View Full Version : 0.19.1: Unofficial Update to the Unofficial Patch


Dresden
Aug 18, 2008, 08:54 AM
Since Solver has been busy and there are some major bugs that need to be addressed, I compiled an update to the unofficial patch. I had wanted to get his approval before posting this but I haven't yet heard back and this has been delayed long enough so I'll just take my lumps.

Given that the main purpose of this release is to fix some things which were broken in 0.19 or have shown up since then, I am calling this 0.19.1. To that end I have chosen to not address things which Solver has explicitly spoken out against; specifically the AI favorite civic redline behavior. The list of changes are below; big thanks to both DanF5771 and jdog5000 for providing some of these fixes.

Changes from version 0.19
Fixed problem with AI Bombers not attacking. Fix is from Better AI mod [jdog5000]
Ref: http://forums.civfanatics.com/showpost.php?p=7080987&postcount=20
CvUnitAI::AI_attackAirMove()
Fixed collateral damage calculation related to defensive modifiers like Bunkers & Drill 2+ units. [DanF5771]
Ref: http://forums.civfanatics.com/showpost.php?p=6981159&postcount=2
CvUnit::collateralCombat()
Fixed bug where AI uses player's ID instead of attitude when evaluating trade deals. [DanF5571]
Ref: http://forums.civfanatics.com/showpost.php?p=7022936&postcount=14
CvPlayerAI::AI_civicTrade(); CvPlayerAI::AI_bonusTrade; CvPlayerAI::AI_religionTrade
Fixed bug where AI misinterprets the civicPercentAnger attribute when evaluating trade deals.
Ref: http://forums.civfanatics.com/showpost.php?p=7124523&postcount=22
CvPlayerAI::AI_civicTrade()
Fixed espionage spread culture mission to insert the listed 5% of culture rather than the current .05%
Ref: http://forums.civfanatics.com/showthread.php?p=7127772#post7127772
CvPlayer::doEspionageMission()
AI will change religion during Golden Ages.
CvPlayerAI::AI_doReligion()
Re-enabled first-pass randomizer in start location forestation code to allow potential resource placement as per Bhruic's patch for 3.13
Ref: http://forums.civfanatics.com/showpost.php?p=6199072&postcount=1310
CvGame::normalizeAddExtras()
Foreign advisor no longer shows Favorite Civics when playing under Random Personalities
(Python) CvExoticForeignAdvisor.py

File is attached to this post; as with Solver's releases the source for those files which differ from the original 3.17 is included and the documentation is just as sparse. ;) As always, back up your current files before replacing them with these. Update: you can also use grumbler's installer which has been updated to this version (http://forums.civfanatics.com/downloads.php?do=file&id=9891).

Please respond to this thread regarding any problems specific to this release. Thanks. The new spread culture behavior may wind up needing some adjustment so I am particularly interested in any comments related to that.

Roland Johansen
Aug 18, 2008, 10:15 AM
Well done. I think it was needed that someone who could make the necessary changes would stand up and do them. Thank you. :goodjob:

Woody1
Aug 18, 2008, 10:25 AM
Excellent! I may finally install the unofficial patch.

cripp7
Aug 18, 2008, 12:03 PM
Install Solver's then update with this one? or just use this one?

Dresden
Aug 18, 2008, 12:04 PM
You can just install this one. The stuff that was unchanged from 0.19 is still included.

Pep
Aug 18, 2008, 12:32 PM
I have updated my mod to include 0.19.1 changes:
http://forums.civfanatics.com/showthread.php?p=7152185#post7152185

pchem
Aug 18, 2008, 01:40 PM
Has anyone tested this with the Steam version of Civ4 / Civ4:BtS? It should "just work", right?

Also, I'd request a .zip and not a .rar but that is kind of nitpicking. Bandwidth is cheap these days, and not everyone installs RAR utilities in Windows anymore ;)

Thanks -- looking forward to testing this patch!

Viking 77
Aug 18, 2008, 02:02 PM
For those of us who don't have a CLUE on how to use a .rar file can someone give proper instruction of installing this patch?

Many thanks in advance!

sb

Dresden
Aug 18, 2008, 02:25 PM
Righto. You guys win and CFC's bandwidth loses. :p A Zip version has been attached to the first post as well for those who don't have RAR extractors.

@Pchem: As far as I know it should "just work" with the Steam version.

Breunor
Aug 18, 2008, 07:11 PM
Dresden,

Thanks so much for all of this excellent work!

However, I also urge you (and anyone else doing similar terrific functions) to list somewhere where the files should be extracted, maybe in the README?. I assume it is the BTS folder c:\program files\firaxis games\Sid Meier's Civilization 4\Beyond the Sword a lot of people here just don't know this stuff and get intimidated by the multiple files.

Best wishes,

Breunor

Dresden
Aug 19, 2008, 08:18 AM
@Breunor: I was originally intending to add some installation instructions since people have made similar requests for Solver's releases but what I had written up at first was even more confusing than letting people fend for themselves. It is definitely an area which is lacking, though, and if I make future releases I'll try to improve it.

There are 3 pieces to this patch: the CvGameCoreDLL.dll file, the Python files, and the XML files. The CvGameCoreDLL.dll file should replace your current one. If you want the patch to apply all the time, then it should go in the Game's installation folder under Assets as in your example. If you have it installed as a MOD, then it'll go in that MOD's Assets folder.

The Python and XML files also should be placed by intended use. To apply all the time for the epic game, place them under CustomAssets in the "My Games" directory and if you are installing as a MOD, place them under the MODs Assets directory.

r_rolo1
Aug 19, 2008, 08:33 AM
:hatsoff:

I know this will be not a popular one :p , but how about solving the doubled effect of combat promos in air units, as stated in here (http://forums.civfanatics.com/showpost.php?p=7041453&postcount=13) by DanF5771?

Dresden
Aug 19, 2008, 09:31 AM
@r_rolo1: That one I'd prefer leaving to the Better AI team (they are working on it; see Air combat discussion (http://forums.civfanatics.com/showthread.php?t=286869)). While the code itself looks like a bug, I'm not sure the current implementation is really as badly broken as some other bugs (like the trade denials). I've read through both your linked topic and the one in Better AI, and it seems like the whole air combat & promo for air units thing is a bigger can of worms than I want to open. :p

grumbler
Aug 19, 2008, 01:28 PM
For those of us who don't have a CLUE on how to use a .rar file can someone give proper instruction of installing this patch?

Many thanks in advance!

sb

Or you could use the installer linked in my sig and wouldn't have to worry about that. ;)

(re: Steam version - since I have "normal" BTS, I have no idea if the installer also works with that version. If someone gives it a try I would appreciate some feedback.)

Viking 77
Aug 19, 2008, 04:18 PM
Grumbler,

I did use your installer for the original 3.17 version 0.19. Thank you very much!
But to be clear, does this link you offer now include version 0.19.1?
It doesn't seem to be the case, but if you don't mind my asking.

Regards,
sb

Viking 77
Aug 19, 2008, 04:21 PM
Grumbler,

Upon further review the installer does say 0191 so it probably DOES include the latest update.

Thanks again!
sb

grumbler
Aug 19, 2008, 05:34 PM
Yeah, I updated it when Dresden released version 0.191. :)

Dresden
Aug 19, 2008, 05:57 PM
Thanks grumbler :) First post here and the post in the BTS Forum's sticky topic have both been updated with links to the installer.

GooglyBoogly
Aug 19, 2008, 06:52 PM
could you also release a version of the gamecore.dll that includes the Better BTS AI enhancements as well as your patch? That would make me, (and many others) very happy.

The first-passs randomiser you pointed to:
http://forums.civfanatics.com/showpost.php?p=6199072&postcount=1310
doesn't specifically mention the forest bug. Is bhruics implementation mentioned in the thread below included as well?

Current Fix for the Forest Spam Bug:
http://forums.civfanatics.com/showthread.php?t=285320

Dresden
Aug 19, 2008, 08:49 PM
could you also release a version of the gamecore.dll that includes the Better BTS AI enhancements as well as your patch? That would make me, (and many others) very happy.
Better BTS generally adds all the Unofficial Patch changes and the latest release even independently addressed some of the things 0.19.1 fixes before this was released. So I'd expect the next release of Better BTS to include everything that's in this release as well.

The first-passs randomiser you pointed to:
http://forums.civfanatics.com/showpost.php?p=6199072&postcount=1310
doesn't specifically mention the forest bug. Is bhruics implementation mentioned in the thread below included as well?

Current Fix for the Forest Spam Bug:
http://forums.civfanatics.com/showthread.php?t=285320
The first post you linked was Bhruic's response when SevenSpirits first raised the forestation issue along with several other problems in the starting location normalizer (http://forums.civfanatics.com/showthread.php?p=6197765#post6197765). The second thing he responds to in that post (starting with "Yeah, it is rather subjective") is about the overforestation issue although it's easy to overlook it when you don't have the full context of the discussion. The reason I opened the "Current Fix..." topic in this forum was that I didn't see where 0.19 made any noticeable change and I did use Bhruic's implementation as discussed in that topic for 0.19.1.

GooglyBoogly
Aug 20, 2008, 02:22 AM
Cool. So, to paraphrase - Bhruics implementation of Solvers fix for the forest spam bug is included as well.

Correct me if I am wrong, but it appears your zip includes the map generator "Full of resources". It is not something I had encountered previously when playing 3.17 with 0.19 solvers patch, but I could be wrong.
While I am not averse to trying out additional content, the thing that bugs me is that it comes up as the default map whenever I generate a custom game. Is there any way to make it not the default map type when generating a custom game? (obviously I could just remove it, but I might take a look into its features at a later date)

mc-red
Aug 20, 2008, 04:14 AM
Sorry if this is a naive question. If i install the patch will i no longer be able to play BOTMXX?
Is it a mod that i can choose to use or is it a change to the software?
regards

Dresden
Aug 20, 2008, 10:46 AM
I'm pretty sure BOTMXX is played under its own MOD. As long as BOTM's MOD is compatible with the Official 3.17, then the Unofficial Patches won't affect it.

ori
Aug 20, 2008, 03:24 PM
I'm pretty sure BOTMXX is played under its own MOD. As long as BOTM's MOD is compatible with the Official 3.17, then the Unofficial Patches won't affect it.

unfortunately not quite true. the BOTM and GOTM and WOTM use the HOF-Mod which in order to prevent cheating makes sure that none of the core files are modified (it uses a checksum generated by the game and AFAIK this does include the dll in this generation). So the unofficial patch will trigger a message about altered game files in the HOF-Mod and most likely lead to the exclusion of the game. In order to make sure that it works in this case you need to install the unofficial patch as a mod (most likely grumbler's installer will allow you to do so) :)
However the HOF-Mod usually includes most if not all fixes in these unofficial patches up to the date of its most recent release.

As for this release :goodjob: on improving the unofficial patch :)

Dresden
Aug 20, 2008, 04:42 PM
Thanks for the clarification ori. Seems silly to me that a change in a file that isn't used (the dll) would cause the flags to go up, but to be safe, installing the unofficial patch as a Mod sounds like the way to go.

mc-red
Aug 21, 2008, 07:10 AM
Thanks guys that's very helpful.

GoodGame
Aug 23, 2008, 08:06 AM
Thanks much for this!!

Question: What's the deal with making "Barrage promotion for armor" units a toggle? Some people find that risque?

Dresden
Aug 23, 2008, 08:55 AM
@GoodGame: The short answer is that Official 3.17 rendered Barrage promos for units that don't have inherent collateral damage (like tanks) useless. The choice when Solver released the first versions of the Unofficial Patch was to remove the promo from them in order to keep consistent with the behavior of the official patch but to fix the internal calculations so that if you chose to mod them back in, they'd actually work. The long answer is read through the first several pages of the original sticky topic (http://forums.civfanatics.com/showthread.php?t=279724).

Methos
Aug 23, 2008, 08:26 PM
re: HOF and xOTM: Ori is correct. Any modification of the dll will cause their xOTM and/or HOF submissions to be rejected. If you desire to use the unofficial patch, you must install it as a mod and not alter the original dll file.

Becephalus
Aug 24, 2008, 08:29 AM
Is it correct that the only file I actually NEED to change for this to take effect is the gamecore.dll?

I thought I had read that about solvers patch and I assume this is the same?

Dresden
Aug 24, 2008, 09:33 AM
Yes, the DLL is the only thing absolutely necessary. The only changes in the XML are the removal of barrage from armor and a couple of text display entries for the civilopedia and unit hovers. The only changes in the Python are reenabling the Glance Screen and hiding the favorite civic info when playing under Random Personalities, and showing the demographics when playing under No Espionage.

Psyringe
Aug 24, 2008, 03:02 PM
Dresden, thanks a ton for releasing this! I have delayed starting my next game since this post (http://forums.civfanatics.com/showpost.php?p=7090380&postcount=5) from July 31st, expecting a new release any day. Unfortunately, Solver hasn't logged in since August 8th. :( I hope he's well. But at least I can start my game now without the frustration of seeing a crucial new release some days later (I'm playing huge games which may take weeks to finish, so I take care to start with the latest patch). So, thanks again for taking action. :thumbsup:

DanF5771
Aug 26, 2008, 04:11 AM
Yup! I just have to echo these thanks, Dresden, especially for having (almost all (http://forums.civfanatics.com/showthread.php?t=283143) ;)) collateral damage issues fixed now!!!
:thumbsup::goodjob::hatsoff:

Edit: I'm just a bit confused--didn't Solver also fix the self-closeness bug in CvPlayerAI::AI_playerCloseness so that it also got into your 0.19.1 or were that only the BetterAI guys? If not maybe put that into 0.19.2? :)

Woody1
Aug 26, 2008, 12:08 PM
Dresden, thanks a ton for releasing this! I have delayed starting my next game since this post (http://forums.civfanatics.com/showpost.php?p=7090380&postcount=5) from July 31st, expecting a new release any day. Unfortunately, Solver hasn't logged in since August 8th. :( I hope he's well.


<shrug> Likely just summer holidays. In any case, I'm sure Solver offers a money-back guarantee if you're not happy with his patch.

I see your point, though. I didn't install Solver's patch because it is too early in the release cycle.



But at least I can start my game now without the frustration of seeing a crucial new release some days later (I'm playing huge games which may take weeks to finish, so I take care to start with the latest patch). So, thanks again for taking action. :thumbsup:


If you install it in CustomAssets, you can upgrade it whenever you want. You don't need to restart a [single player] game just because a new release comes out.

deanej
Aug 26, 2008, 07:14 PM
You can't put a DLL in customAssets.

Dresden
Aug 26, 2008, 07:26 PM
Yup! I just have to echo these thanks, Dresden, especially for having (almost all (http://forums.civfanatics.com/showthread.php?t=283143) ;)) collateral damage issues fixed now!!!
:thumbsup::goodjob::hatsoff:
Heh. I figured I might miss something but didn't think it'd be something that was a separate topic in this forum. :blush: Certainly something to consider for future releases, especially since the behavior doesn't match the help text.

Edit: I'm just a bit confused--didn't Solver also fix the self-closeness bug in CvPlayerAI::AI_playerCloseness so that it also got into your 0.19.1 or were that only the BetterAI guys? If not maybe put that into 0.19.2? :)
Solver decided to leave that one to BetterAI because of all the potential unforeseen consequences of fixing that. (Reference (http://forums.civfanatics.com/showthread.php?p=6963331#post6963331)) I share the view that it only be included in an Unofficial Patch release after the BetterAI users have hammered on it for awhile and found it working okay. It's something to keep in mind though.

GooglyBoogly
Aug 27, 2008, 02:20 PM
It appears the "free wonder" bug has been identified. I wonder if a fix could be added in the next version?

http://forums.civfanatics.com/showthread.php?p=7182246#post7182246

Dresden
Aug 27, 2008, 05:26 PM
Yep, I saw DanF's post about that. If/when I make a new release, it's sure to be included.

glider1
Aug 30, 2008, 08:30 PM
Thank you for composing this patch. I seem not to be able to find the SDK for it. Where should I be looking?
Cheers.

Dresden
Aug 30, 2008, 08:43 PM
If you have the zip/rar version, look in the CvGameCoreDLL directory of the archive; only those files which have changed from the Official 3.17 are included.

If you use grumbler's installer, I'm not sure but I *think* the CvGameCoreDLL directory in the BTS install folder gets updated with the new files and the old ones get backed up to a subfolder there. I'm sure someone will correct me if that's wrong ;)

glider1
Aug 30, 2008, 09:11 PM
Doh!!! Now I know I am blind.

grumbler
Aug 31, 2008, 01:12 AM
If you use grumbler's installer, I'm not sure but I *think* the CvGameCoreDLL directory in the BTS install folder gets updated with the new files and the old ones get backed up to a subfolder there. I'm sure someone will correct me if that's wrong ;)

That's exactly how it works (provided that you have selected the "backup all files" and "update SDK sources" options in the installer). :)

Fistleaf
Sep 06, 2008, 01:00 AM
So if I installed grumbler's patch as a mod, and selected the backup and update SDK options. do I still need to load the solver mod to play?

Dresden
Sep 06, 2008, 01:25 AM
Yep, I do believe the mod option from the installer is still called the solver mod. While I generally use the more generic term Unofficial Patch when discussing it, Solver did start this project (and may eventually take it over again) so it seems perfectly reasonable to me to keep that name for the mod folder.

grumbler
Sep 06, 2008, 04:55 AM
That was pretty much my reasoning for keeping the name 'solver' for the mod folder for now.

Within the installer I'm calling it Solver's/Dresden's Unofficial Patch.

(Depending on how things go from here this will change to Dresden/Solver and maybe one day even just to ... Dresden's Patch. ;) )

Poppis
Sep 07, 2008, 10:42 AM
Hi,

just installed 3.17 and then the unofficial patch using grumblers installer. It asked me whether I would like to install it as a mod or not. I chose not to, since I want it to be on all the time and loading it as a mod every time would get tedious.

After installing I started the game, went to "options" and "load a mod" and I could see a mod called solver in there. So I just wanted to know if I did something wrong. I checked the "about this build" and it still says it's 3.17(allthough I don't think the unofficial patch should change that).

Is there some way to check that I actually have 0.19.1 installed?

In civ/BTS/CvGameCoreDLL there is a folder called backup_before_solver_0.19.1, so at least it's made the backups.

Xenomorph
Sep 07, 2008, 11:42 AM
What about Bhruic's fix to AI danger logic? My spies are still stopping when near enemy units, despite that being fixed in Bhruic's patch.

grumbler
Sep 07, 2008, 12:40 PM
just installed 3.17 and then the unofficial patch using grumblers installer. It asked me whether I would like to install it as a mod or not. I chose not to, since I want it to be on all the time and loading it as a mod every time would get tedious.

After installing I started the game, went to "options" and "load a mod" and I could see a mod called solver in there. So I just wanted to know if I did something wrong.

No, you didn't. :)

Turns out the installer had a defect which caused it to put "Python\Entrypoints\CvRandomEventInterface.py" into both the BTS assets folder and the mod folder if you selected "install to assets". You can simply delete the "solver" mod folder in this case.

If the user selected "install as a mod", the installer would omit copying CvRandomEventInterface.py completely. Fortunately, as it turns out, this isn't really a problem, because the CvRandomEventInterface.py from 0.19.1 and from BTS 3.17 are identical. ;)

To avoid further confusion and since CvRandomEventInterface.py is unchanged, I've uploaded a new version of the installer without it.

I checked the "about this build" and it still says it's 3.17(allthough I don't think the unofficial patch should change that).

You're right, the unofficial patch doesn't affect the version info.

In civ/BTS/CvGameCoreDLL there is a folder called backup_before_solver_0.19.1, so at least it's made the backups.

You should also see similarly named folders in Assets, Assets\Python\Screens, Assets\XML\text and Assets\XML\units.

Thanks for bringing this issue to my attention! :)

grumbler
Sep 07, 2008, 12:49 PM
Is there some way to check that I actually have 0.19.1 installed?

Dresden, what do you think of adding a version notice to the flag overlay like the BetterAI guys did?

Poppis
Sep 07, 2008, 01:39 PM
Ah, thanks for the quick reply. I quess I'm good to go then.

That version notice would be great for any future versions of the patch.

Dresden
Sep 07, 2008, 01:41 PM
@grumbler: Indeed I have been considering a version indicator like BetterAI uses. I'm torn between the usefulness of easily determining the exact version and the desire to keep minimal changes.

@Xenomorph: That was supposed to be part of Official 3.17; the readme even uses the same description as Bhruic's readme:
Spies no longer interrupt their mission when moving next to an enemy unit
I'll look into it.

Xenomorph
Sep 07, 2008, 03:36 PM
It may be an artifact from incorporating the Better AI mod (which would make the problem partly my fault, partly theirs).

DMOC
Sep 14, 2008, 06:06 PM
Subscription post. :)

GooglyBoogly
Sep 14, 2008, 08:45 PM
Re: DMOC

If you want to subscribe to a thread you don't have to post. At the top right, under "Thread Tools" there is an option to subscribe to the thread - It's great for lurkers.

Freezer-TPF-
Sep 21, 2008, 07:53 PM
Does grumbler's installer work for the Steam version of BtS?

r_rolo1
Sep 22, 2008, 08:17 AM
Yes ( ten chars )

Dresden
Sep 27, 2008, 05:47 PM
OK, it's about time I get another update going. I haven't been real diligent about keeping track of what things need to be addressed in 0.19.2 0.21 though so please let me know what is missing from these lists. ;)

Stuff that has already been identified and/or tested

The rare but entertaining "AI builds you a wonder" bug. Fix from DanF5771 (http://forums.civfanatics.com/showthread.php?p=7182226#post7182226).
The "Theology without religion" bug. See the discussion in this forum (http://forums.civfanatics.com/showthread.php?t=289173).
The Glance Screen incorrectly parsing leader name bug. See description from BTS Bug forum (http://forums.civfanatics.com/showthread.php?t=270358). Fix from BUG mod. (http://forums.civfanatics.com/showpost.php?p=7219668&postcount=12)
The Favorite Civics redline all trade-screen civics bug. Fix from DanF5771 (http://forums.civfanatics.com/showpost.php?p=6997817&postcount=2). I'm still on the fence about this one but am leaning more towards changing it.
The Better AI "closeness" fix. First mentioned a few months back (http://forums.civfanatics.com/showthread.php?p=6951257#post6951257); the BetterAI team is happy with how it is working out in their testing so it is something we should consider here. I'd like some opinions from others.
Fixed rare bug where Info screen Score graph would break if using debug mode and viewing an unmet AI.
Conquistador's don't ignore city walls even though they are a gunpowder unit and they replace Cuirassiers which do ignore walls.


Stuff that has been suggested and needs to be looked at

Spies no longer interrupt their mission when moving next to an enemy unit; this wasn't actually fixed in Official 3.17 despite the readme and needs to be revisited. Bhruic had fixed it in his 3.13 patch but that area of code has changed quite a bit so some work needs to be done.
Adding an in-game patch version indicator (probably using the flag hover text like BetterAI does)
AP votes stopping when current pope switches to FR. An old one (http://forums.civfanatics.com/showthread.php?t=286839) that I never really got around to looking into.
Ruff's map script fixes (http://forums.civfanatics.com/showthread.php?t=287808); listed here because I don't know how well the most recent ones have been tested.
AI resource valuation causing them to give away obsolete resources (http://forums.civfanatics.com/showthread.php?t=288273) which still benefit the other nation.
Possible error in AI promotion valuation (http://forums.civfanatics.com/showthread.php?t=292614) regarding first-strike-granting promotions.
Bonus gold from hammer overflow caps includes all production modifiers whereas the actual overflow hammers do not. Recently brought up in the pinned topic. (http://forums.civfanatics.com/showpost.php?p=7231325&postcount=838) Not sure how I feel about this one and would like to hear some other opinions.
Building or removing a fort will now force a plotgroup update to verify resource connections. See http://forums.civfanatics.com/showthread.php?t=295332


Any feedback on these items (should we fix it?, how to fix it, etc.) and anything missing is welcome.

Note: Green items are implemented in current test version.

GooglyBoogly
Sep 27, 2008, 10:15 PM
Double Post

GooglyBoogly
Sep 27, 2008, 10:16 PM
Here is another one, recently Identified:

Stock Map Scripts Broken (http://forums.civfanatics.com/showthread.php?t=287260)

Psyringe
Sep 28, 2008, 05:10 AM
Glad you're continuing your work on this patch. :) Just throwing in one comment about one of the bugs mentioned:


The Favorite Civics redline all trade-screen civics bug. Fix from DanF5771 (http://forums.civfanatics.com/showpost.php?p=6997817&postcount=2). I'm still on the fence about this one but am leaning more towards changing it.
I'd welcome a change. Imho, the way it workscurrently simply doesn't make sense. Whether or not you'll be able to (for example) influence a rival to switch his labor civics should depend on his valuation of these civics (and of course on his relation towards you and the offer you make). It should not matter whether or not he found his favorite *religious* civic in the meantime.

Roland Johansen
Sep 28, 2008, 07:22 AM
Ok, you're asking for personal opinions, so here's mine:

The rare but entertaining "AI builds you a wonder" bug. Fix from DanF5771 (http://forums.civfanatics.com/showthread.php?p=7182226#post7182226).
The "Theology without religion" bug. See the discussion in this forum (http://forums.civfanatics.com/showthread.php?t=289173).
The Glance Screen incorrectly parsing leader name bug. See description from BTS Bug forum (http://forums.civfanatics.com/showthread.php?t=270358). Fix from BUG mod. (http://forums.civfanatics.com/showpost.php?p=7219668&postcount=12)

Fix these please.

The Favorite Civics redline all trade-screen civics bug. Fix from DanF5771 (http://forums.civfanatics.com/showpost.php?p=6997817&postcount=2). I'm still on the fence about this one but am leaning more towards changing it.

I'm also very much in favour of fixing this. To quote myself from the already quoted thread:

It seems logical that a civilisation is unwilling to switch out of its favourite civic. That's a part of their programmed personality. It seems extremely odd that whether an AI is using its favourite civic or not has an effect on its willingness to change its civic choices in unrelated civic categories.

The Better AI "closeness" fix. First mentioned a few months back (http://forums.civfanatics.com/showthread.php?p=6951257#post6951257); the BetterAI team is happy with how it is working out in their testing so it is something we should consider here. I'd like some opinions from others.

In my opinion this AI-upgrade could be integrated in the unofficial patch. But some may not like AI-upgrades in an unofficial patch.

Spies no longer interrupt their mission when moving next to an enemy unit; this wasn't actually fixed in Official 3.17 despite the readme and needs to be revisited. Bhruic had fixed it in his 3.13 patch but that area of code has changed quite a bit so some work needs to be done.
Adding an in-game patch version indicator (probably using the flag hover text like BetterAI does)

Yep, fix these please.

AP votes stopping when current pope switches to FR. An old one (http://forums.civfanatics.com/showthread.php?t=286839) that I never really got around to looking into.

I've personally encountered this bug. While it may not happen very often, when it happens it just ruins the additional diplomacy options that the AP offers. When this bug occurs, a significant part of the diplomacy functionality is removed from the game seriously diminishing the diplomacy fun and strategic factor of that game.

My version of the bug was slightly different. Someone commented on my description of the bug that it was related to the winner of the AP-election getting an additional city or something. I can't remember it exactly and can't find it anymore. However, it resulted in no more AP-Palace resident elections.

Ruff's map script fixes (http://forums.civfanatics.com/showthread.php?t=287808); listed here because I don't know how well the most recent ones have been tested.
AI resource valuation causing them to give away obsolete resources (http://forums.civfanatics.com/showthread.php?t=288273) which still benefit the other nation.
Possible error in AI promotion valuation (http://forums.civfanatics.com/showthread.php?t=292614) regarding first-strike-granting promotions.

Yes, please fix these.

Bonus gold from hammer overflow caps includes production modifiers whereas the actual overflow hammers do not. Recently brought up in the pinned topic. (http://forums.civfanatics.com/showpost.php?p=7231325&postcount=838) Not sure how I feel about this one and would like to hear some other opinions.

Note that normal hammer bonuses from a forge, factory and such also apply to the 'build wealth' option (and build science and build culture), so it's not entirely logical to base the gold output on the base hammers value.

An example: You're building something with a 50% production bonus from a forge and factory and another 100% production bonus from a resource. You have a base production output of 40 and you still need to produce 30 hammers to finish that construction that turn. 12 of those 40 base hammers would give you the needed 30 hammers (12 * (1 + 0.5 + 1) = 30.
The remaining 28 hammers would presently give you 28 * 2.5 = 70 gold. When the gold would be based on base hammers, you'd get 28 gold. When you'd get gold based on the normal hammer bonus, you'd get 28 * 1.5 = 42 gold.

When you'd 'build wealth' for a single turn instead of finishing the construction, you'd get 40 * 1.5 = 60 gold, so the present 70 gold version is certainly weird.

Lexad
Oct 07, 2008, 11:27 PM
Vale presents in this thread (http://forums.civfanatics.com/showthread.php?t=218272) the power of gold overflow - esp. post 6 where you get Artillery for free each turn. I think removing production modifiers fixes the balance - you still get something from overflow if you missed the beat with MM (unlike vanilla, where you just lose excess overflow), but it becomes inefficient for you to exploit.

ruff_hi
Oct 10, 2008, 08:51 AM
Stuff that has been suggested and needs to be looked at

Ruff's map script fixes (http://forums.civfanatics.com/showthread.php?t=287808); listed here because I don't know how well the most recent ones have been tested.I did perform a fair bit of self testing (most unlike my usual activity :D) and asked that the person submitting the issue also test (which I was lead to believe that they did). I've uploaded the latest version here (http://forums.civfanatics.com/downloads.php?do=file&id=8054) in case anyone else wants to look at it too.

GooglyBoogly
Oct 14, 2008, 02:05 PM
There appears to be a potential bug involving the game not checking for fort-connected resources at an appropriate time. See this thread (http://forums.civfanatics.com/showthread.php?t=295332&page=1)

Dresden
Oct 14, 2008, 05:52 PM
@Googly: Thanks. I saw that but hadn't looked into the code yet.

Dresden
Oct 14, 2008, 11:26 PM
After looking at it, the fort thing will definitely be fixed on the next release. Speaking of which, when that happens I'll be going back to the Solver numbering conventions and will call it 0.21.

I'll also probably go with the less-radical overflow gold change (only undoing those "non-generic" modifiers which wouldn't affect wealth) assuming it tests okay. Both are reflected in the updated to-do list back on post #57.

DanF5771
Oct 21, 2008, 01:32 PM
Hmmm, after some tests with a modified CvVictoryScreen.py (http://forums.civfanatics.com/showpost.php?p=7370364&postcount=499) to show me the timer values for votes and Resident elections, I can't say I'm really much wiser.
There is just one odd thing:
When the VoteTimer reaches 0 it triggers a vote and the timer is then reset to iVoteInterval (9 turns for normal game speed). But if there are no valid resolutions the VoteTimer is set to 0 again immediately, hence the game tries for a new vote on the very next turn. The ResidentTimer starts with 4 (GlobalDefines DIPLO_VOTE_SECRETARY_GENERAL_INTERVAL) and decrements every time the VoteTimer reaches 0. If the ResidentTimer reaches 0 itself the next vote will be the election of a new Resident (this vote is always possible). But in case there are no valid resolutions the timers develop like this:
VoteTimer | ResidentTimer
9 | 4
8 | 4
7 | 4
6 | 4
5 | 4
4 | 4
3 | 4
2 | 4
1 | 4
0 | 4 (no vote possible)
0 | 3 (no vote possible)
0 | 2 (no vote possible)
0 | 1 (no vote possible)
0 | 0 (Vote for new Resident)
If there is no valid Resident (former Resident was not the builder of AP and changed Religion or switched to FR) the game skips the normal vote triggering procedure when the VoteTimer reaches 0. The VoteTimer is therefore reset to 9, the ResidentTimer decrements and the game goes on. Thus it takes much longer until a new Resident gets elected and until valid votes can be triggered again (up to almost 50 turns scaled for game speed). Maybe that was the reason why some thought the AP was in a state of hibernation. But it *will* come back to life eventually, so it's not really a bug that breaks the AP completely.

I would suggest to alter CvGame::clearSecretaryGeneral (the method that's called when the Resident loses his position due to FR or another Religion):
void CvGame::clearSecretaryGeneral(VoteSourceTypes eVoteSource)
{
for (int j = 0; j < GC.getNumVoteInfos(); ++j)
{
CvVoteInfo& kVote = GC.getVoteInfo((VoteTypes)j);

if (kVote.isVoteSourceType(eVoteSource))
{
if (kVote.isSecretaryGeneral())
{
VoteTriggeredData kData;
kData.eVoteSource = eVoteSource;
kData.kVoteOption.eVote = (VoteTypes)j;
kData.kVoteOption.iCityId = -1;
kData.kVoteOption.szText.empty();
kData.kVoteOption.ePlayer = NO_PLAYER;
setVoteOutcome(kData, NO_PLAYER_VOTE);

setSecretaryGeneralTimer(eVoteSource, 0);
}
}
}
}
The blue code sets the ResidentTimer to 0 so that a new Resident can be elected at the earliest possible voting date (VoteTimer = 0).
I don't have much time right now unfortunately to test this thoroughly (just tried with LegionSteve's save and it worked fine). I also hadn't encountered that problem personally so I don't have any other saves or testbeds to try it out...

Dresden
Oct 21, 2008, 05:59 PM
Wonderful Dan. This was the last thing on the agenda for the next version. I also don't have any saves that had the problem but with a better understanding of the problem perhaps we can come up with some test methods.

Dresden
Oct 25, 2008, 09:40 PM
Just a note that the next version (0.21) is in final testing and should hopefully be released in a week or so. We did what we could with the AP voting but some of the reported oddities just weren't reproducible so they'll have to wait for later.

Lexad
Oct 29, 2008, 03:51 PM
Dan - great, as always! Thank you guys for your efforts!

Joshua368
Nov 24, 2008, 09:28 PM
I downloaded the installer and set it for a custom assets installation with 50 civ support and collateral damage for tanks. While the 50 civ thing seems to work fine, the civilopedia doesn't show barrage access for tanks or cho-no-kus.

Also when I try to load up my save it causes the game to freeze, completely broken. Is this an incompatibility with the BUG mod or the minor changes I made to the CustomAssets folder? Is there any way to uninstall the patch if I can't get it to work?

Dresden
Nov 24, 2008, 09:46 PM
Just to be clear since this is the older topic, did you install 0.19.1 or 0.21 (http://forums.civfanatics.com/showthread.php?t=297754)?

For the loading problem: was it an older 50-civ save or an 18-civ save? If you're playing with a 50-civ DLL, you can't load an 18-civ game or vice-versa.

As far as I know, the installer only allows 2 options: a mod install or an Assets install. Did you do the latter and then move the files to CustomAssets? In an Assets install, CustomAssets will still take precedence so if you have any CustomAssets XML files, they'll still override those installed by the Unofficial Patch. What's the exact size & modification time on both the Assets/XML/Units/CIV4PromotionInfos.xml and (if you have one) the same file under CustomAssets?

I'm not sure about an automated uninstall but all files which are replaced during installation are backed up to a folder with a name like "backup_before_dresden_0.21" so you can restore them all if you need to uninstall.

Joshua368
Nov 24, 2008, 10:40 PM
Just to be clear since this is the older topic, did you install 0.19.1 or 0.21 (http://forums.civfanatics.com/showthread.php?t=297754)?

For the loading problem: was it an older 50-civ save or an 18-civ save? If you're playing with a 50-civ DLL, you can't load an 18-civ game or vice-versa.

As far as I know, the installer only allows 2 options: a mod install or an Assets install. Did you do the latter and then move the files to CustomAssets? In an Assets install, CustomAssets will still take precedence so if you have any CustomAssets XML files, they'll still override those installed by the Unofficial Patch. What's the exact size & modification time on both the Assets/XML/Units/CIV4PromotionInfos.xml and (if you have one) the same file under CustomAssets?

I'm not sure about an automated uninstall but all files which are replaced during installation are backed up to a folder with a name like "backup_before_dresden_0.21" so you can restore them all if you need to uninstall.

Ah yes, got the threads mixed up, it was the 0.21 version.

Also the 50-civ/18-civ makes sense, okay, no big deal I'll just stick to 18 then. That was probably the problem. But what about the collateral promo not appearing in the civilopedia? Is that just a quirk of the pedia and it'll still exist ingame?

The main reason I don't want an Assets edit is because I'm pretty sure that screws me over in multiplayer. It's late now so I'm going to bed but tomorrow. Which files should I delete/transfer? CvGameCoreDLL and GlobalDefines? (the only two which I can see back-ups for)

Dresden
Nov 24, 2008, 10:46 PM
The promos might be a quirk of the pedia. WB yourself a tank with some XP and see if the promo is available; if not, check for a CIV4PromotionInfos.xml in your CustomAssets. The DLL has to stay in Assets to have any effect (DLLs don't work in CustomAssets) so you'll want to swap it out with the original to play MP but you can certainly move the GlobalDefines to CustomAssets and restore the original one.

glider1
Dec 23, 2008, 09:25 PM
Have a happy XMAS Dresdon! Thanks for your work on keeping this great game up to scratch. Your general knowledge on all things BTS has been invaluable.
Cheers.