup:
Admiral Armada Nov 22, 2010, 02:12 AM Found two missing text keys,
_misc_specialist_happy
_concept_espionage_pedia_sr_ccv
And i found a holy knight,
http://img203.imageshack.us/img203/9761/civ4screenshot0001d.jpg
He withdrew when i was attacking, and thats were he ended up.
AlpsStranger Nov 24, 2010, 04:34 AM You'll have to forgive me for not reading the whole thread...
The 'next great person' text is above its bar. I think it may have something to do with the resolution and the extra buttons on the right. The code that bumps the bar itself down below the research bar must not know to bump the text down as well.
This was at 1920x1080.
http://img522.imageshack.us/img522/606/errorv.gif
Seems like a nice mod and I'll be keeping an eye on it :goodjob:
Thomas SG Nov 25, 2010, 08:39 AM As always at the moment I'm very short on time. I've noticed all bugs and go searching for them. Most of it seems to be easy to fix.
CellKu Nov 27, 2010, 03:34 PM Thomas SG, I could transport a rifleman (and lateron also a settler) with a caravel, but the hover text says it can only transport scouts, Great Person etc. So, there is either a bug or the hover text is wrong.
CellKu Nov 29, 2010, 12:53 PM A few very first comments (after a few turns) regarding 4.29H+:
1.) My capital is size 3 with 6 (3x2) food, but it grows with +7. :confused: (Do I need less than 1 food per pop in the beginning?)
2.) I got the message that my borders(!) are about to expand, but they didn't (since I play with this new culture spread feature, culture might spread more slowly, but maybe you should adjust the messages to the new system (e.g. "you reached a new culture level" or something similar, or better: the "border"-message comes when the border actually pops (not the culture)).
3.) I remember that in the early versions of RevDCM (and CCV?) the (second) stage (first change of description) of a city was "City State" (when single and reaching pop 3), now it is "Empire". IMO "City State" for a single city with pop 3 would be better. "Empire" sounds "bigger".
(I noticed that in the previous versions, but always forgot to mention it.)
need my speed Dec 01, 2010, 11:50 AM I've found a bug, I got a random event where a melomangic (or something like that) computer guy had done something, and that a number of Automatons would spawn in my border. I looked, but I saw no Automatons in my borders, or anywhere in fact. I saved, and pressed next turn. The game crashed. I loaded my save, but before it's loaded, the game crashes. I've tried it three times, and all crashed before it was loaded. Here's the savegame:
http://rapidshare.com/files/434302925/Ouwerkerk_AD-1997-July.CivBeyondSwordSave
EDIT: Perhaps I know how to fix it, the Great Wall, and all other wonders, are still active... I will try wether it works if I disable the Great Wall for a single turn.
EDIT2: Well, I obsoleted it, but it still crashed.
Slips Dec 01, 2010, 06:14 PM I discovered a problem (though, I hadn't realized this issue until numerous turns later) where I had managed to get in contact with a civilization from across the ocean before such a thing was possible. Long before. In turn, they placed me in contact with many others who I should not have been in contact with.
I only discovered the impossibility of the situation at a much later point in the game after having purchased their world map from them, it showing no connection to anything but that area.
I also seem to be unable to suggest tech trades although I have both technology trading and brokering on. The AI is able to negotiate trades with me, just not the reverse. They also seem to be able to negotiate and deal amongst themselves just fine, placing a rather hefty handicap on me.
Thomas SG Dec 02, 2010, 06:57 AM Thomas SG, I could transport a rifleman (and lateron also a settler) with a caravel, but the hover text says it can only transport scouts, Great Person etc. So, there is either a bug or the hover text is wrong.
What cargo concept are using? Standard or Advanced Cargo? If you are using the advanced system everything is fine. Have a look at the hover text. A caravel can carry 1 unit of the domain land and 1 unit of the special unit type people. So a standard caravel can carry for example one rifleman and one missionary at the same time.
The carack is better because there is no limitation for the second unit. It has two cargos of domain land.
If you are playing with the standard system it's bug.
Here are some pictures to show you. I think you will like them. ;) I've added three secret hints what I'm doing at the moment. :smoke:
Thomas SG Dec 02, 2010, 07:04 AM A few very first comments (after a few turns) regarding 4.29H+:
1.) My capital is size 3 with 6 (3x2) food, but it grows with +7. :confused: (Do I need less than 1 food per pop in the beginning?)
2.) I got the message that my borders(!) are about to expand, but they didn't (since I play with this new culture spread feature, culture might spread more slowly, but maybe you should adjust the messages to the new system (e.g. "you reached a new culture level" or something similar, or better: the "border"-message comes when the border actually pops (not the culture)).
3.) I remember that in the early versions of RevDCM (and CCV?) the (second) stage (first change of description) of a city was "City State" (when single and reaching pop 3), now it is "Empire". IMO "City State" for a single city with pop 3 would be better. "Empire" sounds "bigger".
(I noticed that in the previous versions, but always forgot to mention it.)
1) Shouldn't happen. Maybe I needed to add a new plot update somewhere in the code. I'll search for it. A save could be useful here.
2) Didn't think about it. Took this code part from AND without to notice this problem. On the list...
3) I decided to kick the city state out because I thought it gives you additional information. But as I know now that's not true. My fault. I'll bring back the city state when I rework DCN again for the new civics. Task for the future, but not urgent for now.
Thomas SG Dec 02, 2010, 07:06 AM I discovered a problem (though, I hadn't realized this issue until numerous turns later) where I had managed to get in contact with a civilization from across the ocean before such a thing was possible. Long before. In turn, they placed me in contact with many others who I should not have been in contact with.
I only discovered the impossibility of the situation at a much later point in the game after having purchased their world map from them, it showing no connection to anything but that area.
I also seem to be unable to suggest tech trades although I have both technology trading and brokering on. The AI is able to negotiate trades with me, just not the reverse. They also seem to be able to negotiate and deal amongst themselves just fine, placing a rather hefty handicap on me.
Sounds like an imported bug from AND/Advanced Diplomacy. On the list...
Thomas SG Dec 02, 2010, 07:15 AM I've found a bug, I got a random event where a melomangic (or something like that) computer guy had done something, and that a number of Automatons would spawn in my border. I looked, but I saw no Automatons in my borders, or anywhere in fact. I saved, and pressed next turn. The game crashed. I loaded my save, but before it's loaded, the game crashes. I've tried it three times, and all crashed before it was loaded. Here's the savegame:
http://rapidshare.com/files/434302925/Ouwerkerk_AD-1997-July.CivBeyondSwordSave
EDIT: Perhaps I know how to fix it, the Great Wall, and all other wonders, are still active... I will try wether it works if I disable the Great Wall for a single turn.
EDIT2: Well, I obsoleted it, but it still crashed.
Oh, good news. This is easy to fix. Even for your running game! The event calls the UNIT_AUTOMATIONS but this unit is not existing in CCV. It's there in Next War but not here. Please go to the Community Civ folder and navigate to Assets/Python/EntryPoints and open CvRandomEventInterface.py. You can edit the file with a common text editor. Search for UNIT_AUTOMATIONS and replace it with UNIT_CLONEWARRIOR. Save the changes. That should do it.
need my speed Dec 02, 2010, 08:37 AM Ah, thank you. I just continued playing with an autosave from a few turns earlier, but I'll edit the file anyway. Thanks.
CellKu Dec 02, 2010, 08:59 AM What cargo concept are using? Standard or Advanced Cargo? If you are using the advanced system everything is fine. Have a look at the hover text. A caravel can carry 1 unit of the domain land and 1 unit of the special unit type people. So a standard caravel can carry for example one rifleman and one missionary at the same time.
The carack is better because there is no limitation for the second unit. It has two cargos of domain land.
If you are playing with the standard system it's bug.
Here are some pictures to show you. I think you will like them. ;) I've added three secret hints what I'm doing at the moment. :smoke:
Ah, thanks. Then everything is okay. I use the Advanced Cargo System - I always try to play with as many new features as possible... ;)
Looking at the pictures I think I discovered one hint: You are adding new art for the Greeks!?!? Yeah! :D :goodjob: But the other two... :confused: Well, I will continue searching for them! A nice distraction until the next version/patch is released. :)
Thomas SG Dec 02, 2010, 09:03 AM Ah, thanks. Then everything is okay. I use the Advanced Cargo System - I always try to play with as many new features as possible... ;)
Looking at the pictures I think I discovered one hint: You are adding new art for the Greeks!?!? Yeah! :D :goodjob: But the other two... :confused: Well, I will continue searching for them! A nice distraction until the next version/patch is released. :)
You are just looking for one more hint! I thought that you would stop searching if you see two new unit arts and so I wrote three hints. So, all that glitters is not gold.
CellKu Dec 02, 2010, 09:04 AM 1) Shouldn't happen. Maybe I needed to add a new plot update somewhere in the code. I'll search for it. A save could be useful here.
2) Didn't think about it. Took this code part from AND without to notice this problem. On the list...
3) I decided to kick the city state out because I thought it gives you additional information. But as I know now that's not true. My fault. I'll bring back the city state when I rework DCN again for the new civics. Task for the future, but not urgent for now.
1.) Sorry, forgot to post a save. :hammer2: I started a new game (had to try the new perfectworld map) and got the same issue again: I have a size 1 city with 5 food, but it grows with +9. I think I see the formula 5- -4 = 9 in the city screen. So we have that minus twice (and - x - = +), so the +9 is mathematically corect. But I think it should have only one minus, or did you change something. I attach the save (4.29H+).
2.) + 3.) Thanks, I appreciate that.
CellKu Dec 02, 2010, 09:07 AM You are just looking for one more hint! I thought that you would stop searching if you see two new unit arts and so I wrote three hints. So, all that glitters is not gold.
:D Thanks for your hint regarding the hint! ;) I hadn't paid attention to the resources...
Thomas SG Dec 02, 2010, 09:18 AM :D Thanks for your hint regarding the hint! ;) I hadn't paid attention to the resources...
It's sulphur. Needed for early gun units and later with oil products for pharmaceutical products, chemicals and explosives in the chemical factory. And those may be needed for ammunition, electronic parts, aluminum, nuclear fuel, ... :mischief: I'm talking too much.
CellKu Dec 02, 2010, 09:36 AM It's sulphur. Needed for early gun units and later with oil products for pharmaceutical products, chemicals and explosives in the chemical factory. And those may be needed for ammunition, electronic parts, aluminum, nuclear fuel, ... :mischief: I'm talking too much.
Oh, nice! CCV gets so much more complex... :D (a civ version of Hearts of Iron?? just kidding) ;)
You mentioned pharmaceutical products?!? Very interesting, probably to fight :yuck: ?
By the way did you have a look at the new resource mod (http://forums.civfanatics.com/showthread.php?t=379853) that The Lopez is working on right now? I am not sure about its progress and some of its features might be to much micro-oriented, but maybe some of its features might be interesting for CCV.
Oh, and one thing, since we are in the bug thread: Would it be possible to make the menues in the "custom game" screen less transparent? It is a bit confusing right now.
Admiral Armada Dec 02, 2010, 04:03 PM In the H version, the build library quest is borked. You need to build X libraries before the Renaissance, but the tech for libraries advances to the Renaissance.
Thomas SG Dec 03, 2010, 04:49 AM I discovered a problem (though, I hadn't realized this issue until numerous turns later) where I had managed to get in contact with a civilization from across the ocean before such a thing was possible. Long before. In turn, they placed me in contact with many others who I should not have been in contact with.
I only discovered the impossibility of the situation at a much later point in the game after having purchased their world map from them, it showing no connection to anything but that area.
I've checked that. I can't repair the damage for a running game. I maybe could but that would be a waste of my time. Sorry. But I can repair the damage for new games. You must replace the DLL of version 4.29H+ with the new attached DLL and edit the UNIT_MIGRANT in CIV4UnitInfos.xml. The UNIT_MIGRANT must be set bInvisible = 1 (true) instead of 0.
That should do it. Maybe even the edit of the unit will be enough.
I also seem to be unable to suggest tech trades although I have both technology trading and brokering on. The AI is able to negotiate trades with me, just not the reverse. They also seem to be able to negotiate and deal amongst themselves just fine, placing a rather hefty handicap on me.
You are absolutly right. There is a ! missing in the code. This missing ! will hide the options in the diplo screen for you although tech trade is possible (for all non human players). The attached DLL will solve it for 4.29H+ even for running games.
Thomas SG Dec 03, 2010, 04:57 AM Oh, nice! CCV gets so much more complex... :D (a civ version of Hearts of Iron?? just kidding) ;)
You mentioned pharmaceutical products?!? Very interesting, probably to fight :yuck: ?
To fight? No, that was not my idea. But that's interesting. In combination with biological and chemical combat this could be interesting. :hmm: We should keep that in mind for a later use. In 4.29H++ pharmaceutical products will the population just make :health: and :). I thought that could be better as we can spread medicine around the world without to have to discover medicine everywhere or the need of special infrastructure.
By the way did you have a look at the new resource mod (http://forums.civfanatics.com/showthread.php?t=379853) that The Lopez is working on right now? I am not sure about its progress and some of its features might be to much micro-oriented, but maybe some of its features might be interesting for CCV.
No, I didn't know the mod until you mentioned it. I'll keep watching it.
Oh, and one thing, since we are in the bug thread: Would it be possible to make the menues in the "custom game" screen less transparent? It is a bit confusing right now.
I just can make it everywhere less transparent.
Thomas SG Dec 03, 2010, 04:59 AM In the H version, the build library quest is borked. You need to build X libraries before the Renaissance, but the tech for libraries advances to the Renaissance.
Sorry. You see - I don't play. I didn't know this event. Now that I know I'll repair it.
CellKu Dec 03, 2010, 08:04 AM To fight? No, that was not my idea. But that's interesting. In combination with biological and chemical combat this could be interesting. :hmm: We should keep that in mind for a later use. In 4.29H++ pharmaceutical products will the population just make :health: and :).
Sorry, that was a misunderstanding. I wanted to say "fight unhealthiness" (= :yuck: ). But if that misunderstanding gave you another idea for an interesting new concept, then :goodjob:
I just can make it everywhere less transparent.
I would appreciate that.
Btw, have you already posted 4.29H++?
Thomas SG Dec 03, 2010, 08:19 AM Btw, have you already posted 4.29H++?
No. Is :santa2: today? :D I think I've solved all reported bugs but I'm still fighting with the advanced "Bonus Production by Buildings" code. I noticed some trouble if resources have gone away by trade or have been added by trade. So import and export is still a bit buggy. :cry: I'm writing additional code at the moment to solve it and to support multiple production with one basic resource. But all art and XML stuff is done. So it's just the code.
And I have to add more of your greek art. :mischief: All greek unit art until early gun units era is created but must be added to the various XML files.
Admiral Armada Dec 03, 2010, 12:39 PM Sorry. You see - I don't play. I didn't know this event. Now that I know I'll repair it.
That seems to be a trend among many modders;)
Admiral Armada Dec 04, 2010, 12:31 AM Playing the latest version, two possible bugs.
1)
http://img573.imageshack.us/img573/4672/civ4screenshot0009o.jpg (http://img573.imageshack.us/i/civ4screenshot0009o.jpg/)
My borders have most certainly not expanded, i do have advanced culture spread or whatever its called on, so it may be that.
2)
http://img809.imageshack.us/img809/2518/civ4screenshot00100.jpg (http://img809.imageshack.us/i/civ4screenshot00100.jpg/)
The animals seem to have declared war on me, also the boarders of Moscow have yet to expand.
No save, sorry:blush:
CellKu Dec 04, 2010, 11:45 AM Admiral Armada, regarding the first issue you mentioned (adv. culture), Thomas SG said he will look into it.
The second one, IIRC, is a feature: animals are now able to enter borders.
Admiral Armada Dec 05, 2010, 12:30 AM Admiral Armada, regarding the first issue you mentioned (adv. culture), Thomas SG said he will look into it.
The second one, IIRC, is a feature: animals are now able to enter borders.
I apologize, i did not know.
In any case i have some new ones, there is something wrong with the hover text over plots, lower left hand corner. Its only on some plots, and works fine on other plots.
http://img19.imageshack.us/img19/4525/civ4screenshot0011o.jpg (http://img19.imageshack.us/i/civ4screenshot0011o.jpg/)
http://img602.imageshack.us/img602/5061/civ4screenshot0013.jpg (http://img602.imageshack.us/i/civ4screenshot0013.jpg/)
bonta Dec 07, 2010, 06:37 AM First: Awesome mod, I really like how it adds to the complexity of Civ4. :)
A few issues I came across:
I can confirm the hovertext problem Admiral Armada posted above, I also noticed that its only over plots that have 1% influence of any faction (If you look closely you can see the 1 but not the % and then what I believe is the path to the flag image) or maybe its <1% and the < is not properly put into quotes (or however you escape special characters). Well just some speculation hope it's of some help. :D
I was also puzzled about the extra food at first... but then thought it was a feature. :lol:
Because it follows the formula:
netfood = foodfromtiles - (2*population + (unhealthiness - healthiness))
Usually the (unhealthiness - healthiness) part could not become < 0 , so now small cities with lots of surplus healthiness literally explode population-wise.
IMO this makes kind of sense because if a population is really healthy fewer people die of disease or old age and even if your birthrate stays the same it grows faster.
I also always wondered why city A with lots of food production (and because of that lots of population and unhealthiness) can't just transport some of that food to city B that can't even sustain the lowest populations, so now we would have some sort of food trade mechanism (Yeah I know there are corporations for that but I like big cities even if I can't yet have corporations).
Maybe you could implement some sort of factor that reduces the food gained from surplus healthiness and goes up with certain techs (refridgeration comes to mind).
I'm unable to raze cities when I capture them... most of the time there isn't even a popup asking me whether I'd like to, the game just asks me what I'd like to build. :(
And the one time the popup did come up, pressing "BURN BABY, BURN!" had no effect whatsoever (and when I first inspected the city, I could no longer raze it... the "BURN BABY, BURN!" button had vanished! Which left me the "choice" of keeping or inspecting the city....). I thought that maybe it had something to do with the IDW component, so I started a new game and with the help of the map editor conquered a city where my influence after combat was smaller than the defenders influence, but still nothing (my thinking behind that was that maybe you can't raze your own city and because of IDW most cities I captured where mostly of my own nationality when it came to the "choice"). I didn't try it with IDW disabled though...
Oh and auto-razing cities with population 1 did work.
Could you change the civilopedia entry of Drill2 to reflect hat it does require Drill1 AND Combat1? Took me quite a while to figure that one out :D (same with Drill3 and Combat2)
And my units keep getting XP out of combat... (but just up to the next promotion) not that I want to complain about free XP... just wondering (also the harbor in my capital seems to have leveled up as it now gives 4 XP to new ships).
Also my privateers can't transport spies, in contrast to what the tooltip tells me.
When I set DCM_STACK_ATTACK to 1 in GlobalDefinesAlt.xml there is no effect, only the "best" unit of the stack will attack and not all of them together (dunno whether thats intended or not... but reading about stack attack in the DCM topic you linked in the feature list gave me that idea).
And lastly THANK YOU for the tech trade fix... I was beginning to think I must have overlooked something blatantly obvious for me not to be able to sugest techtrad :lol:
Keep up the good work, really apreciate it. :goodjob:
Thomas SG Dec 07, 2010, 07:19 AM I apologize, i did not know.
In any case i have some new ones, there is something wrong with the hover text over plots, lower left hand corner. Its only on some plots, and works fine on other plots.
http://img19.imageshack.us/img19/4525/civ4screenshot0011o.jpg (http://img19.imageshack.us/i/civ4screenshot0011o.jpg/)
http://img602.imageshack.us/img602/5061/civ4screenshot0013.jpg (http://img602.imageshack.us/i/civ4screenshot0013.jpg/)
First: Awesome mod, I really like how it adds to the complexity of Civ4. :)
A few issues I came across:
I can confirm the hovertext problem Admiral Armada posted above, I also noticed that its only over plots that have 1% influence of any faction (If you look closely you can see the 1 but not the % and then what I believe is the path to the flag image) or maybe its <1% and the < is not properly put into quotes (or however you escape special characters). Well just some speculation hope it's of some help. :D
Exactly. Bug found. It happens if the influence is < 1%.
Thomas SG Dec 07, 2010, 07:55 AM First: Awesome mod, I really like how it adds to the complexity of Civ4. :)
Thank you. :)
I was also puzzled about the extra food at first... but then thought it was a feature. :lol:
Because it follows the formula:
netfood = foodfromtiles - (2*population + (unhealthiness - healthiness))
Usually the (unhealthiness - healthiness) part could not become < 0 , so now small cities with lots of surplus healthiness literally explode population-wise.
IMO this makes kind of sense because if a population is really healthy fewer people die of disease or old age and even if your birthrate stays the same it grows faster.
I also always wondered why city A with lots of food production (and because of that lots of population and unhealthiness) can't just transport some of that food to city B that can't even sustain the lowest populations, so now we would have some sort of food trade mechanism (Yeah I know there are corporations for that but I like big cities even if I can't yet have corporations).
Maybe you could implement some sort of factor that reduces the food gained from surplus healthiness and goes up with certain techs (refridgeration comes to mind).
:eek: This is not intentional. I'll change and remove it although your idea is a good one. But there should be a food exchange system in the future... :mischief:
I'm unable to raze cities when I capture them... most of the time there isn't even a popup asking me whether I'd like to, the game just asks me what I'd like to build. :(
And the one time the popup did come up, pressing "BURN BABY, BURN!" had no effect whatsoever (and when I first inspected the city, I could no longer raze it... the "BURN BABY, BURN!" button had vanished! Which left me the "choice" of keeping or inspecting the city....). I thought that maybe it had something to do with the IDW component, so I started a new game and with the help of the map editor conquered a city where my influence after combat was smaller than the defenders influence, but still nothing (my thinking behind that was that maybe you can't raze your own city and because of IDW most cities I captured where mostly of my own nationality when it came to the "choice"). I didn't try it with IDW disabled though...
Oh and auto-razing cities with population 1 did work.
There must be something terrible wrong as it seems. But I've done no changes and have no idea at the moment where is the problem in the code. :(
Could you change the civilopedia entry of Drill2 to reflect hat it does require Drill1 AND Combat1? Took me quite a while to figure that one out :D (same with Drill3 and Combat2)
What can I do here? :crazyeye:
http://forums.civfanatics.com/attachment.php?attachmentid=274788&stc=1&d=1291729260
http://forums.civfanatics.com/attachment.php?attachmentid=274789&stc=1&d=1291729260
And my units keep getting XP out of combat... (but just up to the next promotion) not that I want to complain about free XP... just wondering (also the harbor in my capital seems to have leveled up as it now gives 4 XP to new ships).
This is a feature! No bug! Units are trained slowly by barracks, airbase, harbor,... if there current XP level is lower than the level of a new created unit could be. And this feature is also teached to the AI.
Also my privateers can't transport spies, in contrast to what the tooltip tells me.
This is a bug. Units with hidden nationality are not allowed to carry units! So there sould be no cargo space for the privateer. Removed the wrong entry.
When I set DCM_STACK_ATTACK to 1 in GlobalDefinesAlt.xml there is no effect, only the "best" unit of the stack will attack and not all of them together (dunno whether thats intended or not... but reading about stack attack in the DCM topic you linked in the feature list gave me that idea).
You know I don't support DCM features. But the entry in GlobalDefinesAlt.xml is just the standard setting. Maybe it is overwritten later. If you want the DCM features back edit RevDCMOptionsTab.py in Assets/Python/BUG/Tabs. There are some out commented lines.
...
col1, col2, col3 = self.addMultiColumnLayout(screen, right, 3, "Military and War 8")
self.addCheckbox(screen, col1, "RevDCM__CCV_REQUIRE_INFRASTRUCTURE")
self.addCheckbox(screen, col2, "RevDCM__CCV_ADVANCED_SUPPORT")
self.addCheckbox(screen, col3, "RevDCM__CCV_LOST_BATTLE")
#self.addLabel(screen, left, "RevDCM__RevDCM_military_and_war_9", " ")
#col1, col2, col3 = self.addMultiColumnLayout(screen, right, 3, "Military and War 9")
#self.addCheckbox(screen, col1, "RevDCM__DCM_ARCHER_BOMBARD")
#self.addCheckbox(screen, col2, "RevDCM__DCM_RANGE_BOMBARD")
#self.addLabel(screen, left, "RevDCM__RevDCM_military_and_war_10", " ")
#col1, col2, col3 = self.addMultiColumnLayout(screen, right, 3, "Military and War 10")
#self.addCheckbox(screen, col1, "RevDCM__DCM_OPP_FIRE")
#self.addCheckbox(screen, col2, "RevDCM__DCM_FIGHTER_ENGAGE")
#self.addLabel(screen, left, "RevDCM__RevDCM_military_and_war_11", " ")
#col1, col2, col3 = self.addMultiColumnLayout(screen, right, 3, "Military and War 11")
#self.addCheckbox(screen, col1, "RevDCM__DCM_ATTACK_SUPPORT")
#self.addCheckbox(screen, col2, "RevDCM__DCM_STACK_ATTACK")
#self.addCheckbox(screen, col3, "RevDCM__DCM_ACTIVE_DEFENSE")
screen.attachHSeparator(left, left + "SepDCM1")
screen.attachHSeparator(right, right + "SepDCM2")
self.addLabel(screen, left, "RevDCM__RevDCM_espionage", localText.getText("TXT_KEY_CCV_MAINOPTION_ESPIONAGE",()))
col1, col2, col3 = self.addMultiColumnLayout(screen, right, 3, "Espionage")
self.addCheckbox(screen, col1, "RevDCM__SS_ENABLED")
...
Thomas SG Dec 07, 2010, 08:09 AM 3.) Is it correct that I cannot promote my units to City Raider II anymore? :(
http://i251.photobucket.com/albums/gg296/CellKu/Civ4ScreenShot0008-3.jpg
I think it is correct. Your unit must have additional experience with city combat. Just level 1 is for "free". Attack a city with the unit and after the battle City Raider II will be available.
bonta Dec 07, 2010, 12:03 PM What can I do here? :crazyeye:
Ooops! :lol: Ok I'm sorry... dunno how I overlooked that... propably just went to Drill1 and assumed that "leads to" means "only needs". But thanks for pointing that out! :D
This is a feature! No bug! Units are trained slowly by barracks, airbase, harbor,... if there current XP level is lower than the level of a new created unit could be. And this feature is also teached to the AI.
Yeah I thought as much, but the strange thing is... my new privateer started with 4 XP (not 3 as the harbor tooltip says... but previously my new naval vessels started with 3 XP). Then I ordered it to sail to my enemies.. and on the way it got to 5 XP (the "on the way" part is strange... I can understand if units in cities get trained by the training facilities there... but just going around is a bit weird). I do have to add that I did capture some Carthaginian cities previously and had Assimilate turned on... so if I had a cothon I could build 5 XP naval vessels (I'm not quite sure whether i did already own one). And IIRC it started only after I had captured those cities. Dunno if thats intentional... but would of course alter my conquering focus to those civs that have UBs with XP boni. :D
You know I don't support DCM features. But the entry in GlobalDefinesAlt.xml is just the standard setting. Maybe it is overwritten later. If you want the DCM features back edit RevDCMOptionsTab.py in Assets/Python/BUG/Tabs. There are some out commented lines.
Ok thanks. :)
Dunno if this is a bug... but I'm unable to get the religious promotions mentioned in the civilopedia (I built temples, monasteries, cathedrals, shrines... but still). Or do units have to fight in cities with a religion to be able to get the according promotion? (Or is it settler-only, but then the civilopedia says otherwise)
And regarding balancing... I find it strange that an AI opponent currently at war with two other factions is willing to sell me his best artillery units (culverine, needs 135 production to build) for 64 gold each... while he wants 1060 gold for a worker (only 90 production)... with 405 gold for hurrying the production of a worker you could exploit this for a lot of money (if the AI pays you 1000 gold and has no limit on the total number of workers it keeps). I'm also unable to sell my units, but thats propably because the AI does not see my units via espionage. Would be cool if I could sell them regardless of sight.
EDIT: Just read in the general thread that you don't really support unit trading so forget about it. :)
And according to the features thread towns should remove forests completely (upon becoming a town?) but I can chop down forests on towns (that were built on forests) and the town gives 0.9 unhealthiness, so the forest bonus seems to still be there (see screenshot).
Thomas SG Dec 07, 2010, 01:32 PM Yeah I thought as much, but the strange thing is... my new privateer started with 4 XP (not 3 as the harbor tooltip says... but previously my new naval vessels started with 3 XP). Then I ordered it to sail to my enemies.. and on the way it got to 5 XP (the "on the way" part is strange... I can understand if units in cities get trained by the training facilities there... but just going around is a bit weird). I do have to add that I did capture some Carthaginian cities previously and had Assimilate turned on... so if I had a cothon I could build 5 XP naval vessels (I'm not quite sure whether i did already own one). And IIRC it started only after I had captured those cities. Dunno if thats intentional... but would of course alter my conquering focus to those civs that have UBs with XP boni. :D
It would be hard to teach the AI that a unit must return to a special city. And do you really think that all sailors live 200 years? Even if a ship is far away on the sea there is support for the ship. It gets food, fresh water, spare parts, fuel, ammunition and new (experienced) sailors. But the main reason is the AI for me to do so. ;) And the XP limit depends on your best city that could build this unit type. This city will train the new soldiers.
Dunno if this is a bug... but I'm unable to get the religious promotions mentioned in the civilopedia (I built temples, monasteries, cathedrals, shrines... but still). Or do units have to fight in cities with a religion to be able to get the according promotion? (Or is it settler-only, but then the civilopedia says otherwise)
Those are civic promotions. Nationhood too. You must run special civics to get them! Those civic promotions are for free and a unit will have the promotion as long as you run the needed civic. If you change your civics, gift the unit, conquer a unit with a civic promotion,... the promotion will be removed or given.
But you are right. This feature is damaged. Somewhere between the merge of RevDCM 2.8 and now I have destroyed this feature. The needed entries in CIV4CivicInfos.xml are missing now. Repaired file attached.
And regarding balancing... I find it strange that an AI opponent currently at war with two other factions is willing to sell me his best artillery units (culverine, needs 135 production to build) for 64 gold each... while he wants 1060 gold for a worker (only 90 production)... with 405 gold for hurrying the production of a worker you could exploit this for a lot of money (if the AI pays you 1000 gold and has no limit on the total number of workers it keeps). I'm also unable to sell my units, but thats propably because the AI does not see my units via espionage. Would be cool if I could sell them regardless of sight.
What should I say. This is one of the reasons why this is at the moment not really an official feature of CCV. I'll improve this part asap. The reason is simple. My gift for you with the new version is "Happy Unit Equipment Trading" for infantry units as you may have noticed from the screens. You can manufacture/buy/trade now bronze weapons, iron weapons, crossbows, muskets, rifles, infantry equipment, machine guns, at weapons, stingers, gunpowder, ammunition, fuel,... ! So you may train swordsmen even if you don't know how to work with iron. You may train musketmen even if you have no idea how to construct muskets or how to make gunpowder. All needed stuff is now a tradeable resource. Manufactured by special resources in several buildings. And those can of course be spread by the trade network as usual. No need to train your swordsmen at your resource of iron or in the city with the forge. The weapons are available everywhere in the trade network. And of course you can buy and sell them! Really! In fact all you need is somebody who is willing to sell it to you. Or gift them to you... :mischief:
But heavy weapons will be dealed as single units in the future. No "flatrate" for catapults, culverins,..., tanks,..., ironclads,..., jet fighters,... ! But this part is not under development at the moment! I'm creating new art for this full version at the moment.
:D Revolution. :D
And according to the features thread towns should remove forests completely (upon becoming a town?) but I can chop down forests on towns (that were built on forests) and the town gives 0.9 unhealthiness, so the forest bonus seems to still be there (see screenshot).
Solved. You are right. Features were just removed if the command was comming from an unit build action and not if it was comming from an improvement update.
Thomas SG Dec 07, 2010, 01:51 PM Oh, and as promised I've changed the AND bonuses for units. But finally I've decided to use the best and clean solution of a vector. So you can now set as many AND resources as you like. And in fact this is also used for many, many units. No more modern armors without steel. :p Now you need both - steel and aluminum. And of course ammunition and fuel.
Here a screen from the stealth jet fighter...
http://forums.civfanatics.com/attachment.php?attachmentid=274816&stc=1&d=1291751505
bonta Dec 07, 2010, 03:43 PM So does the village becoming a town give the chopdown production bonus to the nearby city?
And is it intended that you get no production bonus at all if you chop down outside the working radius?
Again on the XP (don't get me wrong I really like this feature):
So it would be best to put all your military advisors + elite academy into one city (something I do all the time anyway :D ), but I got the feeling that the AI doesn't know/care about that... for example one opponent I captured had a military advisor in each of his two cities, but it would have been better to put both of them in one city. (I also saw an opponent with two in his capital and none in his other two cities... but who knows when those were founded) And judging from the number of "GreatGeneralHasDied"-messages I believe the AI uses them mostly to upgrade their units (and send those into suicide missions) instead of thinking more longterm and putting them all into one preferably easily defendable (hill, walls, castle, reinforcements) city far away from the front line.
EDIT: Just saw your next post, really looking forward to it :D
EDIT2: And maybe you could implement some kind of storage for weapons and stuff... would be weird if a city that gets disconnected from your tradenet could suddenly only build warriors x)
warko Dec 08, 2010, 10:08 AM i will like to know if in multiplayer is normal the desincronation of game? cause i decided to play in lan this wonderful mode, but it keeps coming the desincronation. so the one that isnt host leaves, and rejoins the game, but later on again comes, or what made us quit the match was rejoining the match and just after rejoining again desincronation. is there anyway to solve this? does it have to do with wifi? i dont have this problems while playing a lan match of BTS. thanks for your time
bonta Dec 08, 2010, 01:44 PM Some more minor issues I came across:
I besieged this one city with a culverine and two cavalrymen (and some melee units) in my stack, I firststrike attacked with the culverine and the first cavalryman, but couldn't firststrike attack with the second one. Then I did a normal attack with the first cavalry and suddenly I could firststrike attack with the second one again... quite odd. (Also have screenshots if you need'em)
And when you look at the screenshot of said citys cityscreen (it still belonged to my opponent at that time) you can see that the revolutions tooltip actually displays my empire stability... I guess thats because my cultural influence (thanks to IDW) was already close to 90%... I don't think thats intended though.
I'm also not able to save the changes I made in the domestic advisor and revolutions watch screens. Also the revolutions watch screen doesn't actually display anything revolution related (appart from empire stability if you choose 'specialization' in the dropdownmenu) in the default configuration... in fact it shows basically the same as the domestic advisor screen (though it does not display the 'automation' and 'features' columns in the executive summary, although those are selected when you edit the screen). Maybe you could merge them and add a 'revolutions' entry to the menu?
EDIT: Ok so i looked around some more AI cities and most of the time they have maybe one military advisor not where all the others are... guess thats fine.
And now it just worked with cavalry firststrike attacking after each other :S
The second screenshot shows my knight whose commander has motivation1 being able to bombard city def. x)
MafiaHun Dec 09, 2010, 05:23 PM When I try to play the game I get Bug Option failed to write INI file..etc.repeated line after line at the top of the screen. How do I fix that?
Thanks!
bonta Dec 10, 2010, 06:33 AM When I try to play the game I get Bug Option failed to write INI file..etc.repeated line after line at the top of the screen. How do I fix that?
Thanks!
Did you run it as admin? (right click on the CCV link and select 'run as administrator')
i will like to know if in multiplayer is normal the desincronation of game? cause i decided to play in lan this wonderful mode, but it keeps coming the desincronation. so the one that isnt host leaves, and rejoins the game, but later on again comes, or what made us quit the match was rejoining the match and just after rejoining again desincronation. is there anyway to solve this? does it have to do with wifi? i dont have this problems while playing a lan match of BTS. thanks for your time
I think I read somewhere in the BUG forum that some parts of BULL can cause desync.. though I don't know whether thats still an issue. Did you and your friends play with the same settings in the CtrlAltO-menu? Or try to disable some features.
Some more minor issues I came across:
I besieged this one city with a culverine and two cavalrymen (and some melee units) in my stack, I firststrike attacked with the culverine and the first cavalryman, but couldn't firststrike attack with the second one. Then I did a normal attack with the first cavalry and suddenly I could firststrike attack with the second one again... quite odd. (Also have screenshots if you need'em)
[...]
And now it just worked with cavalry firststrike attacking after each other :S
After some further playing I came across this issue again a couple of times, some units just won't be able to firststrike attack. Maybe it has something to do with them only being rangedcombat as secondary unit type? Because I only seem to get this issue with cavalrymen und navalvessels at the moment (but then again... those are the units I use most, so this could be biased).
And when you look at the screenshot of said citys cityscreen (it still belonged to my opponent at that time) you can see that the revolutions tooltip actually displays my empire stability... I guess thats because my cultural influence (thanks to IDW) was already close to 90%... I don't think thats intended though.
While spying on some more AI cities I noticed that all of them show my empire stability in the revolution bar tooltip, so I guess thats intended.
MafiaHun Dec 10, 2010, 11:54 AM bonta: I did that but still get the repeated paragraph. I can't find an ini file if that is the problem.
Admiral Armada Dec 10, 2010, 12:43 PM The BUG options reminder checkbox keeps resetting to its default value of checked every time i start the game. All other values save themselves fine.
warko Dec 10, 2010, 12:46 PM during multiplayer matches the options are determined before the match starts and cant be changed, and even so we didnt change anything during the match. graphic options are different between our pc's but i suppose that cant make desyncronation and 1 pc is more powerfull than the other, could it be that?please i would i like a solution, i rather play this mod in multiplayer than the normal BTS but with desincronation coming around its a risk to start a game if its going to annoy you during all of it.(and i'm talking about very slow speed game, so a long long game). thanks
bonta Dec 10, 2010, 04:51 PM @MafiaHun: Well, there is another thread about the exact same error message: (Google is your friend ;) )
http://forums.civfanatics.com/showthread.php?t=313049
Basically they come to the conclusion that it needs admin rights, but there are some other possible causes mentioned:
If you go to the System tab of the BUG Options Screen, you'll see all the places (search paths) where BUG will look for INI files. When it finds one, it writes changes to it to the same file. All the paths listed are verified to be valid directories in that they exist and are directories.
So when writing INIs one of two things happens: an INI file is found and modified, or a new file is created. When a new INI is created, I believe (check BugPath.py to be sure) that it is put into the first search path in the list.
Here are a few possibilities:
User cannot write to the new INI file search path
existing INI files are write protected or user doesn't have rights to write to them
no valid search paths are found
search paths all contain non-Latin1 characters
I didn't read all of the thread just found this in the fifth post, but maybe you'll find something (more) helpful. :)
@warko: I'm sorry I didn't actually play this in multiplayer as of yet, just assumed the BUG Mod Options Screen would still be available after start. :(
And I just meant the settings in the Optional and Diplomacy Tab in the BUG Mod Options Screen (Ctrl+Alt+O). If it were due to some graphic settings you would propably also notice those desyncs in normal BTS multiplayer (and from what you wrote, I assume you don't).
MafiaHun Dec 11, 2010, 10:16 AM Thanks, bonta, running it as admin works now, but the game crashes after awhile. Too bad too, because it's a good one. I will search the thread to find out why it keeps crashing.
bonta Dec 11, 2010, 12:40 PM Hmm mine crashes quite often too... so I basically quicksave (Shift+F5) all the time. x)
Could be caused by the XXXL map I'm playing on though. (over 2GB RAM usage) :D
And the more often I Alt+Tab the more often it crashes. *shrug*
If your game always crashes at a specific point (even after you loaded and you come to the same round), you should try loading an earlier savegame, I read somewhere that some bugs can take a few turns before the game crashes, thus loading the last savegame won't work.... so save often. :D
Thomas SG Dec 11, 2010, 06:15 PM So does the village becoming a town give the chopdown production bonus to the nearby city?
I've had a look at the code yesterday and fixed the problem you noticed. And I thought about this question too. I could do both! But as there are two ways to remove features it depends on your current technology level. And I must confess that I had no motivation to construct an additional check. I was too lazy. ;) So in 4.29H++ there will be no bonus. The villagers use the wood for their new houses at the moment.
And is it intended that you get no production bonus at all if you chop down outside the working radius?
BTS behaviour I think. And it makes sense to do so. If I change it we would create a human exploit! Humans could create additional forests outside the radius and use the chop down bonus. The AI don't know about it. So this is intentional and absolutly neccessary!
Again on the XP (don't get me wrong I really like this feature):
So it would be best to put all your military advisors + elite academy into one city (something I do all the time anyway :D ), but I got the feeling that the AI doesn't know/care about that... for example one opponent I captured had a military advisor in each of his two cities, but it would have been better to put both of them in one city. (I also saw an opponent with two in his capital and none in his other two cities... but who knows when those were founded) And judging from the number of "GreatGeneralHasDied"-messages I believe the AI uses them mostly to upgrade their units (and send those into suicide missions) instead of thinking more longterm and putting them all into one preferably easily defendable (hill, walls, castle, reinforcements) city far away from the front line.
I've had a look at the BTS AI but not at the BBAI. And I saw that the AI likes to collect GGs in one city. So that's fine for the system. But I also know that the BBAI uses more GGs in battle field and for great healers. But I think/hope the balance is okay.
EDIT: Just saw your next post, really looking forward to it :D
EDIT2: And maybe you could implement some kind of storage for weapons and stuff... would be weird if a city that gets disconnected from your tradenet could suddenly only build warriors x)
Archers or Longbowmen. :D And hey. The new code is (or better was) so complex that you can't imagine. My first code solution was so complex that an AI autoturn on a XXS map with two players could lead to turn times about 30-50 seconds per turn. With maybe a dozen cities on the map. But I've speeded up the code. You shouldn't notice a difference now. But before I even think about a more complex system we need to test this one! It took about 20 hours to get it producing right results in all test scenarios I could imagine. And there are many different types of scenarios. So no storage system. This would also need more changes to the AI. The current system is fine for the AI.
And what's the difference between the BTS system and the new one? In BTS you were disconnected from copper, iron and oil. Now you could be disconnected from iron weapons, rifles and fuel. And iron and sulphur are resources with a high appearance rate on the map. So it should be quite easy to be able to construct muskets and produce gunpowder.
Thomas SG Dec 11, 2010, 06:31 PM Some more minor issues I came across:
I besieged this one city with a culverine and two cavalrymen (and some melee units) in my stack, I firststrike attacked with the culverine and the first cavalryman, but couldn't firststrike attack with the second one. Then I did a normal attack with the first cavalry and suddenly I could firststrike attack with the second one again... quite odd. (Also have screenshots if you need'em)
...
And now it just worked with cavalry firststrike attacking after each other :S
The second screenshot shows my knight whose commander has motivation1 being able to bombard city def. x)
If you can firststrike or not depends on the basic firststrikes (!) of your FSA unit and the best enemy defender. Promotions are ignored for the decision if can or can not. Just the final damage depends on them.
So if you hurt the current best enemy defender with another unit it may be possible that the unit that was unable to FSA this old best defender before is now able to hurt the next new best defender. Maybe this was the problem here..
If you can or cannot depends on the weapon range and also the basic FSA chance. That's almost the same. If both have 2 basic FSAs it will not be possible to attack (if the real weapon range is 0 plots). If you are in range to attack you are also in range to be hit by the defender. But that's a common combat and not a FSA! So there must be a real chance for a firststrike! If both got 1-2 FSAs there is a chance of 25% to be able to FSA. That's the reason why you often see a message that a unit XY was not able to hit the defender. The capabilities and the positioning of the defender was equal or better.
PPQ_Purple Dec 12, 2010, 07:32 PM I am getting a non fixable, non recoverable crash in ad 375.
I started with 11 civs, lost one but revolutions brought it up to 15.
The game just crashes without any sort of error message or anything. All I get is the generic windows error that the program has crashed.
Any idea how I could fix it?
Admiral Armada Dec 13, 2010, 12:47 AM Try loading an earlier autosave, that sometimes works. You could also upload the save right before it crashes in case Thomas wants to look at it.
PPQ_Purple Dec 13, 2010, 02:43 AM I doubt he could open it since I moded the game to include some 2-3 more leader heads. (I did not change anything else but still)
Also, when I load an older save the game again crashes in the exact same turn. AD 375 every time.
warko Dec 13, 2010, 07:29 AM i'm trying to play a single game match, but i'm in the year 500AC and it keeps closing the game, so i just load the game before my last autosave, and i can advance some more turns before it closes again the game. and even if i can advance some turns, its really annoying that for 3 turns i advance i have to repeat 6 turns or 7 for loading a autosaved game. its getting errors now very often. any suggestion so this dont happend so much? should i desactivate any option to improve the game to avoid this errors? another annoying thing is that other leaders keeps offering me to introduce me other leaders that i havent met yet, but 4 times each turn, every turn. its also really annoying.thanks for your time
Thomas SG Dec 13, 2010, 08:23 AM i'm trying to play a single game match, but i'm in the year 500AC and it keeps closing the game, so i just load the game before my last autosave, and i can advance some more turns before it closes again the game. and even if i can advance some turns, its really annoying that for 3 turns i advance i have to repeat 6 turns or 7 for loading a autosaved game. its getting errors now very often. any suggestion so this dont happend so much? should i desactivate any option to improve the game to avoid this errors?
I can't tell you why this is happening so often on your machine. As it seems it is no coding bug. It seems to be a performance problem. So what map size are you using? And how many players have you got? Is BarbCiv enabled? Those are important factors. BarbCiv is still buggy. Found several problems during the development of H++. And Python errors can also slow down the game. But most of them won't crash the game. Okay, the UNIT_AUTOMATIONS bug would do. Are you or another player in the future era? So the broken event could cause random CTDs. You can also try it with unpacked art. But to disable in-game-options makes no sense as all mechanics will keep running in the background.
another annoying thing is that other leaders keeps offering me to introduce me other leaders that i havent met yet, but 4 times each turn, every turn. its also really annoying.thanks for your time
Okay. I can't notice things like that. It's good that you tell me. :goodjob: I'll reduce the contatcs about 50% per DLL change. So the seen chance in CIV4LeaderHeadInfos.xml is 1:1 to the real chance. The XML tag controlling this feature is
<ContactRand>
<ContactType>CONTACT_TRADE_CONTACTS</ContactType>
<iContactRand>XY</iContactRand>
</ContactRand>
So if we need more changes we will do it their. And if it is too bad in your current game I suggest to disable the contact trade in the diplomacy tab.
PPQ_Purple Dec 13, 2010, 09:00 AM So there is like nothing that can be done?
Is there like a stable version of this that I can play? Since I just got into playing and had so much fun and than I hit this and it really ruined my day.
Thomas SG Dec 13, 2010, 09:16 AM So there is like nothing that can be done?
Is there like a stable version of this that I can play? Since I just got into playing and had so much fun and than I hit this and it really ruined my day.
The best thing you can do at the moment is to use the bug fixes I've told you here in the forum about for 4.29H/H+ or to wait for H++. And don't play with future, too big maps and with BarbCiv disabled. That's the best advice for the moment. And I can offer H++ in two versions with packed art and unpacked art.
But I'm still searching for the technology bug. I'm merging all changes from H+ to H++ at the moment step by step into H+ to find the bug. :sad:
€: Bug found.
Admiral Armada Dec 13, 2010, 11:05 AM As long as we are on selling contact info, their evaluation of the value of the contact is odd, or rather inconsistent. Civ X will contact me and ask 500 for contact with civ Y. I ask to negotiate, remove the gold from my side, and ask 'what would make this deal work', answer: 50 gold.
Good to hear you found the Tech trade bug, thats an annoying one.
Thomas SG Dec 13, 2010, 11:15 AM As long as we are on selling contact info, their evaluation of the value of the contact is odd, or rather inconsistent. Civ X will contact me and ask 500 for contact with civ Y. I ask to negotiate, remove the gold from my side, and ask 'what would make this deal work', answer: 50 gold.
Good to hear you found the Tech trade bug, thats an annoying one.
:lol: Afforess :lol: On the list...
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