View Full Version : Beta V0.03 - Download, Issues, Discussion


Ekmek
Apr 03, 2009, 11:29 PM
BETA 3 is now obsolete get BETA 4!

Ekmek
Apr 04, 2009, 12:31 AM
Ok everyone its up!


*reserved*

Flintlock1415
Apr 04, 2009, 12:45 AM
Looks good! :goodjob: I'll have to check it out later!

koma13
Apr 04, 2009, 03:27 PM
New buttons and buildings are great. :goodjob:

I spotted some visual bugs in Europe screen, will fix it asap. And Ekmek, is it intended that the city screen has now the red background? It is looking like a hotel lobby. :P

Ekmek
Apr 04, 2009, 04:09 PM
Yeah I like the red color better. But I'm really delegating interface to you - you have WAY more talent for than i do. So you have free reign to make it as you wish!

Glad you like the new buttons and buildings - it pretty much looks like a real mod now doesn't it?

GeoModder
Apr 04, 2009, 04:18 PM
I started a game as the Troyan colonies.

Graphically, things seems mostly done. :goodjob:
Question though: were you aware that the slave (I think its the slave) has a teamcolored staff?

I haven't played that far, so I wonder if you planned the colonial city graphics to use the "real" classical architecture like in Civ4? If so, I wonder if it wouldn't be better to use that 'governor building' graphic in that later era, and start again with your first made 'governor building' for starters.

And is the mod based on vanilla Colonization or the 1.01 patch? Just asking because I can't let colonists with half a move left join a city. I thought the 1.01 patch solved such issues?

And I hope your text fixer gets a move on. Half the time I can't figure out what those "TXT_..." popups want to tell me, nor how much a specialist in the "europe" screen costs. ;)

koma13
Apr 04, 2009, 04:27 PM
Yeah I like the red color better. But I'm really delegating interface to you - you have WAY more talent for than i do. So you have free reign to make it as you wish!

Red color was supposed for additional city screen. I want to attach it to southern civs (Egypt, Punic). But I can make a new color for default city screen, adjusted to new buildings.

Glad you like the new buttons and buildings - it pretty much looks like a real mod now doesn't it?

Yes, I already like it more than vanilla Col2. :)


And is the mod based on vanilla Colonization or the 1.01 patch?

It's based on 1.01.


Just asking because I can't let colonists with half a move left join a city. I thought the 1.01 patch solved such issues?

I'll look into it.


And I hope your text fixer gets a move on. Half the time I can't figure out what those "TXT_..." popups want to tell me, nor how much a specialist in the "europe" screen costs.

I noticed that too. This is new in 0.03 beta, I think.

Ekmek
Apr 04, 2009, 04:47 PM
And I hope your text fixer gets a move on. Half the time I can't figure out what those "TXT_..." popups want to tell me, nor how much a specialist in the "europe" screen costs.

I noticed that too. This is new in 0.03 beta, I think.

not sure why its coming up? I hope its not related to the new europe screen :dunno: it should map to the other text though.

koma13
Apr 04, 2009, 05:29 PM
not sure why its coming up? I hope its not related to the new europe screen it should map to the other text though.


No, that popup isn't made in Europe screen. You would have the same problem with vanilla Europe screen. Did you changed the text for units in xml?

Ekmek
Apr 04, 2009, 07:35 PM
Looks like all you need to do is copy over the original text. odd, it should read them. anyways. I'll add it to a patch once koma puts up new stuff

koma13
Apr 05, 2009, 05:55 AM
Ok, here is a patch for the Europe screen. It fixes the animations, a bug that occurs after a yield is boycotted and corrects most icon sizes for units on dock.

Ekmek, there is still a problem with unit icons, some of them seems to be wrong linked. Veteran soldier has wrong icon for example (other too). Some units doesn't show correct icon when profession is changed on dock (try wine maker), I even got a ctp.
Linking is not done in Europe screen, maybe it's xml related. :confused:

I also fixed an issue in the Revolution advisor. Next I'll do the city screen, some of the new buildings have wrong size (eg fortress).

Ekmek
Apr 05, 2009, 08:46 AM
Ok, here is a patch for the Europe screen. It fixes the animations, a bug that occurs after a yield is boycotted and corrects most icon sizes for units on dock.


I also fixed an issue in the Revolution advisor. Next I'll do the city screen, some of the new buildings have wrong size (eg fortress).[/


Great!


Ekmek, there is still a problem with unit icons, some of them seems to be wrong linked. Veteran soldier has wrong icon for example (other too). Some units doesn't show correct icon when profession is changed on dock (try wine maker), I even got a ctp.
Linking is not done in Europe screen, maybe it's xml related. :confused:

Ok, I'll mess with it. i didnt even know you could change professions on the dock. The veteran soldier I'll look into that one was tough to deal with icon wise because it never showed right in the civilopedia though I made the veteran soldier, the regular, and the profession_soldier all have different graphics.

Ekmek
Apr 05, 2009, 04:24 PM
ok, i've been kind of playing a game and fixing text boxes and icons (quite a lot unfortunately).

One issue with te MedSea 2.5 map - no bonuses!!!! the only thing that showed up was "fur" and when I did stuff WB and addedolives etc it did affect the tile at all. Very strange. I tried editing it but then it limited the number of players etc. Could someone take a look at this please?

koma13
Apr 05, 2009, 04:55 PM
Random bonus can be added with python.

Dale
Apr 05, 2009, 05:07 PM
This is what I do for AoD. It deletes all bonuses, goodies and Europe tiles and re-randomises them. You can remove the Europe tiles if you want.

BTW, the code as written below triggers if plot(0,0) is grassland. This allows for set and random scenarios to be made.


# PatchMod: Randomise stuff on map START
if (gc.getGame().getGameTurnYear() == gc.getDefineINT("START_YEAR")):
if(CyMap().plot(0,0).getTerrainType() == 0):
CyMapGenerator().eraseBonuses()
CyMapGenerator().eraseGoodies()
CyMapGenerator().eraseEurope()
CyMapGenerator().addBonuses()
CyMapGenerator().addGoodies()
CyMapGenerator().addEurope()
# PatchMod: Randomise stuff on map END

woodelf
Apr 07, 2009, 06:30 AM
Looks and plays great so far. The units on the docks are a bit tough to distinguish and the TXT_KEYs are annoying, but no real problems yet. :)

Ekmek
Apr 07, 2009, 11:12 AM
Looks and plays great so far. The units on the docks are a bit tough to distinguish and the TXT_KEYs are annoying, but no real problems yet. :)

Thx for playing! I'm fixiing all the text stuff and working on the techs/founding fathers. I may do a beta 4 a lot sooner.

koma13
Apr 07, 2009, 11:24 AM
Ekmek, do you think you can make the unit full length icons more colorful? I found them hard to differ too.

I'm fixiing all the text stuff and working on the techs/founding fathers.
What changes are doing for techs/founding fathers?

Ekmek
Apr 07, 2009, 11:29 AM
Ekmek, do you think you can make the unit full length icons more colorful? I found them hard to differ too.


not sure what you mean. the full length icons are from unit screenshots. What do you mean by more colorful? I think they blend it because they fit well with the background - but I'mopen to suggestionts


What changes are doing for techs/founding fathers?

mainly the icons. I'm taking buttons from the ancient med mod. not sure how far you got. But so far I need to find a way to make the icons display smaller on the ff/tech screen

koma13
Apr 07, 2009, 11:53 AM
What do you mean by more colorful?

Most of the units on dock and in Europe screen are white. In vanilla Col most full icons have some parts painted (fur trader -> yellow vest, preacher -> black, tobacco trader -> green ....). That makes them much easier to spot. But maybe I'm just not used to the new icons.

mainly the icons. I'm taking buttons from the ancient med mod. not sure how far you got. But so far I need to find a way to make the icons display smaller on the ff/tech screen

I already converted 73 tech icons from CivCity into dds. :crazyeye: Still have to assign them to the techs/xml. But their size is very small (140 x 60px). If your tech icons are larger or are looking better, maybe you can send them to me and I make sure they show up in correct size and position in FF screen.

Ekmek
Apr 07, 2009, 12:46 PM
I already converted 73 tech icons from CivCity into dds. :crazyeye: Still have to assign them to the techs/xml. But their size is very small (140 x 60px). If your tech icons are larger or are looking better, maybe you can send them to me and I make sure they show up in correct size and position in FF screen.

post them! I can do the xml! mine are smaller. I'll check yours first!

koma13
Apr 07, 2009, 12:58 PM
Techs for Mare Nsotrum:

woodelf
Apr 07, 2009, 01:33 PM
Here's a CTD I've had when founding the city right where the spearman is. 3 times now and I really wanted that salt!

Ekmek
Apr 07, 2009, 02:18 PM
Here's a CTD I've had when founding the city right where the spearman is. 3 times now and I really wanted that salt!

WEIRD. I repeated your crash. I thought it was a graphics file - but it still crashed. BUT I noticed when I said y"you're right settle on the coast" it left the king then I built it anyways and it didnt crash and the game continued fine. try that and let me know what happens. thx.

@koma - great pix. I think I can modify the ones I have to look like that. I'll work on adding these in!

woodelf
Apr 07, 2009, 05:20 PM
It didn't help me, but it's the only CTD so far.

koma13
Apr 08, 2009, 07:59 AM
It didn't help me, but it's the only CTD so far.

The crash in your savegame is related to the salt. Found a city next to a salt resource and you'll getting a CTD. If you remove the salt with worlbuilder or place a mine on top of it before founding the city, it won't crash. Maybe it's that little shed immediately placed on salt after city founding. :confused:

woodelf
Apr 08, 2009, 08:05 AM
I've always hated the land worked shed when you found a city.

Ekmek
Apr 08, 2009, 10:02 AM
The crash in your savegame is related to the salt. Found a city next to a salt resource and you'll getting a CTD. If you remove the salt with worlbuilder or place a mine on top of it before founding the city, it won't crash. Maybe it's that little shed immediately placed on salt after city founding. :confused:

maybe its the salt nif? it doesnt do it for other resources. I'll look into it.

woodelf
Apr 08, 2009, 01:02 PM
Must be since it just did it again with salt and founding a city.

There's a pink box for barbarian axemen when you're in their city. Not sure if that's been mentioned.

Ekmek
Apr 08, 2009, 01:39 PM
Must be since it just did it again with salt and founding a city.


Ok, I'll work it.


There's a pink box for barbarian axemen when you're in their city. Not sure if that's been mentioned.

no it hasnt but I have fixed it. thx

Ekmek
Apr 08, 2009, 02:06 PM
ok, I made a new salt resource off of the col iron resource and tested it on your save game and it works. It'll be in the next Beta. but if you are dying to continue your game I'll post the fix.

@koma

I've been trying to mess with te FF screen but every time I try to adjust the height etc it just comes out bad. I'll finish up the icons and post them. Maybe you could fix up the FF screen? thx.

woodelf
Apr 08, 2009, 02:47 PM
Great news on the salt fix. I was thinking it could cause crashes with the AI as well when they founded cities and that building moves as the city grows.

Random stuff:
Should the clay bonus be on plains? You can't build a lodge to improve it so it's sort of useless. And why would a lodge work with clay. Isn't it mined?
Grape resources are even scarcer than sugar is normally (if that's possible).
The barbarian tribes seem to be thinner and have less cities than normal. Is this something Dale did to AoD or did you guys make them less abundant? Only a big deal because there isn't a lot of training available without them.

Ekmek
Apr 08, 2009, 02:56 PM
Great news on the salt fix. I was thinking it could cause crashes with the AI as well when they founded cities and that building moves as the city grows.

Random stuff:


Should the clay bonus be on plains? You can't build a lodge to improve it so it's sort of useless. And why would a lodge work with clay. Isn't it mined?

I'm seriously looking a redoing resource handling. Once I finish up with graphics I may have a MareNostrum-Basic which is basicall Civ4Col but with te ancient stuff. Then I definetely want AoD2 version - but I may also tweak resources and get rid of olives, grapes, and sheep from standard tiles. You can get them from resources or you have to build a vinyard, grove, or pasture to get them from a tile (and have it consume the grower, shepherd, or planter). Also I would cut out the basic special buildings (winemaker, oil maker etc) and make you have to develop your cities. I just found it odd and too easy that once you plop a city with a pop of 2 ou could start cranking out olive oil or wine. I want to see more specialization and a bit more of a challenge.


Grape resources are even scarcer than sugar is normally (if that's possible).

I don't think I did anything except lessen the terrain types it grows on

The barbarian tribes seem to be thinner and have less cities than normal. Is this something Dale did to AoD or did you guys make them less abundant? Only a big deal because there isn't a lot of training available without them.

I dint make any changes I wonder if it has to do with the list of city names available :dunno:

koma13
Apr 08, 2009, 03:56 PM
I've been trying to mess with te FF screen but every time I try to adjust the height etc it just comes out bad. I'll finish up the icons and post them. Maybe you could fix up the FF screen? thx.

Yes, post them. CIV4FatherInfos.xml too, if you updated it.

woodelf
Apr 08, 2009, 03:56 PM
I'm seriously looking a redoing resource handling. Once I finish up with graphics I may have a MareNostrum-Basic which is basicall Civ4Col but with te ancient stuff. Then I definetely want AoD2 version - but I may also tweak resources and get rid of olives, grapes, and sheep from standard tiles. You can get them from resources or you have to build a vinyard, grove, or pasture to get them from a tile (and have it consume the grower, shepherd, or planter). Also I would cut out the basic special buildings (winemaker, oil maker etc) and make you have to develop your cities. I just found it odd and too easy that once you plop a city with a pop of 2 ou could start cranking out olive oil or wine. I want to see more specialization and a bit more of a challenge.

That sounds good, all of it.

I don't think I did anything except lessen the terrain types it grows on

That would do it. :) I've seen 3 grape bonus resources in about a dozen games.

I dint make any changes I wonder if it has to do with the list of city names available :dunno:

Wierd. It's more wide open, but I doubt that has anything to do with the lack of city names unless some civs only have 2 or 3.

Ekmek
Apr 08, 2009, 05:58 PM
Yes, post them. CIV4FatherInfos.xml too, if you updated it.


Ok, here they are and with the right XML. I like your 140x60 icons better than the 64x64 ones. If you can get them to display in that long format I think it would look better in the FF screen. I will then go back amd fix the other icons.

woodelf
Apr 08, 2009, 06:12 PM
Another minor issue; meeting Lucious has txt_key problems with the intro. Maybe with the rest of the diplo as well, but as least the introductions.

Stacmon
Apr 08, 2009, 07:08 PM
Great job everyone.

I remember discussing this topic with a few people months ago and I wasn't certain that it would get off the ground. Great that you are making it happen, because from what I've seen so far, you are well on your way to providing Colonization players with a unique and exciting experience.

woodelf
Apr 09, 2009, 06:59 AM
Playing as Lucius as the Roman Colonies I can't buy a veteran soldier at the docks. There isn't even one listed. It goes from horsetrainer to worker. Intentional?

koma13
Apr 09, 2009, 08:57 AM
Ekmek, this is the updated tech screen:

woodelf
Apr 09, 2009, 09:45 AM
Another minor txt_key with Sailing FF.

Any ETA on V0.04 that will solve the salt issue. :)

Ekmek
Apr 09, 2009, 11:58 AM
Ekmek, this is the updated tech screen:

Looks great! Could you look at the colonial government screen too? thx!

Any ETA on V0.04 that will solve the salt issue

tonight or tomorrow!

woodelf
Apr 09, 2009, 12:38 PM
I'll vote for tonight. :p

Any plans for more barb tribes? Right now if you play too large of a map you run out of barbs and then get double playable civs. I'd rather have more barbs.

And can barbs have different units? Weren't some of these guys great horsemen?

Ekmek
Apr 09, 2009, 01:26 PM
I could add more barbs but then that would delay beta4. there are barb horseman but they need horses. thats something i need to change later. in contrast to vanila colonization in the med world it was the barbs that had horses so i want to give them horses and you have to get them from them and train your ranchers with them - that wil come when i start tweaking the other resource stuff.

koma13
Apr 09, 2009, 03:19 PM
Ekmek, here is the Contintal Congress. Looks same like Tech screen. :p It also includes an update for the CvFoundingFatherScreen.py, I forgot positioning for player flag if some other player got the tech/FF. Make sure you update.

Ekmek
Apr 09, 2009, 03:35 PM
got it. looks great!

also I changed the marble in the city screen to red but cant get the boxes at th bottom where the yields are to be red. they continue to be brown. do you know hich files they use (I changed a bunch off dds in the cuty_management folder)

koma13
Apr 09, 2009, 03:47 PM
also I changed the marble in the city screen to red but cant get the boxes at th bottom where the yields are to be red. they continue to be brown. do you know hich files they use (I changed a bunch off dds in the cuty_management folder)

You are destroying my concept for city screen right now. :D I want to make one for each era. First one is the preview pic I posted right after you relased first beta (with the red background), second one is the white one you trying to change and third one will have a roman flavour. If you cant wait here is the list with files for bottom boxes:

BottomBoxSTART.dds
BottomBoxMID.dds
BottomBoxEND.dds
BottomBoxSTART_pos.dds
BottomBoxMID_pos.dds
BottomBoxEND_pos.dds
BottomBoxSTART_neg.dds
BottomBoxMID_neg.dds
BottomBoxEND_neg.dds

Files with neg are the default pics you see in general.

Ekmek
Apr 09, 2009, 03:57 PM
not destroying your city screen just making a decent placeholder (this time:) )

keep working the city screen thta'l be cool. in the mean time my placeholder looks like this:

koma13
Apr 09, 2009, 04:05 PM
Now I'm sure, it's not your keyboard. :king:

Ekmek
Apr 09, 2009, 04:53 PM
Now I'm sure, it's not your keyboard. :king:

huh? What do you mean?

koma13
Apr 09, 2009, 04:58 PM
Ekmek, just a joke.

You often mix up letters and i wondered why that could happen... :)

Ekmek
Apr 09, 2009, 05:05 PM
Ekmek, just a joke.

You often mix up letters and i wondered why that could happen... :)

ah,

Yeah I'm the typo king - and too often I don't proof-read :(

koma13
Apr 09, 2009, 05:34 PM
no prob, most people here at civfanatics can't write proper english (myself included).

Ok, here is an update for the inland sea map script. Still strange flat shorelines but with more authentic climate. Give it a try:

Ekmek
Apr 09, 2009, 06:18 PM
no prob, most people here at civfanatics can't write proper english (myself included).

Ok, here is an update for the inland sea map script. Still strange flat shorelines but with more authentic climate. Give it a try:

dang. just compiled the beta4 rar. I'll add it to it :goodjob:

woodelf
Apr 09, 2009, 06:24 PM
Add quickly! :please:

koma13
Apr 09, 2009, 06:41 PM
dang. just compiled the beta4 rar.

Did you took care of that soldier icon issue?

Can't wait to see your psychedelic city screen placeholder in reality :D
And don't forget the europe screen update that fixed the animations.

Ekmek
Apr 09, 2009, 08:54 PM
Did you took care of that soldier icon issue?

Can't wait to see your psychedelic city screen placeholder in reality :D
And don't forget the europe screen update that fixed the animations.

yep, got them all including some other icon issues and text. uploading it now

Ekmek
Apr 09, 2009, 09:45 PM
ok, here is BETA 4!

http://forums.civfanatics.com/showthread.php?p=7967334

Please close this thread :)