View Full Version : Changes for v1.09
Dale Mar 28, 2009, 04:35 PM Here is the current proposed list. At this point I am concentrating on bug-fixes.
I'll post an actual changelog once it starts getting decent in size. :)
*- Confusion over mod folder name change
*- Maps not showing due to mod foldername
*- AI doesn't settle on maps - UNABLE TO REPLICATE ON ANY MAP
*- New units have 0% RS
*- Units don't retain RS on any function using CvUnit::convert()
*- Goods count against RS
*- Pirates are gaining RS
- REF size increase cap not working
- Trade route list doesn't work right after sorting
- Some King's have "London" as city name
- Prince crash save file ("Mod keep crashing, help!" thread)
*- Bought ships out of Europe for scenarios don't leave
- Cannon fortress ship bombard too powerful
*- Human Pirates players suffer 30 turn amnesty too
- Ermak leaderhead slightly too high in box
*- Western nation high seas times too high
*- Industrial victory threshold too low
*- Diplomacy affects on RS too low
- Losing a mission doesn't free up "success chance" percentage
*- Cargo bays promotion can go to 0 cargo ships (SoL etc)
*- Too many units showing on independance screen
1.09 Changelog:
* Mod folder named back to "AgeOfDiscoveryII"
* Rebel Sentiment Fixes:
- New growth units in New World start with city's RS percentage
- Goods have originating city's RS percent
- All new units (eg: CvUnit::init(..)) now begin with the city's RS percent that they come from
- Any function using CvUnit::convert(..) now correctly transfer unit's RS (eg: education)
- Pirates no longer accumulate RS
- Revolution advisor only shows 1/3 of total population is RS spread (to cut down on processing for low-end PC's and large Empires)
- Diplomacy affects on RS doubled
* Other Fixes:
- Cargo Holds promotion now requires at least 1 base cargo hold
- Industrial victory threshold tripled
- In scenarios, ships bought in Europe now leave for New World
- Western nation travel times fixed
- 30 turn Pirate amnesty only affects AI Pirates and NOT humans
PrinzMyshkin Mar 28, 2009, 05:55 PM Dale,
That's my wish list for Xmas man. You deliver too fast. :D
- Too many units showing on independance screen
I think if you replace the 3D units with 2D, should be ok even for low-end PCs. ;)
Dale Mar 28, 2009, 06:09 PM I think if you replace the 3D units with 2D, should be ok even for low-end PCs. ;)
No, to keep the niceness of 3D I'm going to show 1/3 of the units. So if you have 300 population, then only 100 will show.
PrinzMyshkin Mar 28, 2009, 06:29 PM Sounds convincing! Let alone stop displaying goodies with RS will free up lots of video memory already...
BTW got the transparent models?
Dale Mar 28, 2009, 07:36 PM Goods have been fixed. They will have the RS of the originating city.
PrinzMyshkin Mar 28, 2009, 08:27 PM Can you make them not show up? Will reduce units a lot...
Manu_b Mar 29, 2009, 12:59 AM Goods have been fixed. They will have the RS of the originating city.
not sure if thats really a good idea. if they have the RS of the generated city and count toward GRS it would be very easily exploitet to get the 50% for a DoI easily.
1 City at 100% building WT and loading 1 food 1 lumber in every WT and out of sudden have massive ammount of GRS if you keep doing. hence you never need a 2nd town with nearly 50% or even 100% RS...
maybe a way out there to kill them completely for RS?
regards
p.s.: please kill the "New xyz" from chinese if possible. we dont call it "New plymouth" "New Kings Town" New Sydney etc for other nations and its seriously neglecting the use of a town list or trade list sorteb by alphabet if all towns beginn with "New"....
westamastaflash Mar 29, 2009, 12:22 PM p.s.: please kill the "New xyz" from chinese if possible. we dont call it "New plymouth" "New Kings Town" New Sydney etc for other nations and its seriously neglecting the use of a town list or trade list sorteb by alphabet if all towns beginn with "New"....
New York, New Jersey, New Mexico....
Manu_b Mar 29, 2009, 01:03 PM New York, New Jersey, New Mexico....
no problem with a "few" each nation but not all but the main town and i guess my point got understood no? thats the reason why i listed some other towns which arent defined by "New xyz"
Keeshi Mar 29, 2009, 08:10 PM no problem with a "few" each nation but not all but the main town and i guess my point got understood no? thats the reason why i listed some other towns which arent defined by "New xyz"
I'm going to have to agree with this one. A few is okay, but we don't need EVERY city like that.
Onionsoilder Mar 29, 2009, 08:37 PM - Industrial victory threshold too low
Industrial or Economic? Industrial always seems just fine, it was Economic victories that were too easy for me to achieve.
PrinzMyshkin Mar 30, 2009, 03:59 AM Well I tend to hit them around 1620. So disable both, and enjoy a nice war against the King.
I think everyone can adjust it to its own prefernece.
See how?
EDIT: \Colonization II\Mods\AgeOfDiscoveryII_1.08\Assets\XML\GameInfo\ CIV4VictoryInfo.xml
Play with the lines.
Economic win trigger:
<iTotalGoodsTraded>80000</iTotalGoodsTraded>
Industrial win trigger:
<iTotalProductionRate>2000</iTotalProductionRate>
Dale Mar 30, 2009, 06:46 AM Changelog updated. :)
joachim_ds Mar 30, 2009, 07:32 AM industrial tripled?
woow, i get easily to 2000 around 180-200 turns. It is just a matter op just building additional villages, because money is no issue anymore then. On the other hand, i have around 50-100 trade wagons rushing around, if a stupid indian village starts war and those wagons all lose their auto trading!!! i will be ***
Another thing is, i have a DellM6300 dual core laptop with 4GB RAM, so not really a . .. .. .. .. . laptop. But kolo starts to slow down significantly around the 2000 production point... So i hope i will be able to get to 6000 with my pc resources... Because i will need more units and more wagons!
PrinzMyshkin Mar 30, 2009, 08:03 AM 1. Another thing is, i have a DellM6300 dual core laptop with 4GB RAM, so not really a . .. .. .. .. . laptop. But kolo starts to slow down significantly around the 2000 production point... So i hope i will be able to get to 6000 with my pc resources... Because i will need more units and more wagons!
There is a memory leak in C4C. I recomend to Alt+Tab to windows every 30min, this will speed up everything.
2. When an empire hits DoI, the bonuses which count towards industrial victory are trementous. Hence, trippling industrial victory trigger quota is a very good move.
It would be nice to set industrial victory so high that would imply DoI is necessary, which would add some strategy to industrial victory.
Also it would be nice, if REF goes to 0, when a victory condition is triggered. This is to avoid REF comes after DoI and slaughters everything in a game already won. :)
PrinzMyshkin Mar 30, 2009, 08:06 AM Ah, another minor bug.
Regulars have settlement attack 25%.
Veterans have settlement strength (attack & defense) 50%.
Isn't this a bug? Shouldn't it be 50% for both?
PrinzMyshkin Mar 31, 2009, 04:18 AM Fixed.
Please find the updated file attached. Regulars and Veterans will have both now a 50% settlement strength using this file.
joachim_ds Mar 31, 2009, 05:33 AM isnt a veteran supposed to be stronger?
Dale Mar 31, 2009, 05:35 AM Fixed.
Please find the updated file attached. Regulars and Veterans will have both now a 50% settlement strength using this file.
Just so you know, veteren soldiers were given +50% city attack/defense in 1.06 to reflect the knowledge of colony fighting in their homes. It was also to counter the huge bonus artillery gets for city attack.
I think I'd prefer to leave regulars as +25% attack but no defense bonus. Artillery defense bonus offsets this with a +50% city defense.
This gives veteran soldiers a fighting chance to defend their homes against attacking REF, whereas before in vanilla it was no chance. Remember, that's how the "flee and attack from the hills" strategy was born! ;)
PrinzMyshkin Mar 31, 2009, 06:22 AM Cool. Good to know its intentional. ;)
Gherkin Mar 31, 2009, 07:23 AM Would it be possible to get a switch on game setup to nix all the western nations? Yes, I know you can do this manually but it's a pain, and sometimes I want to be surprised by the "eastern" mix.
Not that the western nations aren't a neat addition, but it radically alters the way the maps play out since you have competition from the "other side".
PrinzMyshkin Mar 31, 2009, 09:44 AM Ups! Just realised:
<Type>UNIT_ARTILLERY</Type>
<Class>UNITCLASS_CANNON</Class>
<iCityAttack>125</iCityAttack>
Took me like 5 versions to understand? :P
PrinzMyshkin Mar 31, 2009, 10:49 AM Why not nerf this unrealistic bonus (for the same reasons cannons got nerfed)
<Type>UNIT_ARTILLERY</Type>
<Class>UNITCLASS_CANNON</Class>
<iCityAttack>0</iCityAttack>
and upgrade regulars to
<Type>UNIT_REGULAR</Type>
<Class>UNITCLASS_REGULAR</Class>
<iCombat>1</iCombat>
<iCityAttack>50</iCityAttack>
<iCityDefense>50</iCityDefense>
?
This will basically balance artillery, and make regulars equal to veterans with +1 combat strength, which should be fairly balanced vs. sentiment and fortifications bonuses.
Example #1 Regular Dragoon attacking a fortified Veteran Soldier in a city
Regular Dragoon: 5 Str + 2.5 (City Attack) + 1 (Veterancy 2) = 8.5
Veteran Soldier: 3 Str + 4.5 (150% Fortress) + 0.3 (Veterancy 1) + 0.75 (25% fortification bonus) + 1.5 (50% City Defense) + 1.5 (50% Rebel Sentiment Bonus)= 11.55
58% chance for the veteran soldier to defend the attack.
Example #2 Veteran Dragoon attacking a Regular Dragoon
Veteran Dragoon:
4 Str + 0.4 (Veterancy 1) + 2 (50% Rebel Sentiment Bonus) = 6.4
Regular Dragoon:
5 Str + 1 (Veterancy 2) = 6
52% chance for the veteran dragoon to succeed the attack.
In reality rebels would gain additional bonuses from experience and FFs, but this is the bare minimum. So things will be easier, but players will have to keep their best units to fight the best units of REF (like dragoons with formation).
I would also open the opportunity for battle hardened veterans to become regulars if sufficient experience has been gained after DoI, or lead by a GG. But that's harder to implement.
Akrux Mar 31, 2009, 11:17 AM Changes for 1.09 that I would like to see:
1) Longer training times in school. It does not seem right for an elder statesman to graduate in 2 turns. I believe that 4 years (6 turns) would be about right. Fisherman, ore miner etc could be 2 turns and master weaver could be 4 turns in a university. Longer times if only attending college or schoolhouse.
2) Shorter times for criminals, indentured and natives to become free colonists. Right now they go from say indentured directly to a profession but it takes forever. Possibly they could go to a schoolhouse and graduate as a free colonist after say 8-12 turns. Times should be shorter for college or university.
Changes I would like to see for 1.10:
1) Improved AI. I know this is much harder to implement so no rush but it would really help the game if the AI would actually grow its cities, expand its territory and be a threat to the player. This might be simpler to implement as a production bonus for the AI at harder difficulties. For instance an expert farmer grows 8 food instead of 6. Lowering the threshold for new colonist from 200 food to say 100 food at revolutionary might also improve the AI's growth rate.
PrinzMyshkin Mar 31, 2009, 11:26 AM 1) This will be fixed. Edu. times don't get scaled up with game speed.
Wheldrake Mar 31, 2009, 03:15 PM PrinzMyshkin suggested "nerfing" the settlement attack bonus of canons.
NO! Don't do it! <g>
The AI has a tough enough time of things as it is, it need all these sorts of bonus it can get. Leaving the settlement attack bonus for AI artillery is important, since the AI has basically no conception of how to use its military units to best advantage, for example by bombarding cities defences down to zero before attacking.
YMMV.
I would agree that the training times for the higher-level specialists should be increased. I like the fact that they don't increase exponentially as in vanilla, but once your ed city really gets going, the new trainees pop out at a hugely fast rate. Even converted natives train up in far too short of a time.
Cheers, --- Wheldrake
PrinzMyshkin Mar 31, 2009, 03:46 PM AI does bombard colonies to 0%. :)
Don't know how, but it's the only thing which does correctly!
I also said:
<Type>UNIT_REGULAR</Type>
<Class>UNITCLASS_REGULAR</Class>
<iCombat>1</iCombat>
<iCityAttack>50</iCityAttack>
<iCityDefense>50</iCityDefense>
So regular soldiers will become as strong as dragoons, and regular dragoons will become uber -but balanced vs. RS bonus.
That means you can no longer take enemy dragoons and soldiers without a heavy toll of casualties. :)
If want to see what I mean, replace this file at:
\Colonization II\Mods\AgeOfDiscoveryII_1.08\Assets\XML\Units
and playtest a DoI war. ;)
westamastaflash Apr 01, 2009, 06:04 PM woow, i get easily to 2000 around 180-200 turns. It is just a matter op just building additional villages, because money is no issue anymore then. On the other hand, i have around 50-100 trade wagons rushing around, if a stupid indian village starts war and those wagons all lose their auto trading!!! i will be ***
Thats why you should kill them all.... bwahahaha.
PrinzMyshkin Apr 02, 2009, 03:09 AM ... or bribe them and keep then in a war with some other tribe about 1000 tiles away.
You will start getting crazy diplo bonuses like common enemy, offer you alliance etc...
PrinzMyshkin Apr 02, 2009, 03:14 AM BTW does education times now scale properly for v1.09?
Haven't seen a refernece to this bug yet. :)
mackkk Apr 02, 2009, 07:56 AM Dale,
I see You fixed the 'new ships stuck in Europe' issue. Could You please tell me what caused this problem and how can I fix it. I like Your mod, but the game after patching to 1.01 and my own little modding is not that bad either and would be happy to play custom maps either way.
Keep up the good work all AoD authors!
mackkk Apr 02, 2009, 08:02 AM ...btw there's one change I think would turn pretty useful: ships abilty to unload cargo directly to wagon trains and vice versa, useful e.g when having to sail all the way around a thin, long peninsula having a settlement on it's opposite to Europe side
Borya Apr 02, 2009, 09:45 AM I am sorry if this is a feature, but it looks more like a bug.
I am able to build 4 buildings "simulatiounesly". Actually hammers go towards only 1 building, while 3 others are just greyed out.
Wheldrake Apr 02, 2009, 10:37 AM I am sorry if this is a feature, but it looks more like a bug.
I am able to build 4 buildings "simulatiounesly". Actually hammers go towards only 1 building, while 3 others are just greyed out.
It sounds like you're refering to your "build queue". You can line up an unlimited list of buildings and units to build, and the hammers will go to the first item in the list, it will finish, and then start on the next item and so on. AS long as buildings are in your build queue, they are greyed out, though you can remove them and re-insert them at the top of the queue if you like.
Cheers, --- Wheldrake
Dale Apr 02, 2009, 02:08 PM Dale,
I see You fixed the 'new ships stuck in Europe' issue. Could You please tell me what caused this problem and how can I fix it. I like Your mod, but the game after patching to 1.01 and my own little modding is not that bad either and would be happy to play custom maps either way.
Keep up the good work all AoD authors!
Because the player was starting in a set location the ship was receiving a non-valid "startingplot" which is where the unit "appears" on the map.
mackkk Apr 02, 2009, 02:47 PM Can you tell me where are these commands for ships written (in what file) and how can I fix it by myself.
Dale Apr 02, 2009, 04:02 PM But I've already fixed it, so there's no need to now??
mackkk Apr 03, 2009, 05:22 AM Well, this is an error that makes self-made maps unplayable unless you play the AoD mod, and I enjoy the game both ways - pure and modded, yet I can't play it unmodded, cause I don't know how to cope with the issue :-( (though I tried but without success). Would be very grateful for your help :-).
PrinzMyshkin Apr 03, 2009, 01:47 PM Isn't it fixed in 1.01f as well?
http://www.2kgames.com/civ4/colonization/patch/index.html
Units ungroup when traveling to Europe
Dale Apr 03, 2009, 03:41 PM 1) This will be fixed. Edu. times don't get scaled up with game speed.
Yeah they do. I just checked this and for marathon, it's 8 turns for a colonist in a unit, but on normal it's 3 turns.
The gameSpeed is taken into account for turns, not number of books. :)
Dale Apr 03, 2009, 03:58 PM Well, this is an error that makes self-made maps unplayable unless you play the AoD mod, and I enjoy the game both ways - pure and modded, yet I can't play it unmodded, cause I don't know how to cope with the issue :-( (though I tried but without success). Would be very grateful for your help :-).
I think this is all that's needed:
void CvPlayer::doTurnUnits()
{
PROFILE_FUNC();
CvSelectionGroup* pLoopSelectionGroup;
int iLoop;
AI_doTurnUnitsPre();
for (pLoopSelectionGroup = firstSelectionGroup(&iLoop); pLoopSelectionGroup != NULL; pLoopSelectionGroup = nextSelectionGroup(&iLoop))
{
pLoopSelectionGroup->doDelayedDeath();
}
for (pLoopSelectionGroup = firstSelectionGroup(&iLoop); pLoopSelectionGroup != NULL; pLoopSelectionGroup = nextSelectionGroup(&iLoop))
{
pLoopSelectionGroup->doTurn();
}
if (getParent() != NO_PLAYER)
{
CvPlayer& kEurope = GET_PLAYER(getParent());
if (kEurope.isAlive() && kEurope.isEurope() && !::atWar(getTeam(), kEurope.getTeam()))
{
int iLowestCost = MAX_INT;
UnitTypes eCheapestShip = NO_UNIT;
for (int iUnitClass = 0; iUnitClass < GC.getNumUnitClassInfos(); ++iUnitClass)
{
UnitTypes eLoopUnit = (UnitTypes) GC.getCivilizationInfo(getCivilizationType()).getC ivilizationUnits(iUnitClass);
if (eLoopUnit != NO_UNIT)
{
if (GC.getUnitInfo(eLoopUnit).getDomainType() == DOMAIN_SEA)
{
int iCost = getEuropeUnitBuyPrice(eLoopUnit);
if (iCost < iLowestCost && iCost >= 0)
{
iLowestCost = iCost;
eCheapestShip = eLoopUnit;
}
}
}
}
if (eCheapestShip != NO_UNIT && getGold() < getEuropeUnitBuyPrice(eCheapestShip))
{
// PatchMod: Randomise spawn spot START
CvPlot* pBestPlot = getStartingPlot();
CvPlot* pLoopPlot = NULL;
int iBestPlotRand = 0;
int iPlotRand = 0;
for (int iI = 0; iI < GC.getMapINLINE().numPlotsINLINE(); iI++)
{
gDLL->callUpdater();
pLoopPlot = GC.getMapINLINE().plotByIndexINLINE(iI);
if (pLoopPlot->isRevealed(getTeam(), false) && pBestPlot->getEurope() == pLoopPlot->getEurope())
{
if (pLoopPlot->getX_INLINE() > (GC.getMapINLINE().getGridWidthINLINE() / 2) && pLoopPlot->isEurope())
{
iPlotRand = (1 + GC.getGameINLINE().getSorenRandNum(1000, "Starting Plot"));
if (iPlotRand > iBestPlotRand)
{
iBestPlotRand = iPlotRand;
pBestPlot = pLoopPlot;
}
}
}
}
setStartingPlot(pBestPlot, true);
// PatchMod: Randomise spawn spot END
bool bHasShip = false;
int iLoop;
for (CvUnit* pLoopUnit = firstUnit(&iLoop); pLoopUnit != NULL; pLoopUnit = nextUnit(&iLoop))
{
if (pLoopUnit->getDomainType() == DOMAIN_SEA)
{
bHasShip = true;
break;
}
}
if (!bHasShip)
{
for (uint i = 0; i < m_aEuropeUnits.size(); ++i)
{
CvUnit* pLoopUnit = m_aEuropeUnits[i];
if (pLoopUnit->getDomainType() == DOMAIN_SEA)
{
bHasShip = true;
break;
}
}
}
if (!bHasShip)
{
buyEuropeUnit(eCheapestShip, 0);
//change taxrate
int iOldTaxRate = getTaxRate();
int iNewTaxRate = std::min(99, iOldTaxRate + 1 + GC.getGameINLINE().getSorenRandNum(GC.getDefineINT ("TAX_RATE_MAX_INCREASE"), "Tax Rate Increase for ship"));
int iChange = iNewTaxRate - iOldTaxRate;
changeTaxRate(iChange);
if (isHuman())
{
CvDiploParameters* pDiplo = new CvDiploParameters(kEurope.getID());
pDiplo->setDiploComment((DiploCommentTypes)GC.getInfoTypeF orString("AI_DIPLOCOMMENT_KING_GIFT_SHIP"));
pDiplo->addDiploCommentVariable(iNewTaxRate);
pDiplo->setAIContact(true);
gDLL->beginDiplomacy(pDiplo, getID());
}
}
}
}
}
if (getID() == GC.getGameINLINE().getActivePlayer())
{
gDLL->getFAStarIFace()->ForceReset(&GC.getInterfacePathFinder());
gDLL->getInterfaceIFace()->setDirty(Waypoints_DIRTY_BIT, true);
gDLL->getInterfaceIFace()->setDirty(SelectionButtons_DIRTY_BIT, true);
}
gDLL->getInterfaceIFace()->setDirty(UnitInfo_DIRTY_BIT, true);
AI_doTurnUnitsPost();
}
DodgyDave Apr 03, 2009, 07:04 PM hey, like this MOD of yours Dale, but trying to use it to play Chinese with 1.09b on patchmod - western hemisphere (huge) map, worked fine until i bought my first galleon and it will not leave china? :(
only using this 1.09b and latest patch, so what can i do to fix this?
Dale Apr 04, 2009, 05:06 AM hey, like this MOD of yours Dale, but trying to use it to play Chinese with 1.09b on patchmod - western hemisphere (huge) map, worked fine until i bought my first galleon and it will not leave china? :(
only using this 1.09b and latest patch, so what can i do to fix this?
I'll test this. I haven't tried this combo, but I'm suspecting that the map doesn't like western arrival nations.
mackkk Apr 04, 2009, 06:12 AM Thank you for the code Dale. I am not a bit a programmer so I won't say I'm getting to analisis and getting to understand the changes (though I tried, but it's all greek to me). I only located the part of code within the appropriate file and tried the simple copy & paste method but it wouldn't work. Well it looks like it's not that simple afterall :-(
Dale Apr 04, 2009, 06:18 AM No, you need a C++ compiler and recompile the DLL file. In the Civ4 Creation & Customisation forum is a thread dedicated on teaching newbies how to create a DLL. :)
EDIT: This thread http://forums.civfanatics.com/showthread.php?t=166933
mackkk Apr 04, 2009, 04:50 PM Hell, that's enough of studying for at least 100 years. I'll never learn it, grrr... You know Dale I'm a kind ov programming illiterate heh. Never mind... getting to knowledge exploration. At least i'll give it a shot...
... btw, while creating Cheasapeake map I found a bug (though I saw it mentioned somewher before): the territory rights are not saved, no matter how vast you set it it's always those 9 plots around natives' villages :-/ (like in original)
.. the other one is that computer never uses it's soldiers to explore & gather some experiance, it's focused way too much on improving it's land right from the beginning (like in original)
.. another one: computer A.I. does very little of exploring before founding a settlement, one simple bonus like e.g. single BONUS_FISH makes it enough to estabilish it's colony nearby (like in original)
.. hardly ever any conflicts result in wars (not like in original)
.. computer A.I. far too less focused on recruting founding fathers (not like in original)
.. no diplomacy between A.Is.
Dale Apr 04, 2009, 08:53 PM Changes I would like to see for 1.10:
1) Improved AI. I know this is much harder to implement so no rush but it would really help the game if the AI would actually grow its cities, expand its territory and be a threat to the player. This might be simpler to implement as a production bonus for the AI at harder difficulties. For instance an expert farmer grows 8 food instead of 6. Lowering the threshold for new colonist from 200 food to say 100 food at revolutionary might also improve the AI's growth rate.
I just played two test games where the AI economic victoried me. :mischief:
AI creates bigger empires (and more productive empires) in 1.10 (see screenie).
PrinzMyshkin Apr 05, 2009, 12:16 AM Jesus... early rush or die.
Dale Apr 05, 2009, 12:43 AM It scales to handicap. Basically, the AI gets restricted the lower the level. Revolutionary is just full open unrestricted AI. :)
|
|