View Full Version : incremental patch discussion
Slvynn Nov 25, 2009, 07:06 AM SL24
New Spy promotions have no descriptions / hovering help (Sabotage)
Its unclear what and by which amount they improve something.
SL25g
Odd stuff - in my screenshots BTl Facedancer look ok
I removed parts of Dream Eater FFH model and retextured it, and i am sure i done it. (you can check my pedia and game screenshots in art thread)
Very oddly, but it have back bloacks from Dream Eater......
How can it be? *shrug*
davidlallen Nov 25, 2009, 07:59 AM SL24
New Spy promotions have no descriptions / hovering help (Sabotage)
Its unclear what and by which amount they improve something.
Well, Sabotage doesn't actually do anything in the current version, so the hover help is correct. The only thing diplomat does today is enable certain missions. Are there other spy promotions with missing help?
Slvynn Nov 25, 2009, 09:03 AM Yep Sabotage... As it does not nothing then i thin kthat is not time to play ordos yet.
However if we play terraformin victory i fear we might not to achieve it on standard Arrakis Script due insagnificant land tiles.
Perhaps i'll increase land tile percentage on start.....
davidlallen Nov 29, 2009, 11:02 AM I have updated the issue sheet with all of the recent discussions. In some cases the discussion is still going on; for some, I have put an issue into the sheet which says "ongoing discussion" and for some, I have not yet put an issue into the sheet.
Very few people are listing suggestions with issue numbers; that is fine, whenever I have added an issue that doesn't have a number, I just used "DA" to track it. I am not sure anybody but me gets much benefit from these issue numbers anyway.
I am going to be on a business trip for the next week. I will try to keep up with the posts but probably I will be quiet. Please feel free to make patches like 1.6.5.x, or 1.6.6 if it contains a lot of stuff, and please try to carefully list out which other patches are required by your patches. This may avoid confusion if people have a different assortment of patches installed.
The next release I do will be 1.7. The main goal will be to integrate all the new art into the fpk file. If possible, I will also use keldath's work on merging the new revdcm and bbai. This will be at least two weeks from now, such as December 13.
Slvynn Nov 29, 2009, 12:10 PM I'll make few art fixes soon which not changes gameplay - so i can use them even in sucession game.
Just saying, i think it will be something like 1.6.5a with that small Windtrap patch and some art (full remake of action buttons, some gamefonts fixes, few textures, some unit art), if there will be any, from Deliverator as well. (perhaps we should keep all game-influencing updates till 1.7)
davidlallen Nov 29, 2009, 12:30 PM Just saying, i think it will be something like 1.6.5a with that small Windtrap patch and some art (full remake of action buttons, some gamefonts fixes, few textures, some unit art), if there will be any, from Deliverator as well. (perhaps we should keep all game-influencing updates till 1.7)
Let us make a series of patches like 1.6.5.n, where "n" is a number. Coordinate the use of these numbers in this thread. For example, you may say, "Tomorrow I will make a patch 1.6.5.3 with the following ...". Then if somebody else makes a patch they will use 1.6.5.4. It is easy to use many numbers. It is confusing if each patch contains contradictory files, but that is OK; just try to avoid two people modifying the same file at the same time. After we have a number of small patches, we can roll up into one patch. I am not worried about gameplay changes. Of course, people who have only one installation of DW and are playing in the succession game will need to be extra careful.
davidlallen Dec 04, 2009, 09:52 PM Here is patch 1.6.5.3. It goes on top of 1.6.5 only. It contains a fix for the mid-game CTD problem reported by ahriman and artherion. The details are in this post (http://forums.civfanatics.com/showpost.php?p=8694677&postcount=260). Only one file is involved, cvgamecoredll.dll; so I did not make a full installer. Simply unzip cvgamecoredll.dll over your existing file in <your BTS path>/mods/Dune Wars/assets. It will not break save games. No other changes are included in this patch. If the succession game comes to a crash because of this, it is safe to install this patch to fix the problem.
davidlallen Dec 05, 2009, 10:23 AM @ deliverator, when you finish your building work, it would help me greatly if you packaged it as a 1.6.5.x release rather than a 1.6.6 release. That is, please only include the files which are changed between 1.6.5 and your work. If you also include all files which are changed between 1.6.1 and your work, then it will be much more difficult for me to merge into my current local (1.7) area.
Deliverator Dec 06, 2009, 08:28 AM @ deliverator, when you finish your building work, it would help me greatly if you packaged it as a 1.6.5.x release rather than a 1.6.6 release. That is, please only include the files which are changed between 1.6.5 and your work. If you also include all files which are changed between 1.6.1 and your work, then it will be much more difficult for me to merge into my current local (1.7) area.
No problem. I was planning to do a incremental patch anyway.
I have entered all the new wonder buildings in the XML and hooked up all the 3D art. I have two blocks of work left to do - setting appropriate costs based on tier and then make buttons for the new wonders.
I may release the patch with placeholder buttons once the costs are done, as it would be good to start getting feedback so we can refine things a bit prior to 1.7.
davidlallen Dec 06, 2009, 09:23 AM I may release the patch with placeholder buttons once the costs are done, as it would be good to start getting feedback so we can refine things a bit prior to 1.7.
A patch sounds great. It will let me start the integration work also.
Keldath has now successfully updated the internals to use a newer version of RevDCM and BBAI, and phungus420 has written a new installer so that vista and windows 7 users can run the mod even without admin mode. Because of these two big changes, I will also want to put out a "1.7 beta" for feedback. I expect to do that in the next couple of days.
Hopefully we can get feedback on these two things, and then I can release 1.7 next weekend.
davidlallen Dec 06, 2009, 11:06 AM For those interested in technical discussions about the AI, please see this thread (http://forums.civfanatics.com/showthread.php?t=341431) in the BBAI forum. I am trying to learn about how to rewrite the colony site selector, how to make "whip" work for DW, and how to make Fremen sandriders attack on water.
keldath Dec 08, 2009, 01:42 PM hey guys,
i wanna offer a nice mod comp that i really like,
culture based city radius by mylon (and arri),
it enables a city to grow up to a 4 tile radius each direction, you can set each size through the cultural levels , for exmple you can make influencial level get you city to size 3, and the next to size 4.
and also - you can set the first culture level to 1 size.
this greatly affect balance and game play, but, it gives some extra meaning to culture.
for your consideration guys.
a road system for dune:
well i thought of a nice addition to dune that can add the use of some roads -
how about - you can build a wonder/national building, that once built - it connects the closest cities with roads so youll have a road connection - it wont place roads all over the surronding tiles of the city where it built, but it will connect raod in a straight line to neighboring city. maybe this can be unique to a small number of civs.
again, just a thought.
davidlallen Dec 08, 2009, 02:35 PM culture based city radius by mylon (and arri),
I don't think of Dune as a planet with huge, sprawling suburbs. I'm not sure this fits well into the theme.
a road system for dune:
Within cultural borders, all units have double move, and resources are automatically connected. What is the benefit of roads?
Ahriman Dec 08, 2009, 02:41 PM culture based city radius by mylon (and arri),
I would worry that this would massively advantage the human player relative to the AI. The AI is already very bad at city placement and clusters its cities too close together. So a system that allowed cities to work extra tiles would be of huge value to the human player, but limited value to the AI.
The AI just couldn't plan for it well.
And we have already found it very difficult to improve the AI's city placement.
a road system for dune:
An interestnig idea, but I wonder if we really need it, with the home ground +1 movement.
The problem I can see is; you could get some weird patterns of road networks.
How precisely would it work?
If it connects only to the closest city, then a pair of cities will only connect to each other.
Could it connect to the closest city that was unconnected? This could also be strange; imagine cities ABC in a rough line, suppose B builds it first and connects to C, then C builds it and connects to A?
How would it calculate closeness across island barriers? Closest on same continent?
Multiple closest cities? A max distance apart that cities can be? How would you stop the AI from building it where it was useless (eg no other cities on the island)?
How many were you imaginging would be built? Just one? Would it connect only that city, or other cities too?
Lots of tricky design issues.
maybe this can be unique to a small number of civs.
Which civs would you have in mind?
Fremen would seem to be the only obvious ones to not have it.
keldath Dec 08, 2009, 02:49 PM hey guys,
well just figured id mention these ideas,
i figured yould say that,
3-4 city will need a lot of balance work, so no benefit here,
and roads, well, i mentioned it since i thought it will be a nice code, not for dune specifically.
thanks for the reply,
by the way, i think like you on this matter, i added it to my ol2 mod, so i thought it would hurt to see what you guys think on these mods.
:)
davidlallen Dec 09, 2009, 11:29 PM OK, here is 1.7 beta 1. The purpose of this beta is mostly to test the installer. I have not merged deliverator's wonder patch. To install and test:
1. Rename your existing <BTS>\Mods\Dune Wars directory to something else you will remember.
2. Download and execute this installer executable (http://www.mediafire.com/download.php?jezuzwm3kmo) (94 MB)
3. Launch the mod. If you are using vista or windows 7, please *do not* use "launch as adminstrator". That workaround should no longer be needed.
4. Does it come up for you? Great, that is one big confirmation.
5. Look in My Documents\My Games\Beyond The Sword. Do you see a new directory Dune Wars\UserSettings, with a bunch of ini files in it? Great.
6. Look in <BTS>\Mods\Dune Wars, which you just created. Does it contain a bunch of ini files, or a directory UserSettings with a bunch of ini files? That is bad, please let me know.
7. Start a new game. Does it work? Great, that is another big confirmation.
If you want to go on from there and try things, it would be helpful to choose an assortment of unusual mapscript options, and make sure you do not get any crashes or hangs.
To uninstall:
1. Delete <BTS>\Mods\Dune Wars
2. Rename your previous install directory to Dune Wars
In the spoiler is a change list.
Civilization diversity changes
* Previously both Technocracy religion and the Ixian civilization specialized in Thinking Machines. Now Ixians specialize in vehicles.
* Renamed Ixian unique resource from Thinking Machines to Ixian Weaponry
* Removed Ixian UB for Automated Factory and Computerized Research Center
* Added Ixian UB, Skunkworks, gives small bonus to research and also reduces upgrade cost for any unit in city by 50%
* Redesigned Ixian mech units:
+ New strength, tech prereq, and abilities for all; see the civilopedia
+ Created new mech unitcombat, very similar to vehicle; able to obtain additional promotions like March and Shock
* Added new promotions:
+ Ixian: +10% combat, +10% withdrawal. Granted by Mechanized trait to vehicle, walker, suspensor, thopter unitcombats.
+ Sensor Array: +1 first strike chance, +1 visibility. Requires Ixian.
+ Self Repair: +25% repair rate in every territory. Requires Ixian.
+ Point Defense: Immune to first strike, -75% collateral damage. Requires Ixian.
+ Adaptive: +50% to all experience. Requires Ixian.
* The Atreides civilization can no longer build infiltrators. However, the Atreides Palace generates 1.5x more espionage per turn, and the new Duke's Bench UB generates 2x more espionage than the base Tribunal. This represents Atreides honesty and loyalty.
* Added two units for Atreides: Ducal Guard, same level as Master Guardsman; and Ducal Trooper, same level as Lasgun Trooper. Each unit is about 25% stronger and has a national limit of 4.
* Fremen can now capture any unit in the vehicle unitcombat such as quads or scorpions, but cannot build any. This is similar to capturing a slave, but only for the vehicle unitcombat, and the new unit is the same unitclass as the defeated unit.
* Added Fremen Raider unit as replacement of Roller, strength 12, move 2
Internal changes
* Updated to the latest version 2.61 of RevDCM and version 0.82 of Better BTS AI (by keldath)
* Added Lead From Behind (http://forums.civfanatics.com/showthread.php?t=335041) modcomp (by UncutDragon, merged by keldath)
* New installer automatically creates UserSettings directory under My Documents\My Games\Beyond The Sword\Dune Wars so Vista and Windows 7 users no longer need to run as administrator (by phungus420)
* Hid "Choose Religions" game option. The code is still there but it defaults to "off" and does not appear in the game options screen.
Minor gameplay changes
* Re-enabled "whip" (hurry population) for the slavery civic. Previously the AI whipped way too much, driving its population into the ground. With BBAI 0.82 this is less, and I have removed one reason to use it ("bad tiles"). Now the difference in total pop is very small for the AI. (SL11)
* Changed Unique Resources. Semuta and Slig are now unique to House Ecaz. Pundi Rice is reduced to +1 health; Opafire, Soostone, and Caladanian Wine are reduced to +1 happiness; wine is no longer restricted to House Atreides.
* Added promotions Ginaz Training I,II: each adds +20% strength and +20% experience to melee units. Requires access to Ginaz Training offworld resource.
* Thumper promotion now attracts sandworms and disperses them harmlessly
* Deleted Sabotage II,III and Diplomacy II,III promotions; will re-add when they do something.
* Margot of Bene Gesserit leader now favors espionage
* Master Scytale traits were phi/pro, now phi/cre
* Renamed Creative trait to Political and increased culture per turn boost from 2 to 3 (AHR82)
* New AI personality values for leaders Goya, Rhombur, Prad added in 1.6.5 (by Ahriman)
* Player anarchy and convert city spy actions now cost 5x more
* Slightly changed culture levels for each cultural border ring (by Ahriman)
* KH Precursor used to give +25% combat strength, now it only gives +10%
* Reverend Mother used to require Water of Life tech, now it requires Academies
* Spice Worker used to move 2, now moves 3
* Windtrap used to grant 2 commerce, now grants 0
* Spice feature used to cost 2 movement points, now only costs 1
* Re-sorted units in the xml so that all units of the same unitcombat appear together, lowest strength to highest strength.
Hopefully, in the next couple of days, one or two people will confirm that this installer works. Also hopefully in the next couple of days, deliverator will release an updated wonders patch. Then this weekend, I will merge the updated wonders patch, make any changes from beta feedback, and release 1.7. I probably will not add any more features from this point, to avoid the embarrassing failure I encountered by adding "just one more change" immediately before releasing 1.6. I had to make an emergency 1.6.1 release, which caused some confusion.
I have also attached the updated issue list. There are almost 100 issues and suggestions outstanding. As usual, if I have missed any suggestions among all the posts, please let me know.
Ahriman Dec 10, 2009, 08:22 AM Ok, I will try to find some time to test this tonight.
I run 64 bit Vista and have never had any trouble running the mod - perhaps my account has Administrator priviliges already.
Overall looks very good, nice work. There are a few specific changes where clearly you and I have a disgreement; perhaps we could get some feedback from others on these?
These include:
Renamed Ixian unique resource from Thinking Machines to Ixian Weaponry
I still suggest "Ixian Technologies", since they still (are supposed to - I haven't tested yet) give a small synergy bonus with the Technocracy religion buildings. It makes sense for "Ixian Technologies" to boost the hammer output from an automated factory (Ixians are better at building robots), but it doesnt' really make sense for "Ixian weapons" to boost the hammer output from buildings.
+ Adaptive: +50% to all experience. Requires Ixian.
Lets get some feedback from others on whether or not they think this promotion is worth taking, and whether they think it makes logical sense on a worker.
[*edit* worker shoudl be Walker.]
* The Atreides civilization can no longer build infiltrators. However, the Atreides Palace generates 1.5x more espionage per turn, and the new Duke's Bench UB generates 2x more espionage than the base Tribunal. This represents Atreides honesty and loyalty.
I worry that these changes might not be quite enough. "2x espionage" on the tribunal just means 4 rather than 2, right? Anyway, its probably fine for now, just something to keep an eye on when testing.
Added two units for Atreides
I feel strongly that 2 units at 4 copies each are really not enough to convey the theme of a small hand-picked elite force. This is a very weak bonus.
My proposal is to have 4 of these, at master guardsmen, heavy trooper, lasgun trooper and lasgun soldier.
* Fremen can now capture any unit in the vehicle unitcombat such as quads or scorpions, but cannot build any. This is similar to capturing a slave, but only for the vehicle unitcombat, and the new unit is the same unitclass as the defeated unit.
Can you also make it possible to capture thopters?
This is the original goal we were really going for here; how a bunch of Fremen capture a Sardaukar thopter (and crash it into their dropship).
What % capture chance did you set the capture to? It should be pretty low IMO - 20% maybe? Its mostly there for flavor.
Added Fremen Raider unit as replacement of Roller, strength 12, move 2
If this is a *direct* replacement of the roller at the same tech, we have a problem; roller is strength 11, this guy is *higher*.
The ideea was to actually make the Fremen vehicle-replacement infantry different; they should be moderate strength, but high withdraw chance, so you use them as skirmishers to soften up the enemy before sending in the main soldiers.
Re-enabled "whip" (hurry population) for the slavery civic. Previously the AI whipped way too much, driving its population into the ground. With BBAI 0.82 this is less, and I have removed one reason to use it ("bad tiles"). Now the difference in total pop is very small for the AI.
ok, you have tested this? Cool. Can you explain very briefly what you mean by bad tiles (or link to the thread). Thanks.
Added promotions Ginaz Training I,II: each adds +20% strength and +20% experience to melee units. Requires access to Ginaz Training offworld resource.
What are the requirements for these?
Ginza training I should probably require combat 2 or drill 2 or city raider 2, ginaz training 2 should require ginaz training 1 and combat 3 or drill 3 or city raider 3.
I thought we wanted to make it so that only highly trainined units could get Ginaz training. If *every* melee unit just gets superior promotions, and the entire army gets superior training, then its potentially overpowered and out of flavor (ginaz training is only for the elites, not the grunts).
Are we cutting the swordmaster unit?
* New AI personality values for leaders Goya, Rhombur, Prad added in 1.6.5 (by Ahriman)
Cool. Did you also redo the existing parameters from my updated Excel sheet?
As I mentioned, many of the existing parameters were wrong, because I had misinterpreted the direction on some war parameters (high value meant low aggressiveness, not high aggressiveness).
Player anarchy and convert city spy actions now cost 5x more
I suspect 5x as much will not be enough for convert city, but we can test.
* KH Precursor used to give +25% combat strength, now it only gives +10%
I had thought we'd agreed 15%? just 10% seems pretty lame.
* Windtrap used to grant 2 commerce, now grants 0
I personally worry that this will be too much. I would definitely like to see +1 commerece to windtraps from sand farms tech.
* Spice feature used to cost 2 movement points, now only costs 1
If you're doing this, maybe the base build cost of the harvester improvemnt should go up by 1. We don't want it to make it too easy to build all your harvesters with just a single worker or two.
I don't feel strongly though.
Otherwise, great work David.
Ahriman Dec 10, 2009, 08:34 AM To add some things to the list that we have discussed before.:
Make the Spice Refinery a gold yield booster that has a trader slot. This makes more logical sense, adds a gold booster in the early game (it is a *long* time currently to get a gold booster) and helps with getting the right great person to make the Landsraad religion shrine.
Create a new forge replacement building, maybe at crystal materials tech, that is the same as the current spice refinery. Possible names: Mill, Foundry, Manufactory, Workshop.
Or put it at stillsuits and make it a Stillsuit Factory.
I'd also like to add a forest feature to the list, as something that spawns only on grassland, and only in sinks, and only on tiles that don't have an oasis/lake. It give +1 hammer and no other bonus. It could use the FFH new forest as a placeholder.
davidlallen Dec 10, 2009, 08:48 AM I agree with your idea to get feedback from more people, and also to get feedback from actual playtest. There are a couple of points I want to clarify.
I still suggest "Ixian Technologies", since they still (are supposed to - I haven't tested yet) give a small synergy bonus with the Technocracy religion buildings.
Let's see what happens with no synergy. Apart from Tleilaxu, there are no religions which have such tight synergies with a single civ.
Lets get some feedback from others on whether or not they think this promotion [Adaptive] is worth taking, and whether they think it makes logical sense on a worker.
Workers cannot get any promotions because they have unitcombat=NONE.
Can you also make it possible to capture thopters?
I want to work up to this gradually. In this release, we have removed the vehicle unitcombat from Fremen, and added capture of the vehicle unitcombat. As we have shown, the AI will not use Fremen melee units to attack on desert. So they have to still build thopters, suspensors and carryalls. If we can solve that then we can go to the next stage, and evaluate having fremen unable to build, and able to capture thopters, suspensors, and carryalls.
ok, you have tested this [whip]? Cool. Can you explain very briefly what you mean by bad tiles (or link to the thread)
My analysis is at this post (http://forums.civfanatics.com/showpost.php?p=8703376&postcount=4) in the BBAI forum.
I thought we wanted to make it so that only highly trainined units could get Ginaz training. If *every* melee unit just gets superior promotions, and the entire army gets superior training, then its potentially overpowered and out of flavor (ginaz training is only for the elites, not the grunts).
There is no prereq. I could add Combat II as a prereq. Let's see if it is overpowered in play.
Did you also redo the existing parameters from my updated Excel sheet?
Yes, I took version 3 after your two later edits.
Ahriman Dec 10, 2009, 09:01 AM Apart from Tleilaxu, there are no religions which have such tight synergies with a single civ.
I would say:
a) Imperium as a synergy with Corrino (at least it was supposed to), +1 happy from Sardaukar cooperation
b) Landsraad is intended to have synergy with Ecaz (bonuses from trade goods)
c) The synergy bonus Technocracy/Ix makes a lot of sense fluff-wise, and the bonus was relatively minor.
d) Mahdi has some synergy with Fremen, since Zealots get sandrider.
e) Shai-hulad IIRC has a minor synergy with Fremen, from Fremen water debt.
f) Many religions have anti-synergies, since they cannot be adopted or founded by some civs.
Workers cannot get any promotions because they have unitcombat=NONE.
sorry, that was a typo: worker -> walker.
My analysis is at this post in the BBAI forum.
Thanks.
if (AI_countGoodTiles((healthRate(0) == 0), false, 100) <= (getPopulation() - iHurryPopulation))
So it sounds like the simplest solution is just to lower the 100 value down to something much lower, and to try to get it to register specialist slots somehow.
There is no prereq. I could add Combat II as a prereq. Let's see if it is overpowered in play.
Ok. I think it will be. You are adding effectively adding a large bonus to every melee unit produced, for free, from quite early in the game.
Yes, I took version 3 after your two later edits.
And redid all the parameters for all the leaders, not just the new ones?
Great, thanks.
*edit*
Also, can we add the "spice silo" building to the list? Requries arrakis spice civic and spice industry tech, and gives +0.15 (or +0.2) gold per spice resource? Hammer cost maybe~40?
davidlallen Dec 10, 2009, 09:16 AM sorry, that was a typo: worker -> walker.
The current concept of the walker units is that they are not cybernetic, they are piloted tanks with legs. So if it makes sense for a tank, it makes sense for a walker.
You are adding effectively adding a large bonus to every melee unit produced, for free, from quite early in the game.
It is neither early nor free. It requires offworld trade and a landing stage, and it is a promotion you would take instead of another promotion. The original feedback was that the Ginaz Training contract was too weak since it only gives access to a swordmaster unit.
Ahriman Dec 10, 2009, 09:29 AM The current concept of the walker units is that they are not cybernetic, they are piloted tanks with legs. So if it makes sense for a tank, it makes sense for a walker.
Agreed, my feelnig is that it doesn't make sense for any units. I didn't intend to mean walker vs other unit. My question is whether an "Adaptive" promotion that means Ixian vehicles/walkers can gain experience faster makes sense.
My conception of Ix is that they have innovative scientists and engineers, not scientific soldiers.
Ixian society is highly stratified from what we see in the prequels; I don't think their engineers would be pilotnig their vehicles.
It is neither early nor free. It requires offworld trade and a landing stage, and it is a promotion you would take instead of another promotion.
Offworld trade is late early game, or early-midgame. Its pretty early as far as the overall game goes. All of these things are relative.
Its free in that it doesn't cost you hammers or anything; all your melee units can now select a superior promotion that makes them stronger. Build a new melee unit, normally you can only get +10% from combat 1, now you can get +20% from ginaz 1 and +20% experience gain.
I'm inmagining Feyd with Aggressive/Charismatic and Ginaz training.
Produce a melee unit in a city with a barracks gives +3 xp.
You select Ginaz 1. You now have 30% bonus over base strength.
With 1 more xp you get Ginaz 2, you now haev 50% bonus over base strength. And you're earning +40% Xp.
So earning 3 more normal Xp (increased by 40%, lower thresholds from charismatic)) will put you to level 3, where you could get city raider 1.
So now your units are +70% strength when attacking cities.
Thats very powerful.
So you're boosting all your melee units by significant amounts, at the cost of giving up ~1 happiness or 1 health luxury.
Another thought: should Fremen only get 1 Landing stage? Since they get Water Debt free, and they're not exactly big on offworld trade?
Or Fremen could have a landing stage replacement that gives a foreign trade bonus (exporting spice) but no resource contracts.
The original feedback was that the Ginaz Training contract was too weak since it only gives access to a swordmaster unit.
Yes, but when we talked about maknig it a promotion I thought we had some consensus about it having a promotion pre-requisite, so it wasn't going on green grunts.
We can playtest though and see how it feels.
davidlallen Dec 10, 2009, 09:44 AM Yes, but when we talked about maknig it a promotion I thought we had some consensus about it having a promotion pre-requisite, so it wasn't going on green grunts.
How about Combat II as a prereq. But, I will grant it to Swordmaster as a free promotion.
Ahriman Dec 10, 2009, 09:56 AM How about Combat II as a prereq
Sounds fine, but I'd probably make it "combat 2 OR city raider 2", so city assault specialists can still get the training once they're level 4.
But, I will grant it to Swordmaster as a free promotion.
Then maybe we should remove some of its other bonuses; tone the bonus vs melee down to 10%.
So its strength 12, starts with Ginaz training 1, +10% vs melee units, 1 move, national limit ~5?.
Otherwise this guy is probably too strong.
Ahriman Dec 10, 2009, 05:13 PM OK, here is 1.7 beta 1. The purpose of this beta is mostly to test the installer. I have not merged deliverator's wonder patch. To install and test:
1. Rename your existing <BTS>\Mods\Dune Wars directory to something else you will remember.
2. Download and execute this installer executable (http://www.mediafire.com/download.php?jezuzwm3kmo) (94 MB)
3. Launch the mod. If you are using vista or windows 7, please *do not* use "launch as adminstrator". That workaround should no longer be needed.
4. Does it come up for you? Great, that is one big confirmation.
5. Look in My Documents\My Games\Beyond The Sword. Do you see a new directory Dune Wars\UserSettings, with a bunch of ini files in it? Great.
6. Look in <BTS>\Mods\Dune Wars, which you just created. Does it contain a bunch of ini files, or a directory UserSettings with a bunch of ini files? That is bad, please let me know.
7. Start a new game. Does it work? Great, that is another big confirmation.
Did 1 through 7.
Confirm presence of My Games\Beyond the Sword\Dune Wars\User Settings with a bunch of ini files.
Mod launches fine.
Creating a new game, customize settings, say Launch -> CTD.
Try it again with different settings, game loads fine.
Try it again with original settings, game loads fine.
CTD not reproducible. Other than that, things look fine.
davidlallen Dec 10, 2009, 05:26 PM Creating a new game, customize settings, say Launch -> CTD.
Hm. Slvynn had reported a CTD when one of the starting units is placed on top of a goody hut. I am not sure how he detected that a CTD was due to this. Have you seen any CTD on launch using 1.6.5? There is no change in the starting unit placement between 1.6.5 and 1.7.
Ahriman Dec 10, 2009, 05:32 PM Have you seen any CTD on launch using 1.6.5?
Not that I recall... but I think in general any CTD I couldn't reproduce I tended to ignore.
A weird thing; every time I build an improvement, the AI wakes my worker one turn before it finishes, and I have to re-issue the order.
Is this from BBAI changes somehow? Its irritating. Pointless extra micromanagement.
davidlallen Dec 10, 2009, 05:48 PM A weird thing; every time I build an improvement, the AI wakes my worker one turn before it finishes, and I have to re-issue the order.
I agree that is annoying, especially if you have stacked several orders. I assume there is no enemy unit in sight which could be causing a threat; is it possible there is a nearby unit out of sight which is waking it up?
I am sure that other users of straight BBAI would have complained about this on the BBAI forum, and I have not seen any similar complaint. Sadly, if it happens all the time, that means something has gone wrong during the BBAI + DW + RevDCM merge, which may be hard to unscramble.
Ahriman Dec 10, 2009, 06:17 PM is it possible there is a nearby unit out of sight which is waking it up?
No. It happens 100% of the time, every improvement.
Some more things to add to the master list:
1. Change House spice firms into a national wonder with +3 gold per spice resource, remove the corporations.
2. After many games now, polar cities are underpowered; they may be large, but their hammer output is just too small for them to be able to produce anything. THey are supposed to be super-cities, but they end up being pretty weak, and the AI just gets weakened by its rush for the pole, since the polar city can't build anything.
Best fix is probably to make ice extractor improvements provide fresh water like wells do, for the hammer boost on cottages.
* * *
Also: the UI update that has the value of % changes actually displayed is awesome.
keldath Dec 11, 2009, 12:01 AM david, im sure that the merge is fine, we both tested it a lot.
maybe you can release 1.7 not as an installer, and direct users to delete their old dune install.
also, you can go back and release the 1.6.5.2 i gave you to allow the guys to test it,
im positive 1.6.5.2 works well and has no problems, you and me did and im still doing tests.
Deliverator Dec 11, 2009, 05:21 AM A weird thing; every time I build an improvement, the AI wakes my worker one turn before it finishes, and I have to re-issue the order.
Is this from BBAI changes somehow? Its irritating. Pointless extra micromanagement.
Did I read somewhere that they added the ability to "pre-chop" forests to BBAI? So that workers would stop chopping the forest a turn before it is done. Perhaps this issue is related to that functionality somehow...
keldath Dec 11, 2009, 06:18 AM Did I read somewhere that they added the ability to "pre-chop" forests to BBAI? So that workers would stop chopping the forest a turn before it is done. Perhaps this issue is related to that functionality somehow...
oh right - it might be the cause - if so, it can be removed as an option, i can do that if you want.
Ahriman Dec 11, 2009, 06:29 AM Did I read somewhere that they added the ability to "pre-chop" forests to BBAI? So that workers would stop chopping the forest a turn before it is done. Perhaps this issue is related to that functionality somehow...
That sounds very likely. Good find!
davidlallen Dec 11, 2009, 08:27 AM Did I read somewhere that they added the ability to "pre-chop" forests to BBAI? So that workers would stop chopping the forest a turn before it is done. Perhaps this issue is related to that functionality somehow...
I'm not sure if it's BBAI or BUG, but you are right! I am very relieved. Please use ctrl-alt-o to view the bug options screen:
http://forums.civfanatics.com/attachment.php?attachmentid=236947&d=1260545231
I'm not sure why this option defaults to "on", but you can turn it off with this screen. Please confirm this does what you want.
Ahriman Dec 11, 2009, 08:41 AM I'm not sure why this option defaults to "on", but you can turn it off with this screen. Please confirm this does what you want.
I will test tonight, but I am 99% sure that turning this off will fix the issue, and that we should just change the default.
davidlallen Dec 11, 2009, 09:26 AM I have located the information to change the default. A user may edit My Documents\My Games\Beyond The Sword\Dune Wars\UserSettings\BUG Actions.ini and change PreChopImprovements. A developer may make the permanent change in <mod install dir>\assets\config\BULL Actions.xml. I will make the permanent change.
keldath Dec 11, 2009, 09:42 AM davidlallen, yap you got it,
its also possible to vanish those options from the screen at all - via init.xml.
phungus420 Dec 12, 2009, 12:09 PM I have significantly improved the installer since the thread on it in the BUG forums. The script is in the source code of the new RevDCM installer. You can get it here:
https://revolutiondcm.svn.sourceforge.net/svnroot/revolutiondcm/Trunk/RevDCMInstall/RevolutionDCM%20v2.62%20Setup.exe
Also that's the current version of RevDCM on the SVN, it's updated from the current 1.61 official release. I'd recommend using that in your merge, as it will improve performance quite a bit (all python callbacks have been removed). The installer should automatically uninstall any previous version of Dune Wars if you use this script (obviously you will need to change the script to DuneWars from RevDCM and account for the changed paths on whoever's computer compiles the installer, as all the folder paths in the script are for RevDCM on my computer).
davidlallen Dec 12, 2009, 01:07 PM I have significantly improved the installer since the thread on it in the BUG forums.
Thanks for letting me know. I will use this installer instead. I had to hack up the previous installer since it requires one "option". I guess you install the source code as a separate option. I removed the requirement for the option. So I will remove it again from this new version.
Also that's the current version of RevDCM on the SVN, it's updated from the current 1.61 official release. I'd recommend using that in your merge, as it will improve performance quite a bit (all python callbacks have been removed).
Unless I am completely confused you wrote "1.61" when you meant "2.61". Unfortunately doing a new merge of RevDCM is a lot of work for us due to all the overlapping modpacks already in DW. We tried several times before getting 2.61 merged successfully. So, since 1.7 is going out tomorrow, I will not merge the post-2.61 version of RevDCM. We will keep that in mind for a future version, however.
Slvynn Dec 13, 2009, 07:41 AM Hello how all and mod doing?
I am still busy with RL cashy project... Perhaps will be free at middle of this week, then will get back to icons and stuff
keep it up
davidlallen Dec 13, 2009, 08:22 AM We are making good progress. Deliverator has redone all the wonders. Keldath has ported the insides ot he mod to use more modern versions of the modcomps for RevDCM, BBAI, BUG and BULL. I have added a lot of unit diversity changes. All of this will be coming out in 1.7, hopefully today. (Waiting for some buttons from deliverator).
Do you have any interest in going back to the action button project?
Deliverator Dec 13, 2009, 08:32 AM All of this will be coming out in 1.7, hopefully today. (Waiting for some buttons from deliverator).
Not far off now. Just need to make sure that the Barbarians can't build the new wonders.
I haven't had time to do any pedia stuff. If I leave the entries with TXT_KEY... are you OK to create the stub entries?
davidlallen Dec 13, 2009, 09:20 AM I haven't had time to do any pedia stuff. If I leave the entries with TXT_KEY... are you OK to create the stub entries?
Actually I have done that already.
Deliverator Dec 13, 2009, 10:27 AM Ok then, here is the refined wonders patch (over 1.6.5 again) with a few additional changes:
+ Updated wonders according to Ahriman's feedback in the Wonders thread - see pedia for full details.
- It is not possible to have a building give +1 water in every city (there is a GlobalYieldModifier field but no GlobalYieldChange), so I made the Fai Water Tribute give 0.2 water per Groundwater instead.
- Making the House Shield Generator and Weather Control Satellite work as intended is outstanding - these require Python/SDK coding.
+ Removed Distrans and Holtzmann Generator techs. We can bear these in mind for the late tech tree rework. Satellites moves to the position formerly occupied by Spaceports - which is removed. The Spaceport building moves to Frigate Transportation.
+ Decided to update the interface a little bit - see screenshots. I took the brown from the promotion button backgrounds for the main HUD colour which seems to work pretty well. The new theme is in Assets/Modules/Interface/BrownTheme - the Dune Theme folder is no longer required. I have used the Albertus font that was used for the 1984 film for the heading. As far as I can tell fonts are not dynamically loaded so people will have to manually install the two fonts from the Assets/Modules/Interface/BrownTheme/Resource/Fonts folder to get the full effect of the updated interface.
+ Renamed the pedia to Dune Encyclopedia instead of Dune"O"pedia/Sevopedia.
+ Removed Facedancer tentacles
+ Renamed Sand Farms to Adapted Agriculture and made Desert Plantation an AND requirement.
+ Tried to make the Rhombur leaderhead more Dunish and desaturated the very orange looking Alia.
+ Changed the Stone bonus to Ore - a number of wonders now build 25% quicker with Ore.
I think that's it...
DOWNLOAD LINK (http://www.mediafire.com/?limj40mwlc4)
davidlallen Dec 13, 2009, 10:57 AM + Decided to update the interface a little bit - see screenshots. I took the brown from the promotion button backgrounds for the main HUD colour which seems to work pretty well. The new theme is in Assets/Modules/Interface/BrownTheme - the Dune Theme folder is no longer required. I have used the Albertus font that was used for the 1984 film for the heading. As far as I can tell fonts are not dynamically loaded so people will have to manually install the two fonts from the Assets/Modules/Interface/BrownTheme/Resource/Fonts folder to get the full effect of the updated interface.
I do not understand about themes. There are hundreds of files which add megabytes of size to the download. Can you please look into 1.6.5 and see if there are some other theme directories, which are no longer used, and we can delete? There is a huge top level directory "resources" which has many of the same hundreds of files, but I do not want to have to binary compare each of them to see which can be removed.
EDIT: There was a long discussion about themes, related to the vista / windows 7 crash. The reason keldath submitted the top level "resources" directory was because Modules/Interface/... files get written during xml initialization, which causes a vista / windows 7 crash. Can you be sure that your new theme does not re-introduce this crash?
Ahriman Dec 13, 2009, 11:42 AM - It is not possible to have a building give +1 water in every city (there is a GlobalYieldModifier field but no GlobalYieldChange), so I made the Fai Water Tribute give 0.2 water per Groundwater instead.
By itself, this doesn't work. Wells do not actually give the groundwater resource. The groundwater resource is only accessible if you build cities or forts on a groundwater resource (and ideally we could remove it from the fort improvement).
I don't think that enabling the resource from wells is desirable either; its weird to have a resource that is completely useless except for a single wonder.
Maybe +5% water in all cities would work better?
+ Renamed Sand Farms to Adapted Agriculture and made Desert Plantation an AND requirement.
Sounds fine. It should also give +1 commerce to windtraps, and be an AND requirement for the next Ecological tech (I forget the name).
Deliverator Dec 13, 2009, 12:01 PM EDIT: There was a long discussion about themes, related to the vista / windows 7 crash. The reason keldath submitted the top level "resources" directory was because Modules/Interface/... files get written during xml initialization, which causes a vista / windows 7 crash. Can you be sure that your new theme does not re-introduce this crash?
I edited the necessary files to point to the new theme, so the old Dune Theme is no longer needed. Apparently you need to have a copy all those files in the theme folder otherwise the theme doesn't work. The structure of the new theme folder is just the same as the old one and I updated all the references so it shouldn't be a problem. Leave it out until 1.7.1 if you are nervous.
Maybe +5% water in all cities would work better?
Sounds good.
davidlallen Dec 13, 2009, 12:20 PM I edited the necessary files to point to the new theme, so the old Dune Theme is no longer needed. Apparently you need to have a copy all those files in the theme folder otherwise the theme doesn't work. The structure of the new theme folder is just the same as the old one and I updated all the references so it shouldn't be a problem. Leave it out until 1.7.1 if you are nervous.
Nuts. I have already merged in Brown Theme before I realized this, and it definitely will crash under vista / windows 7. The specific problem is in this post (http://forums.civfanatics.com/showpost.php?p=8614300&postcount=696). The same file is being written under "Brown Theme".
Keldath and the WOC team solved this problem in Dune Wars 1.6.4 as described in the release note (http://forums.civfanatics.com/showpost.php?p=8629954&postcount=8). I do not understand WOC, modules and themes well enough to migrate your theme to their directory structure. I gather the key is to move the theme files into the top level resource directory.
I will try to "back out" the Brown Theme change, hopefully I won't break anything.
davidlallen Dec 13, 2009, 01:16 PM I would like two volunteers to please download the 1.7 installer and make sure it works for you: this link (""). I just want to make sure the installer itself works; please rename or delete your Dune Wars install directory, run the installer, and bring up a game. Let me know whether or not it works. Since this is a "major" one dot release rather than a minor "two dot" release, I just want a sanity check.
EDIT: Thank you deliverator and ahriman for confirming. Several problems were detected, and I have taken down the link. Look for 1.7 probably in the next four hours.
Deliverator Dec 13, 2009, 01:29 PM Nuts. I have already merged in Brown Theme before I realized this, and it definitely will crash under vista / windows 7. The specific problem is in this post (http://forums.civfanatics.com/showpost.php?p=8614300&postcount=696). The same file is being written under "Brown Theme".
Keldath and the WOC team solved this problem in Dune Wars 1.6.4 as described in the release note (http://forums.civfanatics.com/showpost.php?p=8629954&postcount=8). I do not understand WOC, modules and themes well enough to migrate your theme to their directory structure. I gather the key is to move the theme files into the top level resource directory.
I will try to "back out" the Brown Theme change, hopefully I won't break anything.
How is this issue actually fixed then? By the installer?
If I edit the Dune Theme rather than create a new one does that get around the problem?
Ahriman Dec 13, 2009, 01:32 PM I would like two volunteers to please download the 1.7 installer and make sure it works for you
Is this different to the one that I already tested (that seems to work fine).
davidlallen Dec 13, 2009, 01:40 PM How is this issue actually fixed then? By the installer?
If I edit the Dune Theme rather than create a new one does that get around the problem?
I do not understand the details, maybe keldath can help explain. The solution is in the file structure. In the 1.6.1 installer, the theme is in assets/modules/interface. In the 1.6.4 installer, we basically added a top level directory resources, with the theme under it somewhere. The 1.6.4 release note says to delete the entire assets/modules/interface directory. You can do this equally well on an XP machine to test. Once you have done this, then the theme files are picked up automatically somehow from the top level directory resources.
So any change you make inside assets/modules/interface will not help. Can you identify a subdirectory of the top level directory resources, with the theme files inside? Perhaps by replacing those files you can implement Brown Theme in a vista friendly way.
davidlallen Dec 13, 2009, 01:41 PM Is this different to the one that I already tested (that seems to work fine).
The beta 1 release did not have any of deliverator's wonder stuff or your beta feedback.
Slvynn Dec 13, 2009, 01:43 PM We are making good progress. Deliverator has redone all the wonders. Keldath has ported the insides ot he mod to use more modern versions of the modcomps for RevDCM, BBAI, BUG and BULL. I have added a lot of unit diversity changes. All of this will be coming out in 1.7, hopefully today. (Waiting for some buttons from deliverator).
Do you have any interest in going back to the action button project?
I have interest but have not time at all, as i said i am busy with some freelance job so cant spend my time for mod before i finish this project.
Was just telling i am consumed by RL stuff but not lost.
I hope i will finish my planned updates (actions + new promotions) closer/on next weekend.
Ahriman Dec 13, 2009, 02:45 PM The beta 1 release did not have any of deliverator's wonder stuff or your beta feedback.
Understood.
The full 1.7 install seems to work and run fine.
Nice work.
Deliverator Dec 13, 2009, 02:57 PM I can also confirm the 1.7 installer works fine.
I have made a 1.7.0.1 patch to do the following:
1. Update the new theme to the correct 1.7 Vista compatible folder structure.
2. Change the effect of the Fai Water Tribute wonder to be +5% water in all cities. As Ahriman pointed out the 1.7 effect is pretty useless.
Download 1.7.0.1 Here (http://www.mediafire.com/download.php?wqd3wz2mnmt)
Ahriman Dec 13, 2009, 03:21 PM Bug: Ixian weapon tech is tradeable.
Issue: the Fremen capture chance on vehicles seems very high. Is it 100%???
It should be a small chance, maybe 15-20%.
Bug: when razing a city I get this:
http://i894.photobucket.com/albums/ac149/Ahriman_pics/partisans.jpg
Bug: Laza tigers aren't actually hidden nationality. Are they supposed to be? They appear hidden nationality (barbarian flag) but can move through other units and don't attack unless at war.
davidlallen Dec 13, 2009, 03:52 PM The EVENTTRIGGER_PARTISAN is from Revolutions. I have PM'd one of the developers to find out why; no answer yet, and I cannot find this string anywhere in the code. I'd like to find and fix that before I release. I'll look some more.
Ixian Weaponry is tradeable, just like any other UR. Why did you expect otherwise?
The Fremen vehicle capture chance is the same as the Harkonnen slavery capture chance, which is 50%.
I am undecided about putting the building change and new theme into 1.7. These seem like low risk changes.
Ahriman Dec 13, 2009, 04:00 PM Ixian Weaponry is tradeable, just like any other UR. Why did you expect otherwise?
Ixian weapons *technology* (a dummy placeholder you have set up) is tradeable.
http://i894.photobucket.com/albums/ac149/Ahriman_pics/ixweapon.jpg
The Fremen vehicle capture chance is the same as the Harkonnen slavery capture chance, which is 50%.
This is too high. A vehicle is way more valuable than a slave, and the intention is for this to be a minor flavor mechanic, not an anti-Ix-pwnage mechanic. I recommend 20%.
Bug: Laza tigers aren't actually hidden nationality. Are they supposed to be? They appear hidden nationality (barbarian flag) but can move through other units and don't attack unless at war.
God-Emperor Dec 13, 2009, 04:17 PM EVENTTRIGGER_PARTISAN is, not surprisingly, an event trigger.
This is part of normal BtS. The BtS CvEventManager (in CvEventManager.py) triggers it in onCityRazed if a non-barbarian city is razed that has a population of more than 1. Presumably, the event manager is inheriting the default CvEventManager class and either the onCityRazed is not replaced or the replacement is doing a "self.parent.onCityRazed(self, argsList)".
When the partisan event trigger is triggered, the player gets a choice of 2 events. The first gives some units (it is something like the number of cultural expansions the city has had) by the razed city's location, the second gives a smaller number of units in the player's capital.
For it to work, you need the event trigger (EVENTTRIGGER_PARTISAN) in your CIV4EventTriggerInfos.xml, the two related events (EVENT_PARTISANS_1 and EVENT_PARTISANS_2) in your CIV4EventInfos.xml, and the associated code (getNumPartisanUnits, getHelpPartisans1, canApplyPartisans1, applyPartisans1, getHelpPartisans2, canApplyPartisans2, and applyPartisans2) in your CvRandomEventInterface.py.
To make it stop trying to trigger it, stop running the default onCityRazed. (What the best way to do this when using the BugEventManager is, I'm not sure. It may be as simple as adding that function to the class in a way that does nothing so as to override the default to make it stop.)
davidlallen Dec 13, 2009, 04:32 PM To make it stop trying to trigger it, stop running the default onCityRazed. (What the best way to do this when using the BugEventManager is, I'm not sure. It may be as simple as adding that function to the class in a way that does nothing so as to override the default to make it stop.)
Thanks! I found it in parallel. The problem shows up due to an improvement in BUG. Previously, I had overridden the CvGameUtils.py file with my own file. I had removed the partisan stuff and forgotten about it. Now with BUG, I can add my own gameutils calls, so I no longer need to override the file, so I deleted my copy. Now the unmodified BTS file is there. That is why I couldn't find the text in the DW directory; it isn't there.
The point of this BUG feature is to avoid the need of overriding this file. But, I am pretty sure there is no way to *prevent* the defaults from running. So I will have to override this file anyway.
Ixian weapons *technology* (a dummy placeholder you have set up) is tradeable ... Laza tigers aren't actually hidden nationality. Are they supposed to be?
I'll make the tech untradeable. I haven't changed Laza Tigers in this release, so they work the same as before. But, I don't usually use HN units. Does the tiger work differently than other HN units? I'm not sure why that would be.
God-Emperor Dec 13, 2009, 04:44 PM Your standard hidden nationality unit has bAlwaysHostile set to 1. This makes it able to attack any unit you don't own whether or not you are at war with the owner, and lets any other players units attack it as well.
davidlallen Dec 13, 2009, 05:18 PM Your standard hidden nationality unit has bAlwaysHostile set to 1. This makes it able to attack any unit you don't own whether or not you are at war with the owner, and lets any other players units attack it as well.
Ah-ha! Thanks.
davidlallen Dec 14, 2009, 06:12 PM Sephi has contributed code to auto-unload transports in danger at the end of the turn. Please see this post (http://forums.civfanatics.com/showpost.php?p=8727535&postcount=32). This is patch 1.7.0.2.
phungus420 Dec 15, 2009, 07:53 AM @davidlallen
Here is the patch script you wanted. It uses the main mod's registry (which the main mod installer creates) in order to define the patch install path, further it checks for the presense of the Mod's ini file in the install path. If it does not find these, it aborts.
davidlallen Dec 15, 2009, 08:23 AM @davidlallen
Here is the patch script you wanted. It uses the main mod's registry (which the main mod installer creates) in order to define the patch install path, further it checks for the presense of the Mod's ini file in the install path. If it does not find these, it aborts.
Excellent! This will definitely reduce the number of installation issues for patches.
I have issued a couple of workarounds for the problem of checking the 3.19 registry key; one player confirms that he can use 7zip to get the data out anyway, and I have also uploaded a zip file instead of an installer. Are you getting any information about what test may be wrong? I guess you will be using the same installer in LoR, so we can both benefit from an improvement there.
phungus420 Dec 15, 2009, 08:48 AM I have recieved no error reports from LoR's installer. The logic is different, I emailed you that script yesterday. Here is the difference in Logic between LoR's main install script and, and Dune Wars; the cause of the returned false negative should be apparent apon examining the code:
LoR's
Function findINSTDIR1
Push $0
#Search for a valid BtS registry key, and get the Install Folder
#look for standard Civ4:BTS
ReadRegStr $0 ${FIRAXIS_REG_ROOT} "${FIRAXIS_REG_KEY}\${BTSREG_STANDARD}" 'INSTALLDIR'
${If} ${FileExists} $0
StrCpy $INSTDIR1 $0
!insertmacro IfKeyExists "${LONG_HKLM}" "${FIRAXIS_REG_KEY}\${BTSREG_STANDARD}" "${BTS_VERSION}"
Pop $R0
StrCpy $CurrentVersion $R0
Goto done
${EndIf}
# Civ4 Complete
ReadRegStr $0 ${FIRAXIS_REG_ROOT} "${FIRAXIS_REG_KEY}\${COMPLETE_REG}" 'INSTALLDIR'
${If} ${FileExists} $0
StrCpy $0 "$0\${BTS}"
${If} ${FileExists} $0
StrCpy $INSTDIR1 $0
!insertmacro IfKeyExists "${LONG_HKLM}" "${FIRAXIS_REG_KEY}" "${BTSREG_STANDARD}"
Pop $R0
${If} $R0 == "1"
!insertmacro IfKeyExists "${LONG_HKLM}" "${FIRAXIS_REG_KEY}\${BTSREG_STANDARD}" "${BTS_VERSION}"
Pop $R0
StrCpy $CurrentVersion $R0
Goto done
${Else}
StrCpy $CurrentVersion "Unknown"
Goto done
${EndIf}
${EndIf}
${EndIf}
# Civ4 Gold
ReadRegStr $0 ${FIRAXIS_REG_ROOT} "${FIRAXIS_REG_KEY}\${GOLD_REG}" 'INSTALLDIR'
${If} ${FileExists} $0
StrCpy $0 "$0\${BTS}"
${If} ${FileExists} $0
StrCpy $INSTDIR1 $0
!insertmacro IfKeyExists "${LONG_HKLM}" "${FIRAXIS_REG_KEY}" "${BTSREG_STANDARD}"
Pop $R0
${If} $R0 == "1"
!insertmacro IfKeyExists "${LONG_HKLM}" "${FIRAXIS_REG_KEY}\${BTSREG_STANDARD}" "${BTS_VERSION}"
Pop $R0
StrCpy $CurrentVersion $R0
Goto done
${Else}
StrCpy $CurrentVersion "Unknown"
Goto done
${EndIf}
${EndIf}
${EndIf}
;No BtS registry found, give CurrentVersion a non 1,0 value
StrCpy $CurrentVersion "null"
Goto done
done:
Pop $0
FunctionEnd
Note only a CurrentVersion value of "0" trips the BtS registry without 3.19 key, the other values of "Unknown" and "Null" cause different messages to be presented to the user (basically saying "something is different here, please make sure you have updated BtS before continuing), but the user may continue with installation. A value of "1" is considered normal.
This is the logic in Dune Wars current installer:
Function findINSTDIR1
Push $0
#Search for a valid BtS registry key, and get the Install Folder
#look for standard Civ4:BTS
ReadRegStr $0 ${FIRAXIS_REG_ROOT} "${FIRAXIS_REG_KEY}\${BTSREG_STANDARD}" 'INSTALLDIR'
${If} ${FileExists} $0
StrCpy $INSTDIR1 $0
!insertmacro IfKeyExists "${LONG_HKLM}" "${FIRAXIS_REG_KEY}\${BTSREG_STANDARD}" "3.19"
Pop $R0
StrCpy $CurrentVersion $R0
Goto done
${EndIf}
# Civ4 Complete
ReadRegStr $0 ${FIRAXIS_REG_ROOT} "${FIRAXIS_REG_KEY}\${COMPLETE_REG}" 'INSTALLDIR'
${If} ${FileExists} $0
StrCpy $0 "$0\${BTS}"
${If} ${FileExists} $0
StrCpy $INSTDIR1 $0
!insertmacro IfKeyExists "${LONG_HKLM}" "${FIRAXIS_REG_KEY}\${BTSREG_STANDARD}" "3.19"
Pop $R0
StrCpy $CurrentVersion $R0
${If} $CurrentVersion == "1"
Goto done
${EndIf}
!insertmacro IfKeyExists "${LONG_HKLM}" "${FIRAXIS_REG_KEY}\${COMPLETE_REG}" "3.19"
Pop $R0
StrCpy $CurrentVersion $R0
${If} $CurrentVersion == "1"
Goto done
${EndIf}
!insertmacro IfKeyExists "${LONG_HKLM}" "${FIRAXIS_REG_KEY}\${COMPLETE_REG}" "${BTS}\3.19"
Pop $R0
StrCpy $CurrentVersion $R0
${If} $CurrentVersion == "1"
Goto done
${EndIf}
!insertmacro IfKeyExists "${LONG_HKLM}" "${FIRAXIS_REG_KEY}\${COMPLETE_REG}\${BTS}" "3.19"
Pop $R0
StrCpy $CurrentVersion $R0
${If} $CurrentVersion == "1"
Goto done
${EndIf}
Goto done
${EndIf}
${EndIf}
# Civ4 Gold
ReadRegStr $0 ${FIRAXIS_REG_ROOT} "${FIRAXIS_REG_KEY}\${GOLD_REG}" 'INSTALLDIR'
${If} ${FileExists} $0
StrCpy $0 "$0\${BTS}"
${If} ${FileExists} $0
StrCpy $INSTDIR1 $0
!insertmacro IfKeyExists "${LONG_HKLM}" "${FIRAXIS_REG_KEY}\${BTSREG_STANDARD}" "3.19"
Pop $R0
StrCpy $CurrentVersion $R0
${If} $CurrentVersion == "1"
Goto done
${EndIf}
!insertmacro IfKeyExists "${LONG_HKLM}" "${FIRAXIS_REG_KEY}\${GOLD_REG}" "3.19"
Pop $R0
StrCpy $CurrentVersion $R0
${If} $CurrentVersion == "1"
Goto done
${EndIf}
!insertmacro IfKeyExists "${LONG_HKLM}" "${FIRAXIS_REG_KEY}\${GOLD_REG}" "${BTS}\3.19"
Pop $R0
StrCpy $CurrentVersion $R0
${If} $CurrentVersion == "1"
Goto done
${EndIf}
!insertmacro IfKeyExists "${LONG_HKLM}" "${FIRAXIS_REG_KEY}\${GOLD_REG}\${BTS}" "3.19"
Pop $R0
StrCpy $CurrentVersion $R0
${If} $CurrentVersion == "1"
Goto done
${EndIf}
Goto done
${EndIf}
${EndIf}
;No BtS registry found, give CurrentVersion a non 1,0 value
StrCpy $CurrentVersion "Unknown"
Goto done
done:
Pop $0
FunctionEnd
Again only a "0" trips the code, but in the above logic a 0 is far more likely to be returned.
davidlallen Dec 15, 2009, 09:00 AM Thanks! I highly recommend you post a new, final version of the main installer and the patch installer to the download database. Digging through your SVN or a recent 12 MB release tarball to get a few hundred lines of script is confusing to me.
phungus420 Dec 15, 2009, 09:40 AM Well, I've emailed you the current script LoR is using. So you should have it. And the patch script is in that attachment above. These scripts only really work for RevDCM based mods, and they are also pretty advanced; to use them I think you'd need rudimentary programming knowledge. They aren't meant to be replacements or updates to the install scripts in the install scripts thread, so I wol't be officially releasing them. Besides if people want them, they can grab them easily off the LoR SVN.
davidlallen Dec 15, 2009, 10:20 AM to use them I think you'd need rudimentary programming knowledge. They aren't meant to be replacements or updates to the install scripts in the install scripts thread.
Of course it is your decision. But you have advanced the state of the art with the patch and 3.19 checking. It seems like an update to what is in the download database would enable others to make use of these advances. I did edit the scripts, but it did not take what I would call "programming" knowledge, no more than editing xml does. Even so, python and sdk modcomps get posted all the time which *do* require programming knowledge to modify successfully.
davidlallen Dec 18, 2009, 09:48 AM Updated issue sheet. I have tried to categorize the issues by whether a modder would need deep knowledge of sdk/python. The ones which may be easier to fix are highlighted in yellow. Even among the yellow ones, some are trivial to fix and some require a little more work, so a volunteer could pick some easy ones. I have not included the brainstorming in the current "late tech tree redesign" thread but I believe all the other issues mentioned have been captured.
Ahriman Dec 18, 2009, 09:59 AM Another that seems to be missing: homeworld unit list gives espionage units (infiltrator). It should not, its not worth buying espionage units in a particular city instantly.
Some of these are things that need discussion. For eg: Death Hands should not destroy every unit in a 3x3 tile... they should be collateral damage cruise missiles, not super-nukes.
Ahriman Dec 18, 2009, 10:32 AM I'd also like to see the Harkonnen Traitor unit added, and a Harkonnen artillery piece UU instead of the Inkvine Trooper (which is out of flavor).
davidlallen Dec 18, 2009, 10:58 AM Another that seems to be missing: homeworld unit list gives espionage units (infiltrator). It should not, its not worth buying espionage units in a particular city instantly.
It may not be very useful, but is it worth making it impossible?
Some of these are things that need discussion.
I agree, and I believe I have said that when I mentioned the sheet. Some of the ideas, such as the level 2 / level 3 improvements, have already generated active debate. I hope it is clear to people who have been involved in the forum for a while, which ideas are straightforward and which need more discussion.
davidlallen Dec 18, 2009, 10:59 AM I'd also like to see the Harkonnen Traitor unit added, and a Harkonnen artillery piece UU instead of the Inkvine Trooper (which is out of flavor).
I missed that. It is very handy to be able to "search AHR" in the forum to find suggestions, but nobody does that anymore. Just tracking all the ideas is almost a full time job.
Ahriman Dec 18, 2009, 12:14 PM It may not be very useful, but is it worth making it impossible?
I would say yes; I would always rather have a real combat unit in my homeworld que than an espionage unit.
It is very handy to be able to "search AHR"
I will try to get back into doing that.
davidlallen Dec 19, 2009, 12:29 AM There is a hang bug introduced in 1.6.5, which several players may have experienced. For several reports, I was unable to reproduce it, but AnotherPacifist gave a save game where I could reproduce it. After some struggles, I have figured out the problem and fixed it. Please find attached patch 1.7.0.3, which is also a single file patch. Please unzip it over your existing Mods/Dune Wars/assets/python/DuneWars.py. This patch does not include the transport unload AI in patch 1.7.0.2; if you want both, install both.
There was a "continue" in a loop which relied upon an iterator, which guarantees an infinite loop once it is hit. The condition would happen if there were two Kwisatz units in the game, due to two successive projects, and the more powerful one is west of the less powerful one. You may see why it was not so obvious.
@ deliverator, you have made a local change in the same file. You will have to merge the slight modification in function FindKwisatz().
@ AnotherPacifist, thank you for the testcase. Once you apply the patch, you can go back to your Tleilaxu game.
davidlallen Dec 19, 2009, 12:33 AM I'd also like to see the Harkonnen Traitor unit added
There is an existing spy mission for this. Spies can destroy buildings, such as the shield generator. In BBAI 0.82, jdog says he has made spy AI much better, and the efforts of AI spies in cities will be coordinated with incoming attacks. Do we need two ways to accomplish this?
keldath Dec 19, 2009, 04:31 AM hi,
i cant find patch 1.7.02.....?
where is it?
Deliverator Dec 19, 2009, 06:01 AM 1.7.0.2 is at this post (http://forums.civfanatics.com/showpost.php?p=8727535&postcount=32). It is AI update for transports.
keldath Dec 19, 2009, 06:16 AM ahh great deliverator, thanks.
Ahriman Dec 19, 2009, 08:33 AM Do we need two ways to accomplish this?
The idea had wide support when I suggested it. It is flavorful, in-theme, powerful and will be used by the AI.
I have still never seen the AI destroy shield defenses and others when its stack is right next to the city, right before it invades.
The AI *does* know how to use bombardment siege AI.
So, yes, I think we should definitely add the Traitor unit.
Even if other units can do this sometimes... Harkonnen should be *better*.
Deliverator Dec 19, 2009, 08:51 AM Here's a reminder of the Traitor unit idea, it is a one shot siege unit rather than a spy variant. I like this idea.
create a unit buildable with hammers (national limit 2?), call it a "Traitor" unit, and give it siege unit AI. Have the Traitor have a city bombardment ability that knocks down 100% city walls, but using the ability kills it. I can see the AI using this; bring it up to the city with an invading stack, bombard the walls killing the traitor, then invade.
Ahriman Dec 19, 2009, 09:11 AM Yes, that is what I intended.
davidlallen Dec 20, 2009, 07:48 AM I am pretty amazed at how much progress I made yesterday. I had a breakthrough on city placement, improved Reverend Mother missions a lot, and fixed a BBAI "bug" found by Ahriman on all terrain spy movement. But, version 1.7 is still very new and the release had several installer related problems. So I feel it is too early for 1.7.1. Also, I will be leaving for Christmas travel on Tuesday. I'll probably keep up on the forum, but I won't have access to the game.
Therefore, here is a private patch, 1.7.0.4. It includes 1.7.0.2 (transport unloading by sephi) and 1.7.0.3 (hang bug with KH units). It also includes the following:
Gameplay changes
* New colony site selection algorithm. In 1.6.4, I wrote a new algorithm for starting plot selection (see this post (http://forums.civfanatics.com/showpost.php?p=8608213&postcount=37)), but it did not change locations of the second and later cities. Now I have done that also. In several test games, this dramatically increased the total AI population, by like 30%.
* The AI now unloads transports on land if there is any threat; should make it harder for human player to shoot down incoming invasions (by Sephi) (patch 1.7.0.2)
* Fixed problem where two Kwisatz units in the game simultaneously could cause a hang. (patch 1.7.0.3)
* Changed unit AI selection for all melee units in the xml. Sadly this causes a lot of diffs for the key file civ4unitinfos.xml. In a standalone mod test, units with sandrider would not attack onto ocean, so it seemed Fremen city defenders failed to counterattack. However, switching their unit AI's seemed to fix this. Hopefully it will make city defense more aggressive without falling prey to "worker bait" strategies.
* Tweaked Bene Tleilaxu to improve AI quality of play: AI was not building its powerful shrine for a long time. Added Tleilaxu UB palace which gives GPP for Great Priests; changed leaderhead flavors to favor religion.
* Sandstorms will now die the next turn after entering the cultural borders of the player who has the Weather Control Satellite wonder
Spy missions and AI
* Improved AI for all-terrain spies. They were just standing around; now they actually move to enemy cities. See this post (http://forums.civfanatics.com/showpost.php?p=8742871&postcount=38) for details.
* Bene Gesserit city conversion espionage mission seriously nerfed:
+ Doubled EP cost
+ Can no longer convert capital city
+ Now puts city into occupation (revolt) just like military conquest
+ Cumulative -1 penalty for each RM conversion against an AI player: "You manipulated us!" Added new AI "memory" and "decay" fields into leaderhead file.
+ When an AI loses a city this way, there is a 10% chance, times its cumulative manipulation memory, that it will declare war.
+ Force Friendship mission also gets the -1 manipulation penalty so it now gives +2 reaction to compensate
* Added espionage mission for Reverend Mother, "Force Enemy", which causes a -2 diplomatic penalty from the target civ to a third civ. It gives a picklist of all the civs you both know.
Documentation or internal changes
* Fixed bug in pedia regarding offworld contract bonuses owned by civilizations
* Updated dune encyclopedia text to show that BG cannot found technocracy.
* Fixed asserts which show up with debug DLL: FLAVOR_RESEARCH in civ4leaderheadinfos.xml, ARTDEFINE_EALL in civ4citylsystem.xml
I would love feedback on the city placement, RM missions, and general AI spy efficiency.
We can discuss when 1.7.1 would be. But, probably I will start work on it on January 1 and release it Sunday, January 3.
The patch is at this link (http://www.mediafire.com/download.php?2inmnyzedqz).
Deliverator Dec 20, 2009, 08:36 AM Looks great! I'll merge with my local stuff and probably put up another mini-patch tomorrow, before I go of on my own Christmas break for a week.
Ahriman Dec 20, 2009, 08:50 AM Fantastic work, I will try a game today.
Ahriman Dec 20, 2009, 08:57 AM Doh! Installed the patch, loaded the mod, started up a game (as Bene Gesserit), hit "launch", instant CTD.
Tried again, game started but with some python errors.
Log:
sys.path = ['..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\email', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\encodings', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\build', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\lib', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale' , '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\py', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\tools', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\lib\\co lourchooser', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\lib\\ed itor', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\lib\\fl oatcanvas', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\lib\\ma sked', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\lib\\mi xins', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\lib\\og l', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \af', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \ca', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \cs', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \da', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \de', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \el', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \es', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \eu', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \fi', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \fr', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \hi', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \hu', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \id', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \it', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \ja', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \lv', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \nb', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \nl', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \pl', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \pt_BR', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \ru', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \sl', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \sv', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \tr', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \uk', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \zh_CN', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \zh_TW', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \af\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \ca\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \cs\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \da\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \de\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \el\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \es\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \eu\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \fi\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \fr\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \hi\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \hu\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \id\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \it\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \ja\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \lv\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \nb\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \nl\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \pl\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \pt_BR\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \ru\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \sl\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \sv\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \tr\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \uk\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \zh_CN\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \zh_TW\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\py\\tes ts', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\tools\\ XRCed', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\tools\\ XRCed\\src-images', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM']
sys.modules = {'zipimport': <module 'zipimport' (built-in)>, 'signal': <module 'signal' (built-in)>, '__builtin__': <module '__builtin__' (built-in)>, 'sys': <module 'sys' (built-in)>, '__main__': <module '__main__' (built-in)>, 'exceptions': <module 'exceptions' (built-in)>, 'CvPythonExtensions': <module 'CvPythonExtensions' (built-in)>}
sys.builtin_module_names = ('CvPythonExtensions', '__builtin__', '__main__', '_bisect', '_codecs', '_codecs_cn', '_codecs_hk', '_codecs_iso2022', '_codecs_jp', '_codecs_kr', '_codecs_tw', '_csv', '_heapq', '_hotshot', '_locale', '_multibytecodec', '_random', '_sre', '_subprocess', '_symtable', '_weakref', '_winreg', 'array', 'audioop', 'binascii', 'cPickle', 'cStringIO', 'cmath', 'collections', 'datetime', 'errno', 'exceptions', 'gc', 'imageop', 'imp', 'itertools', 'marshal', 'math', 'md5', 'mmap', 'msvcrt', 'nt', 'operator', 'parser', 'regex', 'rgbimg', 'sha', 'signal', 'strop', 'struct', 'sys', 'thread', 'time', 'xxsubtype', 'zipimport')
load_module CvEventInterface
load_module BugEventManager
load_module CvEventManager
load_module CvUtil
load_module traceback
load_module PyHelpers
load_module CvScreensInterface
load_module CvMainInterface
load_module ScreenInput
load_module CvScreenEnums
load_module time
load_module DuneWars
load_module math
load_module operator
load_module CvCameraControls
load_module MercenaryUtils
load_module cPickle
load_module SdToolKitCustom
load_module Popup
PY:Mod Data Initialized : Mercenaries Mod True
load_module BugDll
load_module BugUtil
load_module ColorUtil
load_module RevInqUtilities
load_module BugCore
load_module BugOptions
load_module BugConfig
load_module BugInit
load_module BugPath
load_module BugConfigTracker
load_module BugTypes
load_module xmllib
..\WARLORDS\ASSETS\PYTHON\SYSTEM\xmllib.py:9: DeprecationWarning: The xmllib module is obsolete. Use xml.sax instead.
11:06:37 DEBUG: BugConfig - registering xml handler BugConfig.RootHandler
11:06:37 DEBUG: BugConfig - registering bug handler BugConfig.BugHandler
11:06:37 DEBUG: BugConfig - registering load handler BugConfig.LoadHandler
11:06:37 DEBUG: BugConfig - registering config handler BugConfig.ConfigHandler
11:06:37 DEBUG: BugConfig - registering arg handler BugConfig.ArgHandler
load_module configobj
load_module __future__
load_module codecs
load_module validate
validate import failed
load_module pickle
load_module RevInquisitor
load_module RevInquisition
load_module RevInstances
load_module RevDCM
11:06:37 INFO : BugCore - creating uninitialized mod RevDCM
load_module CvConfigParser
load_module ConfigParser
load_module CvPath
load_module _winreg
load_module CvModName
os.getcwd(): C:\Games\Civ4\Beyond the Sword
os.getcwd(): C:\Games\Civ4\Beyond the Sword
CvPath.assetsPath
[u'C:\\Users\\Stephen Hutton\\Documents\\My Games\\Beyond the Sword\\Mods\\Dune Wars\\Assets', u'C:\\Users\\Stephen Hutton\\Documents\\My Games\\Beyond the Sword\\CustomAssets', 'C:\\Games\\Civ4\\Beyond the Sword\\Mods\\Dune Wars\\Assets', 'C:\\Games\\Civ4\\Beyond the Sword\\Assets']
filenames
[u'C:\\Users\\Stephen Hutton\\Documents\\My Games\\Beyond the Sword\\Mods\\Dune Wars\\Addons.ini', u'C:\\Users\\Stephen Hutton\\Documents\\My Games\\Beyond the Sword\\Addons.ini', 'C:\\Games\\Civ4\\Beyond the Sword\\Mods\\Dune Wars\\Addons.ini', 'C:\\Games\\Civ4\\Beyond the Sword\\Addons.ini']
CvPath.assetsPath
[u'C:\\Users\\Stephen Hutton\\Documents\\My Games\\Beyond the Sword\\Mods\\Dune Wars\\Assets', u'C:\\Users\\Stephen Hutton\\Documents\\My Games\\Beyond the Sword\\CustomAssets', 'C:\\Games\\Civ4\\Beyond the Sword\\Mods\\Dune Wars\\Assets', 'C:\\Games\\Civ4\\Beyond the Sword\\Assets']
filenames
[u'C:\\Users\\Stephen Hutton\\Documents\\My Games\\Beyond the Sword\\Mods\\Dune Wars\\Revolution.ini', u'C:\\Users\\Stephen Hutton\\Documents\\My Games\\Beyond the Sword\\Revolution.ini', 'C:\\Games\\Civ4\\Beyond the Sword\\Mods\\Dune Wars\\Revolution.ini', 'C:\\Games\\Civ4\\Beyond the Sword\\Revolution.ini']
load_module CityUtil
11:06:37 INFO : BugCore - creating uninitialized mod NJAGC
11:06:37 INFO : BugCore - creating uninitialized mod Scores
11:06:37 INFO : BugCore - creating uninitialized mod MainInterface
11:06:37 INFO : BugCore - creating uninitialized mod CityScreen
load_module ReligionUtil
load_module FontUtil
load_module MonkeyTools
load_module AStarTools
11:06:37 INFO : BugCore - creating uninitialized mod PLE
load_module UnitUtil
load_module PlayerUtil
load_module TradeUtil
load_module DiplomacyUtil
load_module AttitudeUtil
load_module GameUtil
load_module Scoreboard
load_module DealUtil
load_module ReminderEventManager
load_module SdToolKit
load_module autolog
11:06:37 INFO : BugCore - creating uninitialized mod Autolog
11:06:37 INFO : BugCore - creating uninitialized mod Reminder
load_module GGUtil
load_module GPUtil
load_module ProgressBarUtil
load_module RawYields
load_module CvTechChooser
load_module TechPrefs
11:06:37 INFO : BugCore - creating uninitialized mod Advisors
load_module CvForeignAdvisor
load_module CvExoticForeignAdvisor
load_module IconGrid_BUG
load_module DomPyHelpers
load_module TechTree
load_module FavoriteCivicDetector
load_module CvReligionScreen
load_module CvCorporationScreen
load_module CvCivicsScreen
load_module CvVictoryScreen
load_module TechUtil
load_module CvEspionageAdvisor
11:06:38 INFO : BugCore - creating uninitialized mod BetterEspionage
load_module CvHomeworldAdvisor
load_module CvOptionsScreen
load_module CvReplayScreen
load_module CvHallOfFameScreen
load_module CvDanQuayle
load_module CvGameUtils
load_module CvUnVictoryScreen
load_module CvDawnOfMan
load_module CvTechSplashScreen
load_module CvTopCivs
load_module random
load_module CvInfoScreen
load_module CvIntroMovieScreen
load_module CvVictoryMovieScreen
load_module CvWonderMovieScreen
load_module CvEraMovieScreen
load_module CvSpaceShipScreen
load_module SevoScreenEnums
load_module CvWorldBuilderScreen
load_module CvWorldBuilderDiplomacyScreen
load_module CvDebugTools
load_module CvDebugInfoScreen
load_module CvMapGeneratorUtil
load_module CvGFCScreen
load_module CvPopupInterface
load_module CvScreenUtilsInterface
load_module CvOverlayScreenUtils
load_module CvDotMapOverlayScreen
load_module CvStrategyOverlay
load_module SdToolkit
11:06:38 INFO : BugCore - creating uninitialized mod StrategyOverlay
load_module CvScreenUtils
load_module InputUtil
11:06:38 INFO : BugCore - creating uninitialized mod CustDomAdv
11:06:38 INFO : BugCore - creating uninitialized mod TechWindow
init-ing world builder screen
load_module CvWBPopups
load_module CvAdvisorUtils
load_module RevolutionInit
load_module RevDefs
load_module RevEvents
load_module RevData
load_module RevUtils
load_module RevCivicsUtils
load_module RevTraitsUtils
load_module BarbarianCiv
load_module AIAutoPlay
load_module ChangePlayer
load_module Revolution
load_module RebelTypes
load_module TextUtils
load_module Tester
load_module TechDiffusion
load_module StartAsMinors
load_module DynamicCivNames
load_module LeaderCivNames
11:06:38 DEBUG: BugEventManager - adding event 'PreGameStart'
11:06:38 DEBUG: BugEventManager - adding event 'BeginActivePlayerTurn'
11:06:38 DEBUG: BugEventManager - adding event 'SwitchHotSeatPlayer'
11:06:38 DEBUG: BugEventManager - adding event 'LanguageChanged'
11:06:38 DEBUG: BugEventManager - adding event 'ResolutionChanged'
11:06:38 DEBUG: BugEventManager - adding event 'PythonReloaded'
11:06:38 DEBUG: BugEventManager - adding event 'unitUpgraded'
11:06:38 DEBUG: BugEventManager - adding event 'unitCaptured'
11:06:38 DEBUG: BugEventManager - adding event 'combatWithdrawal'
11:06:38 DEBUG: BugEventManager - adding event 'combatRetreat'
11:06:38 DEBUG: BugEventManager - adding event 'combatLogCollateral'
11:06:38 DEBUG: BugEventManager - adding event 'combatLogFlanking'
11:06:38 DEBUG: BugEventManager - adding event 'playerRevolution'
PY:Initializing Revolution Mod
CvPath.assetsPath
[u'C:\\Users\\Stephen Hutton\\Documents\\My Games\\Beyond the Sword\\Mods\\Dune Wars\\Assets', u'C:\\Users\\Stephen Hutton\\Documents\\My Games\\Beyond the Sword\\CustomAssets', 'C:\\Games\\Civ4\\Beyond the Sword\\Mods\\Dune Wars\\Assets', 'C:\\Games\\Civ4\\Beyond the Sword\\Assets']
filenames
[u'C:\\Users\\Stephen Hutton\\Documents\\My Games\\Beyond the Sword\\Mods\\Dune Wars\\Revolution.ini', u'C:\\Users\\Stephen Hutton\\Documents\\My Games\\Beyond the Sword\\Revolution.ini', 'C:\\Games\\Civ4\\Beyond the Sword\\Mods\\Dune Wars\\Revolution.ini', 'C:\\Games\\Civ4\\Beyond the Sword\\Revolution.ini']
11:06:38 DEBUG: BugEventManager - setting shortcut handler for SHIFT + LEFT
11:06:38 DEBUG: BugEventManager - setting shortcut handler for CTRL + LEFT
11:06:38 DEBUG: BugEventManager - setting shortcut handler for SHIFT + RIGHT
11:06:38 DEBUG: BugEventManager - setting shortcut handler for CTRL + RIGHT
11:06:38 DEBUG: BugEventManager - setting shortcut handler for SHIFT + UP
11:06:38 DEBUG: BugEventManager - setting shortcut handler for CTRL + UP
11:06:38 DEBUG: BugEventManager - setting shortcut handler for SHIFT + DOWN
11:06:38 DEBUG: BugEventManager - setting shortcut handler for CTRL + DOWN
11:06:38 DEBUG: BugEventManager - setting shortcut handler for CTRL + HOME
11:06:38 DEBUG: BugInit - global context not ready
PY:OnInit
load_module CvAppInterface
3rd game, CTD on launch.
Log:
sys.path = ['..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\email', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\encodings', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\build', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\lib', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale' , '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\py', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\tools', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\lib\\co lourchooser', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\lib\\ed itor', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\lib\\fl oatcanvas', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\lib\\ma sked', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\lib\\mi xins', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\lib\\og l', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \af', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \ca', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \cs', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \da', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \de', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \el', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \es', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \eu', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \fi', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \fr', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \hi', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \hu', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \id', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \it', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \ja', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \lv', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \nb', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \nl', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \pl', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \pt_BR', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \ru', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \sl', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \sv', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \tr', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \uk', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \zh_CN', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \zh_TW', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \af\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \ca\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \cs\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \da\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \de\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \el\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \es\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \eu\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \fi\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \fr\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \hi\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \hu\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \id\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \it\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \ja\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \lv\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \nb\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \nl\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \pl\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \pt_BR\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \ru\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \sl\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \sv\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \tr\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \uk\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \zh_CN\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \zh_TW\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\py\\tes ts', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\tools\\ XRCed', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\tools\\ XRCed\\src-images', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM']
sys.modules = {'zipimport': <module 'zipimport' (built-in)>, 'signal': <module 'signal' (built-in)>, '__builtin__': <module '__builtin__' (built-in)>, 'sys': <module 'sys' (built-in)>, '__main__': <module '__main__' (built-in)>, 'exceptions': <module 'exceptions' (built-in)>, 'CvPythonExtensions': <module 'CvPythonExtensions' (built-in)>}
sys.builtin_module_names = ('CvPythonExtensions', '__builtin__', '__main__', '_bisect', '_codecs', '_codecs_cn', '_codecs_hk', '_codecs_iso2022', '_codecs_jp', '_codecs_kr', '_codecs_tw', '_csv', '_heapq', '_hotshot', '_locale', '_multibytecodec', '_random', '_sre', '_subprocess', '_symtable', '_weakref', '_winreg', 'array', 'audioop', 'binascii', 'cPickle', 'cStringIO', 'cmath', 'collections', 'datetime', 'errno', 'exceptions', 'gc', 'imageop', 'imp', 'itertools', 'marshal', 'math', 'md5', 'mmap', 'msvcrt', 'nt', 'operator', 'parser', 'regex', 'rgbimg', 'sha', 'signal', 'strop', 'struct', 'sys', 'thread', 'time', 'xxsubtype', 'zipimport')
load_module CvEventInterface
load_module BugEventManager
load_module CvEventManager
load_module CvUtil
load_module traceback
load_module PyHelpers
load_module CvScreensInterface
load_module CvMainInterface
load_module ScreenInput
load_module CvScreenEnums
load_module time
load_module DuneWars
load_module math
load_module operator
load_module CvCameraControls
load_module MercenaryUtils
load_module cPickle
load_module SdToolKitCustom
load_module Popup
PY:Mod Data Initialized : Mercenaries Mod True
load_module BugDll
load_module BugUtil
load_module ColorUtil
load_module RevInqUtilities
load_module BugCore
load_module BugOptions
load_module BugConfig
load_module BugInit
load_module BugPath
load_module BugConfigTracker
load_module BugTypes
load_module xmllib
..\WARLORDS\ASSETS\PYTHON\SYSTEM\xmllib.py:9: DeprecationWarning: The xmllib module is obsolete. Use xml.sax instead.
11:12:00 DEBUG: BugConfig - registering xml handler BugConfig.RootHandler
11:12:00 DEBUG: BugConfig - registering bug handler BugConfig.BugHandler
11:12:00 DEBUG: BugConfig - registering load handler BugConfig.LoadHandler
11:12:00 DEBUG: BugConfig - registering config handler BugConfig.ConfigHandler
11:12:00 DEBUG: BugConfig - registering arg handler BugConfig.ArgHandler
load_module configobj
load_module __future__
load_module codecs
load_module validate
validate import failed
load_module pickle
load_module RevInquisitor
load_module RevInquisition
load_module RevInstances
load_module RevDCM
11:12:01 INFO : BugCore - creating uninitialized mod RevDCM
load_module CvConfigParser
load_module ConfigParser
load_module CvPath
load_module _winreg
load_module CvModName
os.getcwd(): C:\Games\Civ4\Beyond the Sword
os.getcwd(): C:\Games\Civ4\Beyond the Sword
CvPath.assetsPath
[u'C:\\Users\\Stephen Hutton\\Documents\\My Games\\Beyond the Sword\\Mods\\Dune Wars\\Assets', u'C:\\Users\\Stephen Hutton\\Documents\\My Games\\Beyond the Sword\\CustomAssets', 'C:\\Games\\Civ4\\Beyond the Sword\\Mods\\Dune Wars\\Assets', 'C:\\Games\\Civ4\\Beyond the Sword\\Assets']
filenames
[u'C:\\Users\\Stephen Hutton\\Documents\\My Games\\Beyond the Sword\\Mods\\Dune Wars\\Addons.ini', u'C:\\Users\\Stephen Hutton\\Documents\\My Games\\Beyond the Sword\\Addons.ini', 'C:\\Games\\Civ4\\Beyond the Sword\\Mods\\Dune Wars\\Addons.ini', 'C:\\Games\\Civ4\\Beyond the Sword\\Addons.ini']
CvPath.assetsPath
[u'C:\\Users\\Stephen Hutton\\Documents\\My Games\\Beyond the Sword\\Mods\\Dune Wars\\Assets', u'C:\\Users\\Stephen Hutton\\Documents\\My Games\\Beyond the Sword\\CustomAssets', 'C:\\Games\\Civ4\\Beyond the Sword\\Mods\\Dune Wars\\Assets', 'C:\\Games\\Civ4\\Beyond the Sword\\Assets']
filenames
[u'C:\\Users\\Stephen Hutton\\Documents\\My Games\\Beyond the Sword\\Mods\\Dune Wars\\Revolution.ini', u'C:\\Users\\Stephen Hutton\\Documents\\My Games\\Beyond the Sword\\Revolution.ini', 'C:\\Games\\Civ4\\Beyond the Sword\\Mods\\Dune Wars\\Revolution.ini', 'C:\\Games\\Civ4\\Beyond the Sword\\Revolution.ini']
load_module CityUtil
11:12:01 INFO : BugCore - creating uninitialized mod NJAGC
11:12:01 INFO : BugCore - creating uninitialized mod Scores
11:12:01 INFO : BugCore - creating uninitialized mod MainInterface
11:12:01 INFO : BugCore - creating uninitialized mod CityScreen
load_module ReligionUtil
load_module FontUtil
load_module MonkeyTools
load_module AStarTools
11:12:01 INFO : BugCore - creating uninitialized mod PLE
load_module UnitUtil
load_module PlayerUtil
load_module TradeUtil
load_module DiplomacyUtil
load_module AttitudeUtil
load_module GameUtil
load_module Scoreboard
load_module DealUtil
load_module ReminderEventManager
load_module SdToolKit
load_module autolog
11:12:01 INFO : BugCore - creating uninitialized mod Autolog
11:12:01 INFO : BugCore - creating uninitialized mod Reminder
load_module GGUtil
load_module GPUtil
load_module ProgressBarUtil
load_module RawYields
load_module CvTechChooser
load_module TechPrefs
11:12:01 INFO : BugCore - creating uninitialized mod Advisors
load_module CvForeignAdvisor
load_module CvExoticForeignAdvisor
load_module IconGrid_BUG
load_module DomPyHelpers
load_module TechTree
load_module FavoriteCivicDetector
load_module CvReligionScreen
load_module CvCorporationScreen
load_module CvCivicsScreen
load_module CvVictoryScreen
load_module TechUtil
load_module CvEspionageAdvisor
11:12:01 INFO : BugCore - creating uninitialized mod BetterEspionage
load_module CvHomeworldAdvisor
load_module CvOptionsScreen
load_module CvReplayScreen
load_module CvHallOfFameScreen
load_module CvDanQuayle
load_module CvGameUtils
load_module CvUnVictoryScreen
load_module CvDawnOfMan
load_module CvTechSplashScreen
load_module CvTopCivs
load_module random
load_module CvInfoScreen
load_module CvIntroMovieScreen
load_module CvVictoryMovieScreen
load_module CvWonderMovieScreen
load_module CvEraMovieScreen
load_module CvSpaceShipScreen
load_module SevoScreenEnums
load_module CvWorldBuilderScreen
load_module CvWorldBuilderDiplomacyScreen
load_module CvDebugTools
load_module CvDebugInfoScreen
load_module CvMapGeneratorUtil
load_module CvGFCScreen
load_module CvPopupInterface
load_module CvScreenUtilsInterface
load_module CvOverlayScreenUtils
load_module CvDotMapOverlayScreen
load_module CvStrategyOverlay
load_module SdToolkit
11:12:01 INFO : BugCore - creating uninitialized mod StrategyOverlay
load_module CvScreenUtils
load_module InputUtil
11:12:01 INFO : BugCore - creating uninitialized mod CustDomAdv
11:12:01 INFO : BugCore - creating uninitialized mod TechWindow
init-ing world builder screen
load_module CvWBPopups
load_module CvAdvisorUtils
load_module RevolutionInit
load_module RevDefs
load_module RevEvents
load_module RevData
load_module RevUtils
load_module RevCivicsUtils
load_module RevTraitsUtils
load_module BarbarianCiv
load_module AIAutoPlay
load_module ChangePlayer
load_module Revolution
load_module RebelTypes
load_module TextUtils
load_module Tester
load_module TechDiffusion
load_module StartAsMinors
load_module DynamicCivNames
load_module LeaderCivNames
11:12:01 DEBUG: BugEventManager - adding event 'PreGameStart'
11:12:01 DEBUG: BugEventManager - adding event 'BeginActivePlayerTurn'
11:12:01 DEBUG: BugEventManager - adding event 'SwitchHotSeatPlayer'
11:12:01 DEBUG: BugEventManager - adding event 'LanguageChanged'
11:12:01 DEBUG: BugEventManager - adding event 'ResolutionChanged'
11:12:01 DEBUG: BugEventManager - adding event 'PythonReloaded'
11:12:01 DEBUG: BugEventManager - adding event 'unitUpgraded'
11:12:01 DEBUG: BugEventManager - adding event 'unitCaptured'
11:12:01 DEBUG: BugEventManager - adding event 'combatWithdrawal'
11:12:01 DEBUG: BugEventManager - adding event 'combatRetreat'
11:12:01 DEBUG: BugEventManager - adding event 'combatLogCollateral'
11:12:01 DEBUG: BugEventManager - adding event 'combatLogFlanking'
11:12:01 DEBUG: BugEventManager - adding event 'playerRevolution'
PY:Initializing Revolution Mod
CvPath.assetsPath
[u'C:\\Users\\Stephen Hutton\\Documents\\My Games\\Beyond the Sword\\Mods\\Dune Wars\\Assets', u'C:\\Users\\Stephen Hutton\\Documents\\My Games\\Beyond the Sword\\CustomAssets', 'C:\\Games\\Civ4\\Beyond the Sword\\Mods\\Dune Wars\\Assets', 'C:\\Games\\Civ4\\Beyond the Sword\\Assets']
filenames
[u'C:\\Users\\Stephen Hutton\\Documents\\My Games\\Beyond the Sword\\Mods\\Dune Wars\\Revolution.ini', u'C:\\Users\\Stephen Hutton\\Documents\\My Games\\Beyond the Sword\\Revolution.ini', 'C:\\Games\\Civ4\\Beyond the Sword\\Mods\\Dune Wars\\Revolution.ini', 'C:\\Games\\Civ4\\Beyond the Sword\\Revolution.ini']
11:12:01 DEBUG: BugEventManager - setting shortcut handler for SHIFT + LEFT
11:12:01 DEBUG: BugEventManager - setting shortcut handler for CTRL + LEFT
11:12:01 DEBUG: BugEventManager - setting shortcut handler for SHIFT + RIGHT
11:12:01 DEBUG: BugEventManager - setting shortcut handler for CTRL + RIGHT
11:12:01 DEBUG: BugEventManager - setting shortcut handler for SHIFT + UP
11:12:01 DEBUG: BugEventManager - setting shortcut handler for CTRL + UP
11:12:01 DEBUG: BugEventManager - setting shortcut handler for SHIFT + DOWN
11:12:01 DEBUG: BugEventManager - setting shortcut handler for CTRL + DOWN
11:12:01 DEBUG: BugEventManager - setting shortcut handler for CTRL + HOME
11:12:01 DEBUG: BugInit - global context not ready
PY:OnInit
load_module CvAppInterface
Ahriman Dec 20, 2009, 09:15 AM 4th game, loads, but with python errors.
Ecaz starts on the same tile as my settler.
http://i894.photobucket.com/albums/ac149/Ahriman_pics/bgstart.jpg
Log:
sys.path = ['..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\email', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\encodings', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\build', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\lib', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale' , '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\py', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\tools', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\lib\\co lourchooser', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\lib\\ed itor', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\lib\\fl oatcanvas', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\lib\\ma sked', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\lib\\mi xins', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\lib\\og l', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \af', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \ca', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \cs', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \da', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \de', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \el', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \es', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \eu', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \fi', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \fr', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \hi', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \hu', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \id', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \it', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \ja', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \lv', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \nb', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \nl', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \pl', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \pt_BR', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \ru', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \sl', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \sv', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \tr', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \uk', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \zh_CN', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \zh_TW', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \af\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \ca\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \cs\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \da\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \de\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \el\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \es\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \eu\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \fi\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \fr\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \hi\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \hu\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \id\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \it\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \ja\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \lv\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \nb\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \nl\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \pl\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \pt_BR\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \ru\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \sl\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \sv\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \tr\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \uk\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \zh_CN\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \zh_TW\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\py\\tes ts', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\tools\\ XRCed', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\tools\\ XRCed\\src-images', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM']
sys.modules = {'zipimport': <module 'zipimport' (built-in)>, 'signal': <module 'signal' (built-in)>, '__builtin__': <module '__builtin__' (built-in)>, 'sys': <module 'sys' (built-in)>, '__main__': <module '__main__' (built-in)>, 'exceptions': <module 'exceptions' (built-in)>, 'CvPythonExtensions': <module 'CvPythonExtensions' (built-in)>}
sys.builtin_module_names = ('CvPythonExtensions', '__builtin__', '__main__', '_bisect', '_codecs', '_codecs_cn', '_codecs_hk', '_codecs_iso2022', '_codecs_jp', '_codecs_kr', '_codecs_tw', '_csv', '_heapq', '_hotshot', '_locale', '_multibytecodec', '_random', '_sre', '_subprocess', '_symtable', '_weakref', '_winreg', 'array', 'audioop', 'binascii', 'cPickle', 'cStringIO', 'cmath', 'collections', 'datetime', 'errno', 'exceptions', 'gc', 'imageop', 'imp', 'itertools', 'marshal', 'math', 'md5', 'mmap', 'msvcrt', 'nt', 'operator', 'parser', 'regex', 'rgbimg', 'sha', 'signal', 'strop', 'struct', 'sys', 'thread', 'time', 'xxsubtype', 'zipimport')
load_module CvEventInterface
load_module BugEventManager
load_module CvEventManager
load_module CvUtil
load_module traceback
load_module PyHelpers
load_module CvScreensInterface
load_module CvMainInterface
load_module ScreenInput
load_module CvScreenEnums
load_module time
load_module DuneWars
load_module math
load_module operator
load_module CvCameraControls
load_module MercenaryUtils
load_module cPickle
load_module SdToolKitCustom
load_module Popup
PY:Mod Data Initialized : Mercenaries Mod True
load_module BugDll
load_module BugUtil
load_module ColorUtil
load_module RevInqUtilities
load_module BugCore
load_module BugOptions
load_module BugConfig
load_module BugInit
load_module BugPath
load_module BugConfigTracker
load_module BugTypes
load_module xmllib
..\WARLORDS\ASSETS\PYTHON\SYSTEM\xmllib.py:9: DeprecationWarning: The xmllib module is obsolete. Use xml.sax instead.
11:12:00 DEBUG: BugConfig - registering xml handler BugConfig.RootHandler
11:12:00 DEBUG: BugConfig - registering bug handler BugConfig.BugHandler
11:12:00 DEBUG: BugConfig - registering load handler BugConfig.LoadHandler
11:12:00 DEBUG: BugConfig - registering config handler BugConfig.ConfigHandler
11:12:00 DEBUG: BugConfig - registering arg handler BugConfig.ArgHandler
load_module configobj
load_module __future__
load_module codecs
load_module validate
validate import failed
load_module pickle
load_module RevInquisitor
load_module RevInquisition
load_module RevInstances
load_module RevDCM
11:12:01 INFO : BugCore - creating uninitialized mod RevDCM
load_module CvConfigParser
load_module ConfigParser
load_module CvPath
load_module _winreg
load_module CvModName
os.getcwd(): C:\Games\Civ4\Beyond the Sword
os.getcwd(): C:\Games\Civ4\Beyond the Sword
CvPath.assetsPath
[u'C:\\Users\\Stephen Hutton\\Documents\\My Games\\Beyond the Sword\\Mods\\Dune Wars\\Assets', u'C:\\Users\\Stephen Hutton\\Documents\\My Games\\Beyond the Sword\\CustomAssets', 'C:\\Games\\Civ4\\Beyond the Sword\\Mods\\Dune Wars\\Assets', 'C:\\Games\\Civ4\\Beyond the Sword\\Assets']
filenames
[u'C:\\Users\\Stephen Hutton\\Documents\\My Games\\Beyond the Sword\\Mods\\Dune Wars\\Addons.ini', u'C:\\Users\\Stephen Hutton\\Documents\\My Games\\Beyond the Sword\\Addons.ini', 'C:\\Games\\Civ4\\Beyond the Sword\\Mods\\Dune Wars\\Addons.ini', 'C:\\Games\\Civ4\\Beyond the Sword\\Addons.ini']
CvPath.assetsPath
[u'C:\\Users\\Stephen Hutton\\Documents\\My Games\\Beyond the Sword\\Mods\\Dune Wars\\Assets', u'C:\\Users\\Stephen Hutton\\Documents\\My Games\\Beyond the Sword\\CustomAssets', 'C:\\Games\\Civ4\\Beyond the Sword\\Mods\\Dune Wars\\Assets', 'C:\\Games\\Civ4\\Beyond the Sword\\Assets']
filenames
[u'C:\\Users\\Stephen Hutton\\Documents\\My Games\\Beyond the Sword\\Mods\\Dune Wars\\Revolution.ini', u'C:\\Users\\Stephen Hutton\\Documents\\My Games\\Beyond the Sword\\Revolution.ini', 'C:\\Games\\Civ4\\Beyond the Sword\\Mods\\Dune Wars\\Revolution.ini', 'C:\\Games\\Civ4\\Beyond the Sword\\Revolution.ini']
load_module CityUtil
11:12:01 INFO : BugCore - creating uninitialized mod NJAGC
11:12:01 INFO : BugCore - creating uninitialized mod Scores
11:12:01 INFO : BugCore - creating uninitialized mod MainInterface
11:12:01 INFO : BugCore - creating uninitialized mod CityScreen
load_module ReligionUtil
load_module FontUtil
load_module MonkeyTools
load_module AStarTools
11:12:01 INFO : BugCore - creating uninitialized mod PLE
load_module UnitUtil
load_module PlayerUtil
load_module TradeUtil
load_module DiplomacyUtil
load_module AttitudeUtil
load_module GameUtil
load_module Scoreboard
load_module DealUtil
load_module ReminderEventManager
load_module SdToolKit
load_module autolog
11:12:01 INFO : BugCore - creating uninitialized mod Autolog
11:12:01 INFO : BugCore - creating uninitialized mod Reminder
load_module GGUtil
load_module GPUtil
load_module ProgressBarUtil
load_module RawYields
load_module CvTechChooser
load_module TechPrefs
11:12:01 INFO : BugCore - creating uninitialized mod Advisors
load_module CvForeignAdvisor
load_module CvExoticForeignAdvisor
load_module IconGrid_BUG
load_module DomPyHelpers
load_module TechTree
load_module FavoriteCivicDetector
load_module CvReligionScreen
load_module CvCorporationScreen
load_module CvCivicsScreen
load_module CvVictoryScreen
load_module TechUtil
load_module CvEspionageAdvisor
11:12:01 INFO : BugCore - creating uninitialized mod BetterEspionage
load_module CvHomeworldAdvisor
load_module CvOptionsScreen
load_module CvReplayScreen
load_module CvHallOfFameScreen
load_module CvDanQuayle
load_module CvGameUtils
load_module CvUnVictoryScreen
load_module CvDawnOfMan
load_module CvTechSplashScreen
load_module CvTopCivs
load_module random
load_module CvInfoScreen
load_module CvIntroMovieScreen
load_module CvVictoryMovieScreen
load_module CvWonderMovieScreen
load_module CvEraMovieScreen
load_module CvSpaceShipScreen
load_module SevoScreenEnums
load_module CvWorldBuilderScreen
load_module CvWorldBuilderDiplomacyScreen
load_module CvDebugTools
load_module CvDebugInfoScreen
load_module CvMapGeneratorUtil
load_module CvGFCScreen
load_module CvPopupInterface
load_module CvScreenUtilsInterface
load_module CvOverlayScreenUtils
load_module CvDotMapOverlayScreen
load_module CvStrategyOverlay
load_module SdToolkit
11:12:01 INFO : BugCore - creating uninitialized mod StrategyOverlay
load_module CvScreenUtils
load_module InputUtil
11:12:01 INFO : BugCore - creating uninitialized mod CustDomAdv
11:12:01 INFO : BugCore - creating uninitialized mod TechWindow
init-ing world builder screen
load_module CvWBPopups
load_module CvAdvisorUtils
load_module RevolutionInit
load_module RevDefs
load_module RevEvents
load_module RevData
load_module RevUtils
load_module RevCivicsUtils
load_module RevTraitsUtils
load_module BarbarianCiv
load_module AIAutoPlay
load_module ChangePlayer
load_module Revolution
load_module RebelTypes
load_module TextUtils
load_module Tester
load_module TechDiffusion
load_module StartAsMinors
load_module DynamicCivNames
load_module LeaderCivNames
11:12:01 DEBUG: BugEventManager - adding event 'PreGameStart'
11:12:01 DEBUG: BugEventManager - adding event 'BeginActivePlayerTurn'
11:12:01 DEBUG: BugEventManager - adding event 'SwitchHotSeatPlayer'
11:12:01 DEBUG: BugEventManager - adding event 'LanguageChanged'
11:12:01 DEBUG: BugEventManager - adding event 'ResolutionChanged'
11:12:01 DEBUG: BugEventManager - adding event 'PythonReloaded'
11:12:01 DEBUG: BugEventManager - adding event 'unitUpgraded'
11:12:01 DEBUG: BugEventManager - adding event 'unitCaptured'
11:12:01 DEBUG: BugEventManager - adding event 'combatWithdrawal'
11:12:01 DEBUG: BugEventManager - adding event 'combatRetreat'
11:12:01 DEBUG: BugEventManager - adding event 'combatLogCollateral'
11:12:01 DEBUG: BugEventManager - adding event 'combatLogFlanking'
11:12:01 DEBUG: BugEventManager - adding event 'playerRevolution'
PY:Initializing Revolution Mod
CvPath.assetsPath
[u'C:\\Users\\Stephen Hutton\\Documents\\My Games\\Beyond the Sword\\Mods\\Dune Wars\\Assets', u'C:\\Users\\Stephen Hutton\\Documents\\My Games\\Beyond the Sword\\CustomAssets', 'C:\\Games\\Civ4\\Beyond the Sword\\Mods\\Dune Wars\\Assets', 'C:\\Games\\Civ4\\Beyond the Sword\\Assets']
filenames
[u'C:\\Users\\Stephen Hutton\\Documents\\My Games\\Beyond the Sword\\Mods\\Dune Wars\\Revolution.ini', u'C:\\Users\\Stephen Hutton\\Documents\\My Games\\Beyond the Sword\\Revolution.ini', 'C:\\Games\\Civ4\\Beyond the Sword\\Mods\\Dune Wars\\Revolution.ini', 'C:\\Games\\Civ4\\Beyond the Sword\\Revolution.ini']
11:12:01 DEBUG: BugEventManager - setting shortcut handler for SHIFT + LEFT
11:12:01 DEBUG: BugEventManager - setting shortcut handler for CTRL + LEFT
11:12:01 DEBUG: BugEventManager - setting shortcut handler for SHIFT + RIGHT
11:12:01 DEBUG: BugEventManager - setting shortcut handler for CTRL + RIGHT
11:12:01 DEBUG: BugEventManager - setting shortcut handler for SHIFT + UP
11:12:01 DEBUG: BugEventManager - setting shortcut handler for CTRL + UP
11:12:01 DEBUG: BugEventManager - setting shortcut handler for SHIFT + DOWN
11:12:01 DEBUG: BugEventManager - setting shortcut handler for CTRL + DOWN
11:12:01 DEBUG: BugEventManager - setting shortcut handler for CTRL + HOME
11:12:01 DEBUG: BugInit - global context not ready
PY:OnInit
load_module CvAppInterface
Ahriman Dec 20, 2009, 09:21 AM 5th game, loads with no errors, but python errors occur after hitting end turn.
http://i894.photobucket.com/albums/ac149/Ahriman_pics/bgpyth.jpg
davidlallen Dec 20, 2009, 10:12 AM Sorry about that. Those huge files which you are posting contain no useful information. If you get python errors, the file you want to post is PythonErr.log, not Err2 or Debug. If the file PythonErr.log is empty, then you don't have python logging enabled in your CivilizationIV.ini file.
Fortunately the screenshot shows the problem, which is, you evidently don't have write permission to your C: drive, and I forgot to turn off my debug log file which goes there. Please replace assets/python/DuneWars.py with the attached.
Deliverator Dec 20, 2009, 10:16 AM Works fine for me, but then I did a manual merge on DuneWars.py and kept the bits that said e.g. # not for release: self.StatPrint(iGameTurn).
Ahriman Dec 20, 2009, 10:18 AM Ah, sorry. I noticed that at some point my ini files had been changed (eg my cheat code = chipotle had been turned off) which must have also turned off python logging.
This fixes the issue, thanks.
Slvynn Dec 21, 2009, 12:25 AM Hey Bros, wanted to say, that tommorow i finish my RL freelance project.
Please tell what need to do : New PRomotions which need to add + Action Buttons (i know + new ones from new rdvcm bbai - where they located) - and something more...? many nice new things, gj on advancing ! :) :goodjob:
davidlallen Dec 21, 2009, 12:40 AM Please tell what need to do : New PRomotions which need to add + Action Buttons
Welcome back! My last post about action buttons in the art thread is a little out of date.
a. Feedback from last time, the "sentry" button is brown rather than yellow. Also note RevDCM added a bunch of domain specific sentry buttons; select a land unit and you will see one sentry button, select a thopter unit and you will see a different one. I think there are only two.
b. I made some new buttons, you may want to improve them: unitcombat button for Mech, promotions for Ixian, Sensor Array, Self Repair, and Adaptive. I couldn't draw anything for Point Defense, maybe a small short range missile launcher, or a "chaff" picture?
c. Builds: I like the new yellow theme for the action buttons you have done, so I would like to suggest replacing all the build buttons. For some, such as "cottage", it could be simply a recolor of the vanilla button, but new artwork would be fine too. For example, you had new art for the "build city' button. Here is a list: mine (3 levels, perhaps using one pick, two picks, and three picks), dew collector, spice harvester, insect farm, solar farm, wind turbine (3 levels), desalinate, plantation, cottage, fort, windtrap (nice art but does not match color scheme), well (3 levels), ice extractor
Deliverator Dec 21, 2009, 04:33 PM It would seem that a bunch of art got missed out of the 1.7 Pak file somehow. The worm skin has reverted back to an old form, and I'm pretty sure not all of the updated icons are there.
davidlallen Dec 21, 2009, 04:39 PM I had noticed that the worm rider has the old texture, while the sandworm has the new texture. I am not sure the worm rider was ever updated; is it correct in 1.6.5?
If you have found buttons missing besides the maininterface espionage and corporation buttons, please let me know the specifics. Actually, I have no idea why those two buttons are missing, and I would appreciate some help on that too.
Deliverator Dec 21, 2009, 04:51 PM I'll re-release the worm rider texture in my forthcoming patch. I have it locally.
No idea on the missing gamefont icons... Has some of the BUG code changed the index numbers for those icons or something weird like that?
keldath Dec 21, 2009, 10:44 PM No idea on the missing gamefont icons... Has some of the BUG code changed the index numbers for those icons or something weird like that?
i will check it out -i think they added some new icons.
Slvynn Dec 21, 2009, 11:58 PM Please do and let me know i have locally old-new icons locally too...
Are action buttons in place? What is missing from the art stuff?
I'll fix action buttons and new promos till this weekend..
davidlallen Dec 22, 2009, 12:41 AM Are action buttons in place? What is missing from the art stuff?
I hope you saw my answer to your question in this post (http://forums.civfanatics.com/showpost.php?p=8745778&postcount=845). You had mentioned about drawings for the era changes a while back. If you are looking for more stuff, the unit art thread has some reskin requests. I have recently made a poor attempt at a Face Dancer promotion icon from this (warning: large size) art:
http://www.freepatentsonline.com/7186212-0-large.jpg
It looks like a mask, and it seems to fit Face Dancers. Any other art you had in mind would probably be cool too.
Deliverator Dec 22, 2009, 02:42 AM What is missing from the art stuff?
The issue is not that bad on further investigation. It only seems to be the worm rider texture and the Corporation and Espionage advisor buttons in the top right that are missing.
Deliverator Dec 22, 2009, 03:46 AM OK, I have finished everything I am going to do before the Christmas break. This patch includes all previous 1.7.0.x patches and can be installed over a clean 1.7 install or any 1.7.0.x patch. (Info on 1.7.0.4 here (http://forums.civfanatics.com/showpost.php?p=8743458&postcount=835)).
Patch 1.7.0.5
+ Two new landscape Features: Peak and Outcrop.
- Outcrop gives +15% defensive bonus and can be found on Desert Waste and Graben tiles (In the future, I thought we might add a Demolish Outcrop worker action available with the Chemical Explosives tech - in case the spice blocking or a defensive tile close to your city becomes a nuisance)
- Peaks are impassable and unworkable and can be found on the occasional Mesa tile - I have increased the amount of Mesa slightly in Arrakis.py to compensate.
+ New Arrakis.py landmass style option - Large Islands - this is a halfway-house between Pangaea and the current default setting. Try it out - you should get some interesting landmass shapes and occassional larger salt pans.
+ Buildings:
- New Factory building, giving +25% hammers available at Stillsuits, provides a Techman specialist slot (old Factory renamed to Assembly Plant - still available at Mechanization)
- Refinery now gives +25% gold, provides a Merchant specialist slot to help get a Great Merchant for the CHOAM Headquarters.
- New Spice Silo building, +0.15 per Spice, available at Spice Industry, requires Arrakis Spice civic, should be destroyed if you stop running Arrakis Spice
+ Rebalanced Bonus placement - the bonuses that are placed later such as Cereal and Dates were not appearing in some cases.
+ Chemical Trooper now set up properly as an Ordos UU
+ Spiritual Trait now doubles production speed of Altar of Shai Hulud (AHR87)
+ Add +2 Commerce to Insect Farm, +1 Commerce to Wind Trap at Adapted Agriculture (reduced initial Insect Farms commerce)
+ Stone of Prophecy no longer builds faster with Ore - didn't really make sense
+ Force Shield can no longer be built in a city with a House Shield Generator
+ House Shield Generator gives +1 happy for Protective leaders
+ New Ordos Palace graphic converted from Emperor:Battle for Dune
+ Replaced Water Souk graphic - from tsentom1's Trade Fair at Troyes wonder
+ New City Ambience sound loops - thanks to orlanth
+ Made Worm Rider texture consistent with the Sandworm
+ Reskinned Dates resource (again)
+ Added a few pedia entries for Wonders
Download Here (http://www.mediafire.com/download.php?yzykztzffoy)
Happy Christmas to everyone. :)
Ahriman Dec 22, 2009, 06:59 AM Awesome, looks great.
davidlallen Dec 22, 2009, 05:22 PM OK, I have finished everything I am going to do before the Christmas break.
I've merged it all in to my area and run civcheck. There is one undefined item; SND_AMB_DESERT_BIRD is undefined at audio3dscripts.xml line 648. Possibly it is because SND_DESERT_BIRD is defined at audiodefines.xml line 11182. Are these supposed to be the same?
I notice you have changed Civ4EraInfos.xml, which means an update to the music patch will be needed. It probably does not matter until we release 1.7.1.
I'll probably release 1.7.0.6 in about 12-14 hours, with the remaining spy missions and some other stuff. Then I won't have access to the game until Jan 1.
davidlallen Dec 22, 2009, 06:18 PM Are action buttons in place? What is missing from the art stuff?
In addition, the following building buttons are not very good; could you create new ones?
Aerie / Pilot School
Automated Factory
Barracks
Desert Airfield
Industrial Complex
Ixian Skunkworks
Mushtamel / Sculptor's Garden
Prison Camp
Refinery
Saboteur Defense
University
Water Souk
Hopefully, we can get rid of all the icons from the nextwars atlas and the dunewars buildings atlas.
Deliverator Dec 23, 2009, 03:45 AM I've merged it all in to my area and run civcheck. There is one undefined item; SND_AMB_DESERT_BIRD is undefined at audio3dscripts.xml line 648. Possibly it is because SND_DESERT_BIRD is defined at audiodefines.xml line 11182. Are these supposed to be the same?
I don't think I used the Desert Bird sounds yet anyway (otherwise I would have noticed the problem). I used the vanilla Desert Hawk effect instead for the new Peak feature. It looks like the audio3dscripts.xml entry should be SND_DESERT_BIRD. You can either make that change or remove both entries. I can re-add them when I add in the sound effect.
I notice you have changed Civ4EraInfos.xml, which means an update to the music patch will be needed. It probably does not matter until we release 1.7.1.
I was aware of this, but should have mentioned in the release note. I need to update the music pack with Slvynn's fix anyway - I'll do it next week. For now, if 1.7.0.5 users apply the music pack the only thing they'll lose in the new city screen sound loops.
davidlallen Dec 23, 2009, 10:46 AM Here is patch 1.7.0.6. This contains several new spy missions, and several other bug fixes. It includes all of the 1.7.0.1 - 1.7.0.5 patches; you can install it over 1.7 or any of the 1.7.0.x patches. The details of 1.7.0.4 are shown at this post. (http://forums.civfanatics.com/showpost.php?p=8743458&postcount=835). The details of 1.7.0.5 are shown at this post. (http://forums.civfanatics.com/showpost.php?p=8749003&postcount=853).
I have run out of time before I leave for my Christmas trip, and this patch frequently causes a hang around turn 360-380 on normal speed. In one game, deleting a certain Ix city freed the hang, but I don't know why yet. So, in case you want to back out this patch, you may want to keep 1.7.0.4 or 1.7.0.5 handy. You will need to delete your DW installation, re-install 1.7, and then re-install whichever patch you want. Simply re-applying 1.7.0.5 on top of 1.7.0.6 will just get everything confused.
I am hoping to get some feedback on the controversial "Impersonate Commander" mission, although that is not working perfectly either. Also I have removed all the corporations in favor of buildings that directly grant gold/commerce per spice resource.
Here is the download link (http://www.mediafire.com/download.php?mkddakm0jdy).
Spy missions
* Vanilla has a "destroy unit" espionage mission which was mostly hijacked by Super Spies to assassinate a settled specialist. I split this into two missions, "Assassinate Specialist" and "Sabotage Unit". The Sabotage Unit mission only applies to vehicle, thopter, hornet and mech unitcombats. If successful, the mission destroys the selected unit, representing sufficient damage of the unit's equipment to destroy it. If you cannot stand these missions, you can disable them by editing assets/xml/GlobalDefines.xml and changing SS_ASSASSINATE to 0.
* Vanilla has a "buy unit" espionage mission which was mostly hijacked by Super Spies to recruit (steal) a worker. I split this into two missions, "Recruit Worker" and "Impersonate Commander". The Impersonate Commander mission only applies to guardsman and melee unitcombats. If successful, the player gets control of the unit for one turn, then the owning player gets it back. If you cannot stand these missions, you can disable them by editing assets/xml/GlobalDefines.xml and changing SS_BRIBE to 0.
* There is one known bug in the "Impersonate Commander" mission. I am having trouble controlling where the controlled unit appears. If you have open borders with the target, it should appear in the same plot. If you are at war, it should appear in some adjacent plot with no enemy troops. If neither, then according to the rules the unit must appear outside the target player's borders; this "popping" is the same as what happens when you have a stack inside a neutral player's territory and then declare war. However, in all three of these cases, the unit currently appears somewhere unexpected several plots away.
* Rename espionage missions: Force Friend to Political Marriage, Force Enemy to Cause Incident, Convert City to Annex City; Political Marriage no longer causes a -1 "You manipulated us!" memory.
* Inside the spoiler is a list of the current spy promotions and effects, along with the current espionage missions and costs.
Promotions
* Diplomat: automatically added to Reverend Mother URU, enables Convert City, Destabliize, Political Marriage, Cause Incident missions
* Sabotage: automatically added to Saboteur UU, enables Sabotage mission
* Poisoner I: automatically added to Face Dancer UU, enables Assassinate Specialist and Impersonate Commander missions, +50% bonus unhealthiness from missions
* Deception I,II,III: +10% defense against detection ("detection evasion")
* Escape Artist I,II: +40% to survive upon mission failure
* Improvise I,II,III: +20% success rate ("free preparation bonus")
* Instigator I,II: +50% unrest from missions
* Instigator III: +100% city revolt time
* Loyalty: never reveals nationality, prevents -1 diplomatic penalty upon capture
* Poisoner II, III: +50% unhealthiness from missions
* Security I,II,III: +1 visibility range, +10% spy detection bonus, +50% counterespionage bonus
Vanilla missions
* See Demographics, See City, Investigate City: passive missions
* Buy Tech: cost 0, difficulty 25
* City Revolt: cost 650, difficulty 25
* City Unhappiness: cost 120, difficulty -50
* Counterespionage: cost 100, difficulty -100
* Destroy Building: cost 500, difficulty 10
* Destroy Improvement: cost 75, difficulty 0
* Destroy Production: cost 500, difficulty 0
* Destroy Project: cost 500, difficulty 0
* Insert Culture: cost 0, difficulty 0
* Poison Water: cost 120, difficulty -50
* Steal Treasury: cost 300, difficulty 25
* Switch Civic: cost 60000, difficulty 50
* Switch Religion: cost 60000, difficulty 50
Additional missions
v = present in vanilla but disabled, s = added/changed by Super Spies, d = added/changed by Dune Wars
* Annex City (v,d): requires Diplomat, cost 3000, difficulty 50
* Assassinate Specialist (s): requires Poisoner, cost 500, difficulty 25
* Cause Incident (d): requires Diplomat, cost 200, difficulty 25
* Destabilize Civilization (v): requires Diplomat, cost 1500, difficulty 50
* Impersonate Commander (d): requires Poisoner, cost 250, difficulty 25
* Political Marriage (d): requires Diplomat, cost 150, difficulty 25
* Recruit Worker (v,s): cost 150, difficulty 25
* Sabotage Unit (v,d): requires Sabotage, cost 100, difficulty 25
Minor gameplay changes
* Previously, to get commerce income from Spice, you would build a House Spice Corporation building and found a corporation. This is no longer needed; instead, each palace building automatically gives +3 commerce per Spice resource connected.
* CHOAM Headquarters world wonder now directly generates +3 gold per spice resource consumed, instead of founding a corporation with similar effects.
* The key action button for Inquisitors was missing; inquisitions was switched off in the configuration xml. You may also need to delete your local file My Documents/My Games/Beyond The Sword/Dune Wars/UserSettings/RevDCM.ini or change the value INQUISITIONS_ENABLED in that file from 0 to 1.
* Increased chance that AI will select Ixian Weaponry and Sardaukar Cooperation contracts when building landing stage; weight was 1000, now 100000.
Documentation / non-gameplay changes
* Some players reported problems with the interface not appearing when using non-roman character sets like Russian. Replaced file assets/python/BUG/BugPath.py with another version which prints less debugging information. Printing the debug information, with non-roman characters, causes this failure for an unknown reason (by EmperorFool, forwarded by phungus420)
* When building a landing stage as Corrino or Ix, added help text to the contracts to indicate which one is recommended (Sardaukar for Corrino, Ixian Weaponry for Ix)
* Added several pedia text entries and quotes (by White.Rabbit82)
* Filled in text for civic strategies, shown whenever a tech grants a new civic
* Improved the writeup of terraforming in the concepts tab of the Dune Encyclopedia to answer questions asked in the succession game.
* Re-checked religon pedia entries against code for civilizations forbidden to found certain religions; added corresponding entries to civilization hover help
keldath Dec 23, 2009, 01:58 PM wow guys - im gone for a few days and you have 1.7.0.6 already.. superb.
Slvynn Dec 23, 2009, 04:33 PM I'll do all stuff this weekend and recheck new promos to make them look vectorish and clean
Deliverator Dec 25, 2009, 05:25 AM My view is that we should make the next release version 1.8 and use the fixed installer. The 1.7 installer doesn't work with either Steam or Direct2Drive installs which are fairly common. Although we have a workaround, it is a fair amount of hassle for people and some will not have the patience to follow it.
davidlallen Dec 25, 2009, 07:14 AM The zipfile isn't that much of an inconvenience, I wouldn't think. But numbers are cheap, so we can easily do 1.8 instead of 1.7.1.
davidlallen Dec 27, 2009, 04:11 PM According to mediafire, there are 600 downloads of the (not completely working) installer for 1.7, and 70 downloads of the zipfile for 1.7. I could release a full installer version 1.8 at 100 MB and everybody would download it. Or, I could release a 1.7.1 patch at 5 MB along with a steam compatible installer of 1.7; then only the interested steam users would download the steam compatible one. Not that bandwidth costs anything, but I am inclined to do the second. What do you think?
Deliverator Dec 28, 2009, 12:57 PM I'm easy either way really.
Can you include a small bugfix if you are assembling a 1.7.1 patch? My new DuneWars.py code mistakenly had "elif" rather than "if" in the two highlighted places:
def cannotConstruct(self, pCity, iBuilding):
self.Initialize()
pPlay = gc.getPlayer(pCity.getOwner())
if ((iBuilding == self.iBCatch) or (iBuilding == self.iBLiet)) and pPlay.getCivics(self.iCArrak) != self.iCPara:
return true
if (iBuilding == self.iBSSilo) and pPlay.getCivics(self.iCArrak) != self.iCSpind:
return true
if (iBuilding == self.iBFrcSld) and (pCity.getNumRealBuildings(self.iBHseSld) > 0):
return true
return false
Also, can you include the unit changes from this post (http://forums.civfanatics.com/showpost.php?p=8758341&postcount=89) please? I have playtested and the new version of the Raider seems quite nicely balanced.
I have been playtesting Ix and one thing that stood out as wrong is the fact that Spiders (Strength 14) are available at Mechanization which is a prerequisite for Solid Fuel which enables Walkers (Strength 11). This makes Walkers obsolete before they are even researched. I think Spiders at Mechanization is fine, so perhaps we could move Walkers to Low Energy Vehicle?
This highlights an issue we have discussed before: the X axis position in the tech tree is not a good indication of the number of steps required to research a tech. As Ahriman I think has said before, beelining is too easy for a lot of techs and we need more AND requirements to make it a little harder in some cases.
I'll give some more feedback on Ix when I finish the game.
AnotherPacifist Dec 28, 2009, 04:06 PM I agree with the part about beelining. Right now in our SG we can get Kindjal Soldiers without having researched Fanaticism, Jihad or Harsh conditioning (which is a dead end). I would make Harsh Conditioning, in addition to Vendettas, a prerequisite for Assault Doctrine (not Vendettas which gives guardsmen rather than melee).
Deliverator Dec 31, 2009, 09:54 AM if iBuilding == self.iBFrcSld and pCity.getNumRealBuildings(self.iBHseSld) > 0:
return true
This code in cannotConstruct does not seem to work properly. I have a House Shield Generator in my capital, but I have found by changing the Python on the fly that getNumRealBuildings is returning zero for the HSG despite the fact that I have one built. Is it possible that either (a) the fact this is my capitol or (b) the fact that I have used up my four National Wonders could be causing this? Anyway, it still seems to be possible to build a Force Shield in a city with a HSG in some cases.
davidlallen Dec 31, 2009, 01:10 PM This code in cannotConstruct does not seem to work properly.
No access to the game till tomorrow. Does getNumRealBuildings take a building id or a building *class* id? Which are you passing it? Are both of these variables in self set to a useful value (not -1)?
davidlallen Jan 01, 2010, 10:06 AM I am back. I have uploaded "Dune Wars 1.7 for Steam", exactly the same game files as 1.7 but with a new installer. In unrelated news, I have also uploaded Fury Road version 11. I will investigate some feedback from the Christmas break and release Dune Wars 1.7.1 on Sunday.
davidlallen Jan 01, 2010, 04:55 PM This code in cannotConstruct does not seem to work properly.
I am not able to reproduce this. I start a game; using WB I give myself Ablative Shields and look in my city build list. It shows I can build FSG; that is correct. Next I give myself a HSG, and look in my city build list again. The FSG is now gone from the build list; that is also correct, but not what you found. Are you doing something different? The cannotConstruct routine also checks certain other things such as whether you have the proper civic to build a Reservoir of Liet. Are these other checks working for you?
Deliverator Jan 02, 2010, 02:55 AM Figured it out - I had pCity.getNumRealBuildings instead of pCity.getNumRealBuilding. Works fine now.
davidlallen Jan 02, 2010, 07:28 AM Figured it out - I had pCity.getNumRealBuildings instead of pCity.getNumRealBuilding. Works fine now.
Good. Please double-check you had python logging and exceptions turned on. This typo "should" have thrown a python exception. These exceptions make debugging much faster.
davidlallen Jan 03, 2010, 11:59 PM Well, there will be no 1.7.1 release today, if you had not guessed by this point.
Sometime between 1.7.0.3 and 1.7.0.6, an infinite loop bug has crept in. So far I am unable to debug it. It happens every 9-player game between turn 360-400. I have tried cutting down the civs in WB; I have tried setting breakpoints; I have tried smaller games. Nothing seems to work yet.
Although I'd like to have a release out to combine all the patches, it isn't worth a 100% infinite loop bug. I will update when I can find a fix. Some related technical discussion is at this thread (http://forums.civfanatics.com/showthread.php?t=341668).
Ahriman Jan 07, 2010, 02:34 PM I agree with the part about beelining. Right now in our SG we can get Kindjal Soldiers without having researched Fanaticism, Jihad or Harsh conditioning (which is a dead end). I would make Harsh Conditioning, in addition to Vendettas, a prerequisite for Assault Doctrine (not Vendettas which gives guardsmen rather than melee).
I don't think we should be forcing fanaticism, or jihad. I don't mind there being *some* dead-end/optional techs. One of the things I like about the tech tree design is the flexibility to be choosing multiple paths.
I don't mind Harsh Conditioning being added. I think the best AND requirement for Assault Doctrine is probably the tech that allows Naib's Chosen (I forget the name).
I have some suggestions for specific changes in the Modpacks forum thread.
Best of luck with finding the loop bug.
AnotherPacifist Jan 08, 2010, 02:45 PM Any luck with the next patch? (Can't wait till next weekend and I don't want to play generic BtS any more!) Thanks!
davidlallen Jan 08, 2010, 03:55 PM 1.7.1 is released. I found the cause of the hang, which is the "unload transports in danger" feature. Sephi provided the code, but for a software engineering reason I put it somewhere else than where he suggested. This caused the hang, although I still do not understand why. I moved the code one other place, and it did not hang but did not actually unload transports either. So I moved it to where Sephi originally suggested and now it hangs at the start of the game. I will try to figure this out, but I was so frustrated I just removed it and released everything else.
Attached the updated issue list.
I recently got "Dragon Age: Origins" and this is consuming a lot of my free time now.
AnotherPacifist Jan 08, 2010, 04:04 PM :goodjob::clap::bowdown::worship::beer::w00t:
AnotherPacifist Jan 09, 2010, 12:01 AM There seems to be a problem with Mahdi spread. Mahdi was the only religion I adopted, and yet, later on when I conquered cities, it did not spread to them. (You can see from stats that I only built 13 cities, the rest were conquered or "annexed").
The save is from just before I won a terraforming victory.
And the core cities having no Mahdi really sucks. (Can we make it like Imperial which allows 1 missionary?)
keldath Jan 09, 2010, 12:43 PM hey guys,
great work on 1.7.1,
question: what happened to the corporations??? where did they go?
issue : for next version - you need to remove the multiple production option - its from older version - its not available either on or off.
second thing: you guys still havnt fixed the missing icons for corporation screen(that iunderstand isnt used anymore - but still..)
and the espionage icon.
davidlallen Jan 09, 2010, 01:45 PM what happened to the corporations?
As listed in the release note, the palaces now directly give +3 commerce per spice, so no corporations are needed.
issue : for next version - you need to remove the multiple production option - its from older version - its not available either on or off.
You put it in. I never understood what it does. Is it causing you a problem?
you guys still havnt fixed the missing icons for corporation screen
I can't figure out what is wrong. I think it is related to the theme files somehow. If you can make any sort of suggestion about how to fix it, that would be great.
keldath Jan 09, 2010, 02:11 PM "the palaces" ? what places? you mean spice give +3?
multi production - ts not causeing any problem - its just that theres no sdk for it - you asked me to remove it and leave the lead from behind.
so basically - on/off isnt doing anything - can be removed from the xml.
mm.. i have looked at this icon thing - was trying to find the source, didnt think to look in the theme folder, good idea, ill check it out.
1. i love the new hills
2. i love the new rock features
3. the mod is awesome.
davidlallen Jan 09, 2010, 04:46 PM "the palaces" ? what places? you mean spice give +3?
Your *palace*, in your capital. Mouse over it and you will see.
keldath Jan 09, 2010, 10:53 PM oh palace...
ahh good idea :).
perhaps later on we can do something with the corporation or something.
anyway - your are right about the theme ting the source of the problem is in the resource folder, i will work out a solution.
***edit*****
hi,
ive fixed the missing icons.
here's the files, just extract under - Dune Wars\Resource and replace the theme folder.
have fun.
Deliverator Jan 12, 2010, 02:46 AM hi,
ive fixed the missing icons.
Cool. Thanks keldath.
keldath Jan 12, 2010, 08:56 AM glad do even the minor thing i can these days.
Pickly Jan 12, 2010, 02:09 PM I have a sneaking suspicion that this isn't supposed ot happen. :)
(It's the guild research facility. I haven't switched to 1.7.1 yet, but didn't see any mention of this in this thread, so figured this may be a bug to mention.)
davidlallen Jan 12, 2010, 02:26 PM I think this was fixed in one of the 1.7.0.x patches, so if you update to 1.7.1, please confirm it is the proper scale.
Pickly Jan 12, 2010, 07:10 PM Does the patch break saved games? If not, I'll just try it out to see what happens.
davidlallen Jan 13, 2010, 12:00 AM Does the patch break saved games? If not, I'll just try it out to see what happens.
The patch will definitely break save games. Dune Wars is still under active development with a lot of changes being made.
Riso Jan 13, 2010, 03:47 AM The game creates a "My Documents\My Games\Beyond the Sword\Dune Wars" folder.
When you delete the folder for a clean slate the game doesn't recreate it and instead spams a "bugmod cannot find folder" notification.
davidlallen Jan 13, 2010, 08:45 AM That is correct. So, please do not delete it. If you want a clean slate, instead please delete the ini files inside ...Dune Wars\UserSettings.
Riso Jan 13, 2010, 08:52 AM Can you create a Dune Wars\save subfolder and make the game use that please? It's a bit annoying to say the least to have multiple mods use the same default place.
davidlallen Jan 13, 2010, 09:08 AM Can you create a Dune Wars\save subfolder and make the game use that please? It's a bit annoying to say the least to have multiple mods use the same default place.
Which other mod writes files into Dune Wars\UserSettings? What is the original problem you are trying to solve, which leads you to delete a higher level directory?
Deliverator Jan 13, 2010, 09:36 AM Can you create a Dune Wars\save subfolder and make the game use that please? It's a bit annoying to say the least to have multiple mods use the same default place.
As far as I know all mods take you to the same default location when saving a game. There's nothing to stop you create subdirectories of My Documents\My Games\Beyond the Sword\Saves for different mods, and saving each different mods' savegames to a different folder.
davidlallen Jan 13, 2010, 09:44 AM I am confused about what problem Riso is trying to solve. The original request related to the ini files stored in my games/beyond the sword/dune wars/usersettings, not save games. I suppose it is possible that Riso completely deleted my games/beyond the sword, for some reason we don't understand. In this case the vanilla game would recreate some directories it needs, but Dune Wars fails to recreate its usersettings directory. But, this seems unrelated to the second request of creating a separate directory for something.
@ Riso, can you please explain your problem and request in more detail?
Riso Jan 13, 2010, 10:07 AM The last thing was a feature request to automatically segregate DW saves from the default save folder.
davidlallen Jan 13, 2010, 10:20 AM To make sure I understand, there are two requests.
1. When the directory my documents/my games/beyond the sword/dune wars/usersettings is deleted for whatever reason, the game should recreate it instead of spamming messages that this directory cannot be found.
I agree with this suggestion; the installer creates the directory, and right now the game assumes it exists. I can request the author of that part of the code to create the directory if it is missing. It is possible that creating the directory may fail. For example, if "my documents" itself is missing (perhaps due to the user editing a mod setup file and mis-spelling the directory path above it) then it may fail. This is unlikely, but possible.
2. Save games in some folder other than the default.
I suppose this might be convenient, although if you attempt to load a savegame from another mod, the game automatically loads that mod. So I am not sure if anything actually goes *wrong* without this. But, it is easy for you to do on your own, and I am not sure it is possible for a mod to change this behavior. It is just a "file save as" dialog box.
Deliverator Jan 13, 2010, 10:20 AM There were two separate issues.
The first is about Dune Wars/UserSettings. Riso should not have deleted the My Documents\My Games\Beyond the Sword\Dune Wars folder, just the .ini files within ...Dune Wars\UserSettings.
The second unrelated request was about save games, and the possibility of automatically saving Dune Wars save games to separate directory.
Ahriman Jan 18, 2010, 12:42 PM And the core cities having no Mahdi really sucks. (Can we make it like Imperial which allows 1 missionary?)
I'd oppose having a missionary. Even one missionary slot would basically make it too easy to spread, and too much like other religions.
I really like the system of Mahdi *only* spreading via conquest or to cities that do not already have a religion.
I would have no problem with increasing its passive spread though - or giving a small passive spread to the Temple building.
davidlallen Jan 19, 2010, 09:53 PM I am a little stuck on debugging the various save games that have been posted.
a. Tawalil Pass causes CTD on "annex city". I can reproduce it but it does not happen in debug mode. (This is not uncommon when debugging, since debug mode initializes data to known values, while optimized mode does not.) The same game also hangs after a few turns, and in debug mode, breaking only shows assembly. So the game has gone off into deep space somewhere without leaving any clues.
b. Weird problem of multiple vultures and bladesmen appearing in Ix capitol. I can reproduce it but I have no idea why. If it is due to multiple production, I do not know how to back out the actual code changes from the sdk. Keldath added this at the same time as many other things, so I do not have a version to diff against.
c. Hang in game submitted by Sable. I can reproduce this but similar to (a), the stack trace is only assembly so there are no clues.
mmmchikn Jan 20, 2010, 09:56 AM I really like the system of Mahdi *only* spreading via conquest or to cities that do not already have a religion.
I don't know if this is really working.
I have a save game where I was running Mahdi the entire game after I got it, and as I understand it, any cities you capture when you are running Mahdi should convert religion to Mahdi and all others gone, correct?
Here's the save game, and a list of cities that I captured while running Mahdi that don't have it now:
Cave of Ridges
Jayyan Rock
Akrab Chasm
Niazi Rock
Al Zarqa Pan
Cave of Knives
All the captured Atreides cities in the Southeast
So either there's a bug, or I am doing something wrong/misunderstanding how Mahdi works.
Ahriman Jan 20, 2010, 10:19 AM I have a save game where I was running Mahdi the entire game after I got it, and as I understand it, any cities you capture when you are running Mahdi should convert religion to Mahdi and all others gone, correct?
Almost.
When Mahdi is your state religion, any city you capture should gain the Mahdi religion, but other religions are left untouched. You still have to inquisition them out if you want them gone.
Arguably we could also have any other religions removed; I am relatively indifferent, but that is not the current design intention.
If Mahdi is not being added, then that is a bug. I know I have had games where it worked fine before (in older versions), we should do some testing and see if we can replicate.
Hopefully no bug has been introduced.
I will try to do some preliminary checknig on this tonight.
davidlallen Jan 20, 2010, 10:26 AM Capturing a city should add Mahdi religion. It does not remove other religions. Do you see *any* cities converting to Mahdi when you capture?
Ahriman Jan 20, 2010, 04:35 PM If Mahdi is not being added, then that is a bug.
I can replicate this, both in the save and in a save of my own (add Mahdi to a city in world builder, add a bunch of units, exit worldbuilder, convert to mahdi state religion, declare war and invade, conquer city, Mahdi not spread in city).
Clearly a bug has somehow been introduced.
AnotherPacifist Jan 20, 2010, 04:59 PM I thought I already found this bug shortly after the new patch:
http://forums.civfanatics.com/showpost.php?p=8793583&postcount=877
The interesting thing is that Mahdi did spread initially by my sword, but stopped after a certain number of cities (I forgot how many).
mmmchikn Jan 20, 2010, 05:29 PM Capturing a city should add Mahdi religion. It does not remove other religions. Do you see *any* cities converting to Mahdi when you capture?
I do not believe that any of them converted to Mahdi or had it introduced.
I thought I already found this bug shortly after the new patch:
http://forums.civfanatics.com/showpost.php?p=8793583&postcount=877
The interesting thing is that Mahdi did spread initially by my sword, but stopped after a certain number of cities (I forgot how many).
Oh I didn't see that you already pointed it out before...but for me, it never spread initially either.
davidlallen Jan 25, 2010, 01:32 PM I am a little stuck on debugging the various save games that have been posted. ...
b. Weird problem of multiple vultures and bladesmen appearing in Ix capitol. I can reproduce it but I have no idea why. If it is due to multiple production, I do not know how to back out the actual code changes from the sdk. Keldath added this at the same time as many other things, so I do not have a version to diff against.
c. Hang in game submitted by Sable. I can reproduce this but similar to (a), the stack trace is only assembly so there are no clues.
I looked into "multiple production". There are many changes in the DW sdk related to this, most of which are *not* protected by the game option. In other words, even with the game option set to "off", play is different than it would be if the sdk changes were removed. So, I locally removed the multiple production changes. The weird production in (b) goes away and furthermore I autoplayed it 50 more turns with no hang. So, I tried that on (c) and magically, that does not hang either.
I will get rid of the sdk code for multiple production, as well as the game option, and let us see if other reports of hangs go away also.
davidlallen Jan 25, 2010, 01:34 PM I have not done much with DW in the last few weeks. I can make a 1.7.2 which has the missing espionage and corporation icons as found by keldath; the new religion XML flavors made by Ahriman; and my recent fix for the multiple production hang bug in the previous post.
I would also like to change the AI so that it values yield on buildings the same way it values yield on corporations. I will try to do that in the next few days. Also, I will look into the report of Mahdi not spreading on conquer, and add a simple routine so that it spreads among cities with that state religion with a small probability.
Are there any other people making changes out there, such as art, which may come along in the next few days?
Ahriman Jan 25, 2010, 05:24 PM and add a simple routine so that it spreads among cities with that state religion with a small probability.
Do you think this is a better solution than just increasing the passive spread parameter?
You could just change <iSpreadFactor>55</iSpreadFactor> to say 75.
davidlallen Jan 25, 2010, 05:48 PM I had assumed iSpreadFactor would be *zero*, since it is only supposed to spread by conquering. But you are right, it is 55 now. My thought was to add a percent chance per turn for each city to add Mahdi, if the owning civ has Mahdi as state religion. Say, 5% per turn, so 20 turns after making it the state religion, all the cities would have it. Since you have pointed it out then I would change spread factor to zero.
Why is the spreadfactor nonzero now? I am not sure exactly how spread factor is used to compute the chance of a spread, but the original problem to be solved is that in a large civ, the core cities never seem to get Mahdi. Only conquered cities seem to get it.
In related news, the 1.7.1 patch has a bug related to Mahdi spread. The function "onCityAcquired" is supposed to add Mahdi when a city is conquered, but that function got accidentally disabled. So in 1.7, Mahdi spreads when a city is conquered, but in 1.7.1 it does not. Clearly I will fix that in 1.7.2.
The question here is how it should spread, among core cities which are never conquered. Does a 5% per turn rate seem reasonable?
Ahriman Jan 25, 2010, 07:35 PM Why is the spreadfactor nonzero now? I am not sure exactly how spread factor is used to compute the chance of a spread, .
Spreadfactor determines the probability of the religion spreading from the holy city or shrine to a city that does not already have the religion (cities that already have a religion do . The higher the spreadfactor, the higher the probability. The religion spreads by trade-route linkages, and higher distance severely retards the possibility of spread.
The spreadfactor is used heavily in the religion design and balancing. Imperial religion has a *very* high spreadfactor; 150. Shai Hulad and Landsraad have low spread factors; they need to be spread by missionaries.
Late-game religious spread-factors (technocracy and qizarate) are basically irrelevant, because nearly every city has a religion by that stage, and so can't have a religion auto-spread to them.
For reference, the spreadfactor of a vanilla religion is 100.
but the original problem to be solved is that in a large civ, the core cities never seem to get Mahdi. Only conquered cities seem to get it
This is not what I observe. The religion spreads slowly to the core cities automatically, but it happens eventually, particularly to cities near the holy city.
This is partly deliberate design. The intention is that you have to keep your cities clear of other religions if you want Mahdi to auto-spread to them.
If they get infected with imperial or shai-hulad, then you need to use an inquisitor to clear them out, in order to then enable mahdi to auto-spread to them.
Does a 5% per turn rate seem reasonable?
No, this seems far too high to me. In 20 turns on average, your state religion automatically spreads to all your cities without you having to even spend any resources on missionaries? That would be a very rapid spread. It would also be potentially exploitative, leading to very rapid spread even if you weren't the founder; get one of your cities to have mahdi spread to it, then adopt it as state religion and have it rapidly spread through your empire like wildfire, giving you a near instant complete religious coverage.
If you want to do it with a python routine, I would make it ~1%, or even less. And consider similarly making it so that it can't auto-spread to cities that already have a religion.
* * *
Also, part of the problem was that Mahdi was getting founded pretty late, and not adopted. With the new flavor values, I suspect Mahdi will be founded earlier (by Fremen in particuar).
* * *
My other question with Mahdi is whether or not the zealot is too strong (maybe it just needs a cost increase, 30 is too cheap for a unit with no upkeep cost), and whether or not there should be a late-game fanatic unit that the zealot can upgrade to, so that mahdi is not too weak in the lategame. The unit could still be weaker than standard buildable units, but still retain the no-maintenance cost feature. Maybe a strength 9 melee unit at Desert Rites?
davidlallen Jan 25, 2010, 08:19 PM The religion spreads slowly to the core cities automatically, but it happens eventually, particularly to cities near the holy city.
This is not what others observe. I guess we need to agree on the problem, before we can agree on a solution. AnotherPacifist posted that his core cities did not have Mahdi in this post (http://forums.civfanatics.com/showpost.php?p=8793583&postcount=877), and yiumlaien posted the same thing here (http://forums.civfanatics.com/showpost.php?p=8752196&postcount=113). Possibly the problem is different interpretations of "slowly", where some people see "slowly" as "never".
I think the design goal is that Mahdi should never spread to a nearby city of another civ, who does not have Mahdi as the state religion. That is, it should spread externally *only* by conquest. In this case, its spreadfactor should be zero and we need some other mechanism to spread it internally. However, if you don't mind having it spread externally without conquest, then we can just increase the spreadfactor. What do you think?
Ahriman Jan 26, 2010, 05:44 AM Possibly the problem is different interpretations of "slowly", where some people see "slowly" as "never"
I think this is the case. And I think that people don't realize that the spread can't happen if you let your other cities acquire other religions.
Check out our first succession game for example; Mahdi spread passively to most of our core cities pretty rapidly.
That is, it should spread externally *only* by conquest.
I see your point. Its flavorful. BUT it has some problems; eg an Atreides faction who founds Mahdi can't get their Fremen allies to adopt Mahdi without declaring war on them. So a slight passive spread can still help gameplay.
In my current game, I chose to go Paradise and ally myself with the fremen, but I would have been unable to join the same religion as them (they founded Mahdi) if there was no passive spread.
I could go either way on this.
Either:
a) Spread-factor 0, mild python script for spreading the religion if mahdi is your state religion.
b) Increase spread factor to 70 or 75, and get feedback.
Either could work, though I have a small preference for b), so some passive spread to neighboring civs can occur.
* * *
Can I suggest for 1.7.2, returning the fresh water spice prevention mechanic back to adjacent tiles, and not 2 radius from fresh water, so that wells do not destroy too much spice?
And nerfing the Guild Research Facility down to +2 beakers per spice?
And maybe the Technocracy changes?
Those would probably be fairly easy changes, but with some good gameplay effect.
davidlallen Jan 26, 2010, 09:42 AM I think that people don't realize that the spread can't happen if you let your other cities acquire other religions.
Really? *I* didn't realize that. In vanilla, a religion will only spread to a city which has none?
In my current game, I chose to go Paradise and ally myself with the fremen, but I would have been unable to join the same religion as them (they founded Mahdi) if there was no passive spread. ... b) Increase spread factor to 70 or 75, and get feedback.
That is certainly a good point. I will try that.
Can I suggest for 1.7.2, returning the fresh water spice prevention mechanic back to adjacent tiles, and not 2 radius from fresh water, so that wells do not destroy too much spice?
As I have pointed out before the fresh water spread system is a hack, and I don't want to pile another hack on top of it. I want to implement a proper radius based system. That is more work than I plan for right now. You are welcome to keep suggesting it; eventually the repetition caused me to implement the "yield for buildings" modcomp.
And nerfing the Guild Research Facility down to +2 beakers per spice?
Easy enough, one character change in the xml.
And maybe the Technocracy changes?
You keep suggesting overlap between Ix and technocracy, and I keep not implementing that.
Lone Wolf Jan 26, 2010, 10:31 AM Really? *I* didn't realize that. In vanilla, a religion will only spread to a city which has none?
Auto-spread, yes. Thats how things are supposed to work in Vanilla.
God-Emperor Jan 26, 2010, 10:34 AM Really? *I* didn't realize that. In vanilla, a religion will only spread to a city which has none?
Really.
davidlallen Jan 26, 2010, 11:01 AM So, to ""spread"" Mahdi to my own cities, what I need to do is send inquisitors to my cities to burn out the other religions, and then gamble that my spread factor will cause a spread faster than the other guys' spread factor. Correct?
Ahriman Jan 26, 2010, 11:11 AM Really? *I* didn't realize that. In vanilla, a religion will only spread to a city which has none?
Its not a well-advertised feature. I realized only a few months ago when starting to do the religion design for this mod.
As I have pointed out before the fresh water spread system is a hack, and I don't want to pile another hack on top of it. I
I understand that the fresh water system (for catchbasins/reservoirs) is a hack involving placing invisible fresh water resources; this is fine.
But: the spice-prevention mechanic is not a hack (I thought?).
There is code somewhere that prevents the spice resource from spawning (and removes the spice resource from):
a) any tile that has fresh water access (eg well tile and tiles adjacent to the well, or tiles in the 4 corners of a
AND
b) Any tile *adjacent* to a tile that has fresh water access.
My memory is that b) was specifically and deliberately introduced somewhere in the patching process. Perhaps I am wrong?
My request is for you to roll-back b).
So imagine a 5x5 grid, top row 1-5, second row 6-10, middle row 11-15, etc.
Suppose that there is a well on 13 (the middle tile).
Part a) will block placement in tiles 6, 7, 8, 12, 14, 17, 18, 19. Which is fine.
But part b) means that every tile adjacent to {6, 7, 8, 12, 14, 17, 18, 19} also gets blocked.
So a single well is wiping out 25 tiles from being eligible for spice.
Or consider a city at tile 13 with a catchbasin.
Under the status quo, it creates invisible fresh water resources in tiles 6, 8, 17 and 19. Which is fine. Its a good hack.
Then a) by itself will already block every tile in the 25 tile grid.
With b), the block is extended out even further.
My design intention would be:
1) A well blocks a 3x3 grid from spice access.
2) A catchbasin blocks a 5x5 grid from spice access
3) A reservoir blocks a 7x7 or 9x9 grid from spice access (depending on whether it has fresh water radius 2 or radius 3).
But I think the current impact is:
1) A well blocks a 5x5 grid from spice access.
2) A catchbasin blocks a 7x7 grid from spice access
3) A reservoir blocks a 9x9 grid from spice access (from radius 2).
I think this is too much.
Maybe I am misinterpreting things?
* * *
You keep suggesting overlap between Ix and technocracy, and I keep not implementing that.
I would not say I am suggesting an overlap, I would say I am suggesting a small synergy.
Imperial has a small synergy with Corrino.
Shai-hulad has a small synergy with Fremen.
CHOAM/Landsraad has a small synergy with Ecaz.
Why do you object to a small Ixian synergy with Technocracy?
I do not understand your opposition to this.
You didn't like the overlap we had before, where Ix was immune to the happiness penalties from automated buildings. Fine, we removed them.
But this issue is on the same order of magnitude as other things in the mod that you seem to have no problem with.
By comparison to FFH:
Ljiolsofar and Svaltar have *major* synergy with Fellowship of Leaves.
Sheaim have synergy with Ashen Veil.
Lanun have synergy with Octopus overlords.
Khazad have synergy with Runes of Kilmorph.
etc.
Its not exactly a mod-killer.
In any case, this synergy is of secondary importance; the primary importance is to make the various thinking machine robotic/computerized buildings into Technocracy religion buildings.
Ahriman Jan 26, 2010, 11:17 AM So, to ""spread"" Mahdi to my own cities, what I need to do is send inquisitors to my cities to burn out the other religions, and then gamble that my spread factor will cause a spread faster than the other guys' spread factor. Correct?
Yes. Other than Imperial, religions in this mod have low natural spread (sometimes very low) and are mostly spread by missionary, so it is highly likely that you will win this gamble.
From memory, Tleilaxu Supremacy = 0, Shai Hulad ~= CHOAM = 0.45, Mahdi = 0.55, Imperial = 1.5 (but gets displaced by any other religion, from missionary or mahdi conquest).
Not sure about Technocracy and Qizarate, but they're so late that they only really spread by missionary.
Standard spread from vanilla = 1.
The distance modifiers are also large; if you found Mahdi, then there is a radically higher probability that your cities near the holy city will get mahdi spread to them than there is the chance that they will get another religion spread to them, because your cities will be closer to the Mahdi holy city than they will be to the holy cities of other religions.
Not opening borders will prevent missionaries from coming to infect your cities.
But it is intended that Mahdi be easy to spread at war, harder to spread peacefully (relative to other religions).
If you did want a python auto-spread method, perhaps it could happen only while you are at war?
Yaromir Jan 29, 2010, 06:14 PM So, I locally removed the multiple production changes. The weird production in (b) goes away and furthermore I autoplayed it 50 more turns with no hang. So, I tried that on (c) and magically, that does not hang either.
How can I do the same on my installation? I have a hanging problem.
Absolutely astounding work btw.
davidlallen Jan 29, 2010, 07:20 PM I was hoping to also make a breakthrough on AI for spice, and then release 1.7.2. As of 1.7.1, the AI is not interested enough in building harvesters, so it is easy for the human player to get ahead. However, so far, I have failed to understand how corporations cause the AI to build improvements outside the BFC. If I can solve that in the next couple of days, I will release 1.7.2 with this improvement and also the bug fix for hanging due to multiple production. There is no easy way for you to remove multiple production, unless you build your own local sdk with the code backed out.
Ahriman Jan 29, 2010, 07:32 PM However, so far, I have failed to understand how corporations cause the AI to build improvements outside the BFC
Unfortunate. It doesn't surprise me that its quite complex. Best of luck!
Ahriman Feb 01, 2010, 12:31 PM Just a thought (on AI spice issues): if we had to go back to the corporation method, it wouldn't be that big a deal.
It might be worth testing with that method on, to make sure that it really is the spice bonus going from corp -> palace that caused the problem, and not just some of the worker changes from the BBAI upgrade.
davidlallen Feb 01, 2010, 04:52 PM Yes, I agree that reverting to the corporation may be the best approach if I cannot figure out how to improve the AI to handle the building yield directly. There is no BBAI change between 1.7 and 1.7.1, so it may be interesting to see if the number of harvesters built by the AI is significantly better with 1.7.
EnzoLuca Feb 03, 2010, 01:50 AM Sorry to interrupt you two on improving the awesome mod but my game has hung around 5 times at about the 250th turn. Upon load each time it crashes on the next 5th turn.
This mod is so good and i really want to play it but there are only so many times in which i can go through treaties, negotiations, wars, city/unit/building productions to all be lost late in-game -
If you are familiar with fixes for this then please tell me.
Grazie
ver. 1.7.1
davidlallen Feb 03, 2010, 08:47 AM Thanks for the feedback. We believe that this is due to some bug in the "multiple production" modcomp which was added. I have locally removed that, and several other save games which were reporting a hang are now working OK. There is one other point I want to address regarding AI interest in building spice harvesters, but I have had some trouble fixing that. My plan was to release 1.7.2 with both of these fixes. But perhaps I should stop trying to figure out the harvester problem and release 1.7.2 with only the hang fix.
EnzoLuca Feb 03, 2010, 09:42 AM I'm not too familiar with the process of uploading patches,updates on a regular basis due to my lack of game modding.
But if it is quick and easy then this surely outweighs the need to address many problems at once.
Thank you for your work on this mod, it truly is fantastic. Heh, i only really registered to address this issue and to praise the work on the mod so that must mean something.
Keep it up!
EnzoLuca Feb 04, 2010, 09:45 AM Any update on the state of the patch then?
EnzoLuca Feb 04, 2010, 02:42 PM Is it just me or do the Fremen have it real easy in the early/expansion part of the game.
Allowing Settlers and scouts to travel through the deep sand allows you to, almost, dominate the polar region and plant cities into future enemy territories.
Of course we (i say we ^^) cannot disallow the Fremen from traveling through this terrain as it's their major characteristic and right.
Is there any room for tinkering around with the "crossing terrain penalty" so it takes longer for them to get across the sand oceans?
davidlallen Feb 04, 2010, 04:57 PM Thanks for the feedback! Most gameplay related feedback can go onto the "1.7 feedback" thread. The Fremen are supposed to be a little more powerful in the early game, exactly as you have found. Do you find that you can win early playing the Fremen? That would be bad. Other civs have abilities that kick in later, such as the Reverend Mother. This is similar to vanilla civ, where some UU are early game units and some are later game units.
BTW, regarding the patch, it may be a few days before I have the time to put it together. There are several submissions from other people I need to merge in, and then I will put it out. Please stay tuned.
Ahriman Feb 12, 2010, 07:30 PM David, any progress?
keldath Feb 13, 2010, 05:05 AM hi...seems everyone took a long vacation huh ?
davidlallen Feb 13, 2010, 09:02 AM Blame Dragon Age: Origins.
Ahriman Feb 13, 2010, 10:13 AM True.... lots of fun. Mass Effect 2 is also not bad, though not as good as DA:O I think. DA:O allows for some actual roleplaying in a way that ME2 does not.
I thought the later stages of DA:O were a bit weak though. No plot-twists, nothing unexpected, and a dull final enemy who had no personality at all. Just a mindless beast.
Much less interesting late-game than P:Torment, KotOR 1, or BG 1 or 2, or NWN2.
Fantastic early game though, and the origin stories were well designed.
keldath Feb 13, 2010, 01:15 PM dragon age...well, thats a sweet game....i was hooked on buldars gate and alike.
now im caught up with my new xbox a swell....
Pickly Feb 13, 2010, 07:21 PM To possibly throw some extra work at you guys, in a recent game that I've been playing the spice worker unit automation seems screwy. Sometimes it works o.k., but a lot of times, the workers will walk straight to cities and stay there, even when there is open spice in my territory. I am not sure whether this has to do with distance, or some other factor (The spice workers seem to handle automation better when they are already on spice, though this is by no means certain, and the distance to the open spice doesn't seem to matter as much.)
I have read about some AI spice harvester issues earlier in the thread, so am not sure whether these two problems are related (These are my spice workers that are screwy, just to make things clear).
Ahriman Feb 14, 2010, 06:46 AM Yeah, I've definitely noticed this. This is the AI problem, with worker AI not properly building harvesters.
Pickly Feb 14, 2010, 09:30 PM Got another oddity. (Yes, I've been playing more intensely recently. :) )
When I accidentally moved my palace from the founding city to another city, it's spice income disappeared. (I went from somewhere around +300 gold income to -10 gold income, and the treasury did actually decrease in accordance with that income.) The two save games are attached, Dune Bugged is with reduced income, Dune is when I moved the palace back to the founding city, and income went back ot normal. I don't have screenshots, though. I did not try saving, exiting, and restarting to see if that solved the issue.
(Since you seem to have decided ot go back to a corporation for now, this may not mean anything, but at least it's reported in case you try out the palace feature again.)
Ahriman Feb 15, 2010, 01:11 PM Interesting! Thanks for reporting this.
While the human player doesn't move their palace often, the AI moves its palace automatically if it loses its capital, but we want it to retain its spice income.
EnzoLuca Feb 25, 2010, 07:42 AM Eagerly awaiting while i hammer cIV:Rise of Mankind in conquest mode until i can play it!
It's good but Dune has a feel about it
I've been keeping up with all the relevant posts regarding Dune Wars and understand the time it takes to put all this together and of course RL coupled with other console games get in the way too.
Salivating over the announcement of ciV. But that will wait.. i have to have a full game of Dune!!!
Deliverator Feb 25, 2010, 01:12 PM We're definitely due an incremental patch in this incremental patch thread so here's...
Dune Wars Patch 1.7.1.1
You must install the Dune Wars 1.7.1 patch (http://forums.civfanatics.com/downloads.php?do=file&id=13997) first.
+ Unique art for the Ordos Chemical Trooper using WarKirby's Hyperian unit which was a perfect fit - complete with sounds and a visual attack effect.
http://forums.civfanatics.com/attachment.php?attachmentid=244308&stc=1&d=1267128325
http://forums.civfanatics.com/attachment.php?attachmentid=244307&stc=1&d=1267128220
http://forums.civfanatics.com/attachment.php?attachmentid=244305&stc=1&d=1267128392
+ Lots of new game speech sounds from Emperor:Battle for Dune - the new game speech soundsets are named Airbourne, Carryall, Chemical Trooper, Dune Tank, Fedaykin ("The sand will run red"), Fremen Fighter ("Their water is ours!", "Love live the fighters!"), Hawk Radio, Imperial, Scout Thopter, Thopter and Transport. These has been liberally distributed to relevant units. The Harkonnen also have improved Order and Select game speech.
+ The Fremen Homeworld screen is now hopefully more in theme. Screen elements that did not really make sense for them have been suppressed. All the text can be amended easily via XML if people don't like it.
http://forums.civfanatics.com/attachment.php?attachmentid=244306&stc=1&d=1267128198
+ Included Keldath's fix for the missing Corporation and Espionage Advisor icons.
+ Also re-including the Trike unit art files as I noticed a strange issue where the wheels kept spinning when the trike was stationary. Including these files seemed to resolve it.
>>>>>>>>>>>> DOWNLOAD HERE (http://www.mediafire.com/download.php?moj5zmdwqmd)<<<<<<<<<<<<<<
EnzoLuca Feb 26, 2010, 07:11 AM grazie Deliverator.
Does this incremental update include the fix to the "multiple production" modcomp issue which davidlallen mentioned earlier in this thread? As i think this is why i get CTD late in-game
Deliverator Feb 26, 2010, 07:19 AM Does this incremental update include the fix to the "multiple production" modcomp issue which davidlallen mentioned earlier in this thread? As i think this is why i get CTD late in-game
No, sorry. I missed that one.
There is one other point I want to address regarding AI interest in building spice harvesters, but I have had some trouble fixing that. My plan was to release 1.7.2 with both of these fixes. But perhaps I should stop trying to figure out the harvester problem and release 1.7.2 with only the hang fix.
Can we reinstate the house spice corporations for now, but make the palaces the corporate HQs so there is no need to build a separate building?
EnzoLuca Feb 27, 2010, 07:06 PM Dune Wars!!!
Ahriman Feb 28, 2010, 09:41 AM Can we reinstate the house spice corporations for now, but make the palaces the corporate HQs so there is no need to build a separate building?
Reinstating corps sounds good, but making them palaces is problematic: there were individual corps for each house, so you'd need a UU palace for each faction to found the appropriate corp. No easier than the old method with a 1 hammer corp hq building.
Also, I'd really like to address the issues from:
http://forums.civfanatics.com/showpost.php?p=8844082&postcount=917
in our next incremental patch. The too-large anti-spice zone from wells is a big thing holding spice economy back. Terraforming should significantly reduce spice, just digging a well for underground water should not.
And lets try pushing the bonus water for mesa from arrakis habitation back to climate controls tech.
orlanth Mar 03, 2010, 11:22 AM To make the AI want spice more, you could try setting a high iAIObjective for BONUS_SPICE in bonusinfos (it's currently 0), and setting high positive ImprovementWeightModifiers for the harvester improvement on all the leaderheads. Not sure it would help but its worth a shot.
BTW I harnessed my OCD powers to stop all the "you have built your first Gunpowder unit" popups at game start by adding return False to unitBuiltFeats in cvadvisorutils.py.
EnzoLuca Mar 07, 2010, 10:45 PM Is this a major patch?
can't wait for it, but I'll have to.
Deliverator Mar 08, 2010, 01:09 AM Thanks for tracking down the advisor popups thing, orlanth.
For the next patch, I know david has some local changes/fixes which he has talked about putting into a 1.7.2 patch.
Myself, I'm going to look at the late game tech tree redesign.
Ahriman Mar 14, 2010, 12:43 PM Guys,
Can anyone tell me please which files govern terrain tile yields, improvement yields and which tile types improvements can be built on?
I have some ideas for tweaking improvement yields (so that we actually get solar plants and turbines) that I'd like to mock up and test out.
* * *
Edit: Also, which file controls starting techs?
EnzoLuca Mar 14, 2010, 09:25 PM How far is the patch now? (i.e 80%)
Ahriman Mar 15, 2010, 05:53 AM Unknown. Depends what we put in it :-)
davidlallen Mar 15, 2010, 04:21 PM Can anyone tell me please which files govern terrain tile yields, improvement yields and which tile types improvements can be built on? ... Edit: Also, which file controls starting techs?
Tile yields are in terrain/civ4terraininfos.xml. The order is water, hammers, commerce.
<TerrainInfo>
<Type>TERRAIN_POLAR_COAST</Type>
<Description>Polar Desert Waste</Description>
<Yields>
<iYield>1</iYield>
<iYield>1</iYield>
<iYield>1</iYield>
</Yields>
Improvement yields are in terrain/civ4improvementinfos.xml.
<ImprovementInfo>
<Type>IMPROVEMENT_SOLARFARM</Type>
<YieldChanges>
<iYieldChange>-1</iYieldChange>
<iYieldChange>2</iYieldChange>
<iYieldChange>0</iYieldChange>
</YieldChanges>
<TerrainMakesValids>
<TerrainMakesValid>
<TerrainType>TERRAIN_TERRA_GRASS</TerrainType>
<bMakesValid>1</bMakesValid>
</TerrainMakesValid>
</TerrainMakesValids>
<TechYieldChanges>
<TechYieldChange>
<PrereqTech>TECH_REFINING_TECHNIQUES</PrereqTech>
<TechYields>
<iYield>0</iYield>
<iYield>1</iYield>
<iYield>0</iYield>
</TechYields>
</TechYieldChange>
</TechYieldChanges>
I have deleted some syntax items but left a couple of others you may want. YieldChanges is the basic yield change for the improvement. There is a section on terrain or bonus "makes valid" which indicates where the improvement may be legally built. The TechYieldChanges section as you may guess from the name, lists the names of techs which further change the yield of the improvement.
Starting techs are controlled by civs, so they are found in civilizations/civ4civilizationinfos.xml:
<CivilizationInfo>
<Type>CIVILIZATION_ATREIDES</Type>
<Description>House Atreides</Description>
<FreeTechs>
<FreeTech>
<TechType>TECH_WATER_CONSERVATION</TechType>
<bFreeTech>1</bFreeTech>
</FreeTech>
<FreeTech>
<TechType>TECH_DESERT_SURVIVAL</TechType>
<bFreeTech>1</bFreeTech>
</FreeTech>
</FreeTechs>
Ahriman Mar 15, 2010, 06:27 PM Thanks David, very helpful.
Also, which section determines the tech requirements for improvements (or is it self-evident)?
I am toying with removing the higher level turbine upgrades, and just having the basic one upgrade automatically through tech; is there a TECH_NONE or some way to comment out those improvements?
[Also; any thoughts on the high-end tech tree thread and changes?]
davidlallen Mar 15, 2010, 07:08 PM If there are improvements you don't want, it is easier to just remove them from the xml. Whether you remove them or comment them out, you should remove the worker build actions from units/civ4buildinfos.txt and then remove those from the unit build lists in units/civ4unitinfos.xml. (Or use civcheck, which will flag the undefined references for you.)
Now that you are well on the way to reading and modifying xml, the next "level" is to find things on your own. One person's "self evident" is another person's "I have no idea how", I guess. The improvementinfos file also has the PrereqTech field which sets the prerequisite tech.
As you may have gathered, I haven't actually done anything on Dune Wars in some few weeks. There are several files which have been submitted that I could collect together into a patch. I have mostly given up on figuring out how to make the AI interested in building harvesters with spice corporations removed, so I will add back the corporations. That is just a lot of "scutwork" to dig out the archived files, remember which changes go to corporations, and add them back. That, plus the bug fix for "multiple production" which is causing pain to multiple new players, would be the contents of 1.7.2. I do not have any specific release date for it.
Ahriman Mar 15, 2010, 09:04 PM Ok, here are XML files with some changes then that could go into a patch.
[Sorry, not in the right subfolders]
They will work even better I think once we merge with some of Deliverator's changes, like merging the wind power, solar power and crystal techs (at the moment the AI rightly sees each individual tech as weak and so doesn't bother researching them much).
Changes:
Pilot school cost reduction from 190 to 90. [190 is far too expensive for an early game building]
Spice silo cost reduction from 130 to 70. [It takes 14 spice to get 2 gold. Needs to be cheaper.]
Feudal estate culture increase 2 to 3. [Was slightly too weak.]
Make computerized research facility and automated factory require Tecnocracy religion (these are the Technocracy temple buildings)
Cottages give +1c (not +1h) with fresh water
[Goal; make cottages more specialist, less pro-everything, reduce hammer yields slightly in early game to stop too-large armies and running out of buildings]
Remove multiple level turbines, now just a single turbine.
Turbine. On mesa only. 2h, +1 hammer with 2 tech.
Solar plant on graben, flatland. 1h1c, +1 hammer with 2 tech.
Change polar terrain to 1w1h instead of 2w.
[Make polar cities smaller, but actually able to build some stuff.]
Push windtrap water bonuses back to climate controls and arrakis transformation (was arrakis habitation, desert industry).
Push deep mine, desalination to refining techniques.
Move first hammer bonus for turbine and solar farm to desert industry, second remains at military-industrial complex.
Change Atreides starting tech desert survival to exploration, start with a scout.
Change Fremen to start with mysticism instead of exploration (to make more competitive for Shai Hulad with BGs). Stay starting with a single scout though.
Change Fremen_Scout from class guardsman to class melee.
Change Fremen scout tech pre-requisite to exploration.
Remove Slavery civic bonus to deep mines and core mines (the AI thinks the slavery civic is better than it really is, and uses it far too much, because it thinks it gives bonuses to 4 improvements; hopefully this will help). Also, change harvester bonus to commerce not hammer (logic; more spice production, also better distinguishing between commerce and hammer yields).
I think slavery still has some issues, the AI still likes it too much relative to other civics in the same category, and I think it still has a tendency to over-whip its population sometimes.
Also, the AI still generally seems a bit slow at building improvements; I wonder if somewhere there is a parameter we can tweak to make it build more workers?]
Ahriman Mar 16, 2010, 06:24 AM Another thought for slavery; I think the AI over-evaluation comes because it places a high value on improvement yield increases, without being able to evaluate how many tiles that improvement is actually buildable on, or whether or not it is mutually exclusive with another improvement (mine1 vs mine2 vs mine3).
So perhaps a better solution would be a global +X% hammer bonus in all cities.
So, slavery could be say +15% hammers in all cities, +1 unhealth in all cities.
A couple of little things I wasn't sure how to fix;
Carryall class units should not get terrain defensive bonuses.
Atreides Hawk Thopter should be able to attack cities.
davidlallen Mar 16, 2010, 11:36 AM If you take the contents of that zip, and re-arrange it so that it can be unzipped directly over an existing mod installation, then you could be the proud distributor of a 1.7.2 patch! There are several ways to create this zipfile. One way is to click the button in the winzip interface which says, "only add changed files". Another way is to make a full zip file, and spend a few minutes to group-select and delete all the files you don't want, from the zip. If you sort by date, this is usually easy.
So, slavery could be say +15% hammers in all cities, +1 unhealth in all cities.
It is easy to try. In gameinfo/civ4civicinfos.xml, add a <YieldModifiers> group for slavery; you may need to look in the vanilla file to see the syntax. I believe the order is water, hammers, commerce; but I never remember. One trick is to put a different unique number into each field, such as 17, 29, 37; and then look in the civilopedia to see which number went where. The health penalty is done with the iExtraHealth field. To remove the whip ability, you may recall, you change:
<Hurrys>
<Hurry>
<HurryType>HURRY_POPULATION</HurryType>
<bHurry>1</bHurry>
</Hurry>
</Hurrys>
to just <Hurrys/> which means the hurry section is empty.
Carryall class units should not get terrain defensive bonuses. Atreides Hawk Thopter should be able to attack cities.
In units/civ4unitinfos, flag bNoDefensiveBonus controls terrain defensive bonuses. I'm not sure what problem you are referring to about the Hawk; it is the same as other thopters. A bug was reported a while back regarding *all* thopters being unable to perform some attack. I think it was in the modpack thread. But I don't think the Hawk is any different from other thopters.
Ahriman Mar 16, 2010, 11:54 AM Ok, I will take a look.
I don't recall if it were all thopters, I only noticed it with the Hawk.
The spice reversion would be good too though, the game is much weaker when the AI isn't benefiting from spice at all.
Deliverator Mar 16, 2010, 12:20 PM As you may have gathered, I haven't actually done anything on Dune Wars in some few weeks. There are several files which have been submitted that I could collect together into a patch. I have mostly given up on figuring out how to make the AI interested in building harvesters with spice corporations removed, so I will add back the corporations. That is just a lot of "scutwork" to dig out the archived files, remember which changes go to corporations, and add them back. That, plus the bug fix for "multiple production" which is causing pain to multiple new players, would be the contents of 1.7.2.
I'm chipping away at the tech tree XML - there's quite a bit to do. I can take the scutwork of putting the corporations back in seeing as I'm all over the XML already.
The one thing it would be good to have from you is this "multiple production" bug fix. Then I'd be happy to assemble the 1.7.2 patch when the tech tree overhaul is done if you want.
davidlallen Mar 16, 2010, 12:43 PM The multiple production bug is small by itself. I had reduced my expectations, but still hoped to work on the corporation replacement. Perhaps I should reduce further and just put up the multiple production bug fix, since that is in sdk.
Ahriman Mar 16, 2010, 01:39 PM I'm chipping away at the tech tree XML - there's quite a bit to do.
Cool. Did you have a redesign in mind after some of the feedback?
I'm happy to hold off on economy tweaks until the tech tree is finalized.
David, perhaps you could do the multiple production bug-fix and then give some design feedback on the tech-tree and late-game changes?
Or we could do this in 2 patches; one with economy tweaks and re-adding spice corps, and then a second one which includes the larger overhaul.
orlanth Mar 16, 2010, 10:26 PM Did you try setting a high iAIObjective for BONUS_SPICE in bonusinfos and setting high positive ImprovementWeightModifiers? I just did a quick test with Advanced Start setting iAIObjective to 900 and giving Leto ImprovementWeightModifier with AiWeight 900 for IMPROVEMENT_HARVESTER. The AI did build Harvesters over all the Spice within range within several turns. What was the main issue with the harvesters, is the problem just that you think it's not placing cities aggressively enough toward where more Spice would be?
BTW Ahriman take a look at the Civ4 Modiki (http://modiki.civfanatics.com/index.php/Civ4_Modding_Tutorials) and XML Reference (http://modiki.civfanatics.com/index.php/Civ4_XML_Reference) and soon all XML knowledge will be yours!:scan:
Deliverator Mar 17, 2010, 03:13 AM Did you try setting a high iAIObjective for BONUS_SPICE in bonusinfos and setting high positive ImprovementWeightModifiers? I just did a quick test with Advanced Start setting iAIObjective to 900 and giving Leto ImprovementWeightModifier with AiWeight 900 for IMPROVEMENT_HARVESTER. The AI did build Harvesters over all the Spice within range within several turns. What was the main issue with the harvesters, is the problem just that you think it's not placing cities aggressively enough toward where more Spice would be?
Interesting. The main issue is that harvesters are not being built outside city's BFCs I believe. In your screenshot all those harvesters are within the city BFC, so we can't be sure that the issue is resolved.
I think we don't want to use the iAIObjective in BonusInfos because I believe that affects where the AI places cities - the issue being that spice is temporary - it appears from Spice Blows and disappears after a period of time. The AI could pick a great site from a Spice perspective than turns into a really poor site a few turns later.
This ImprovementWeightModifier however seems like something we should test before we abandon the Corporation-less method for Spice income. Do you have time to run some tests on this Ahriman?
Ahriman Mar 17, 2010, 05:50 AM I the latest version, the AI is hardly building harvesters at all, even within the BFC.
I suspect that some of this may well be fixed by an improvement priority issue, but also by the fact that the AI just doesn't build quite enough workers.
I won't have any time to work on this until the weekend, but I could do some tests then, sure.
I worry though that setting it too high will have the AI prioritize harvesters over water-generating improvements, which probably wouldn't be a good thing.
I'd be fine for them to prioritize harvesters over cottages/mines/turbines/solar plants though.
orlanth Mar 18, 2010, 11:28 AM If much of the issue is just general to insufficient Workers you could titrate iAiWeight in UnitInfos until you feel it's building an appropriate amount. It could make sense to include one Worker in the starting units, that's always the first unit I build and could help keep the AI from falling behind. Anyway more direct testing is a good idea, be sure to spy on it closely in WorldBuilder, I can't count the # of time I was convinced the AI suffered from some certain problem but was totally misinterpreting it.
davidlallen Mar 18, 2010, 02:28 PM Thanks for the suggestions. The main drawback to increasing iAIObjective is that this causes the AI to value it very highly for trade also. It makes little sense for the AI to give away 2-3 good resources in exchange for one spice.
We can certainly increase the ImprovementWeightModifier on spice for all the leaderheads; that may improve the number of harvesters built inside BFCs. However, up till version 1.7, spice yield for commerce was on a corporation, where in 1.7.1 it is on a building using a custom xml tag. The vanilla AI is successful at building harvesters outside city BFC when it can see that there is a corporation yield for it. So up till 1.7, the AI would build many harvesters outside city BFC. In 1.7.1 it never does, because I was not able to figure out how to tell the worker AI to be interested in building improvements outside city BFC.
I will put back the corporations, and that will make the AI much more interested in building harvesters everywhere. This will not directly address Ahriman's feedback that the AI would do better with more workers. Perhaps some experiments to increase iAIWeight on the worker unit would be helpful. For now, these experiments could use 1.7 instead of 1.7.1 so that the workers would have "normal" interest in building harvesters.
orlanth Mar 18, 2010, 06:43 PM I tried using just an AiObjective of 1 (equal to the existing Groundwater and Ice) with or without ImprovementWeightModifiers, it actually seems to be perfectly fine with building Harvesters well outside of the BFC. You can also use iAITradeModifier if you need to adjust any trade behavior, but it didn't seem to be a problem. Also the AI city placement didn't look overly affected by nearby spice. Well, try some tests with various combinations of values and see what the results show.
I gave it Workers in my test and added culture buildings to push the borders past BFC, so it actually might still be just a generic Worker problem like Ahriman thought, or even something unrelated like not discovering the Tech quick enough.
I think another possibility is AI Workers being scared away from many desert tiles by the huge Strength of the roaming Sandworm units, I think that had happened with the Settlers at one point.
Deliverator Mar 19, 2010, 02:34 AM I tried using just an AiObjective of 1 (equal to the existing Groundwater and Ice) with or without ImprovementWeightModifiers, it actually seems to be perfectly fine with building Harvesters well outside of the BFC. You can also use iAITradeModifier if you need to adjust any trade behavior, but it didn't seem to be a problem. Also the AI city placement didn't look overly affected by nearby spice. Well, try some tests with various combinations of values and see what the results show.
More interesting findings, thanks orlanth.
I thought that AiObjective was a boolean value anyway - I could be wrong. I would also has thought that if AiObjective does effect trade it would make the AI less likely to trade it away and more likely to try and obtain it via trade.
It makes sense that AiObjective isn't affecting city placement as David has replaced the vanilla algorithm with custom code for Dune Wars.
Deliverator Mar 21, 2010, 12:59 PM @david: If you are assembling a 1.7.2 patch then you might as well include this improved leaderhead I did for Erlin Malky. It would probably be more appropriate for Rhombur, but I'd need to find another one for Erlin in that case.
davidlallen Mar 21, 2010, 04:43 PM OK, 1.7.2 is out. Next, I'll take Ahriman's xml from post 954 above, merge them, and see what happens. This will change the economy a lot, so I will try a few of the "pick your leader" standard positions and see what happens.
@ deliverator, it should not be too hard for you to merge your changes onto 1.7.2; the main file I changed was buildinginfos to re-add the corporation buildings in one chunk. But other files had minor changes to be merged.
Ahriman Mar 21, 2010, 05:57 PM Ok, I have resintalled 1.7, music patch, 1.7.2.
Next it would be good to merge in Deliverator's changes, and then we can try to combine some of my economy changes (cottage, turbine, solar plant, polar terrain) with some tweaks to the tech tree (swap Way of liet and Planetary Ecology, change which improvement bonuses are at which techs) and buildings (remove weather scanner building and change spotter control).
It sounds like Deliverator's patch can't be merged straight over 1.7.2, so I will hold off on any further changes. Once we have this, I can do tech flavor and beaker cost tweaking.
davidlallen Mar 21, 2010, 06:37 PM Ok, here are XML files with some changes then that could go into a patch. [Sorry, not in the right subfolders]
This was back at post #954. I have tried this on top of 1.7.2. It works, with no crashes. There was one spelling error which caused the game not to start, but it was easily fixed. This set of changes includes the buildinginfos file, which is also changed in 1.7.2 to add back the corp buildings.
I did a couple of autoplays. It seems the only improvement built, anywhere, is solar farms. This plus the right civic gives 4 hammers on any tile, and it seems to me that the total hammers of cities is quite huge.
In case anybody wants it, I have merged these changes into 1.7.2. Let us call this 1.7.2.1. The work is all Ahriman's, except a few minutes of merging.
Next I will look into deliverator's tech tree work, and see if I can reproduce the problem Ahriman is having with crashes.
Ahriman Mar 21, 2010, 07:42 PM I did a couple of autoplays. It seems the only improvement built, anywhere, is solar farms. This plus the right civic gives 4 hammers on any tile, and it seems to me that the total hammers of cities is quite huge.
This is probably partly because the tech changes have not happened yet; before then, the solar plant and turbine are in separate techs (wind power, solar power), and you only need research one or other. With the tech changes, they are merged into the same tech, which should make both available. But until then they may not be researching the turbine tech (wind power).
Solar farms should be giving 1h1c, eventually rising with tech to 2h1c in the midgame and then 3h1c in the very late game.
Solar farms are buildable on flat and graben, and turbines are 2h rising to 3h and then 4h, but buildable only on mesa. So what we should observe is a mix of windtraps and turbines on mesa, and a mix of cottages and solar farms on flatland, and then bonuses. Mines should be worth building only on bonuses or in the very early game, or with slavery civic (though I was investigating slavery changes).
There are no civics (that I recall??) that boost solar farms.
So I don't see how you could be getting 4h on any tiles until the extremely late-game (military industrial complex tech), unless there is a typo in my files. You used to be able to get this from solar farms too, its just that the AI wouldn't do it because of the -1 water penalty, it didn't understand that the penalty had no impact on tiles that had zero water yield.
Unfortunate though if the AI is only building solar farms. They give 1h1c, whereas a cottage adjacent to a well gives 2c rising eventually up to 5 commerce, with further boosts from civics.
When I did a few tests, the AI was still building plenty of cottages.
But the AI has a known issue to over-value hammers.
Ahriman Mar 21, 2010, 08:07 PM Ran some autoplays with this patch. AI certainly seems to be building turbines (if its not in slavery; otherwise it uses mines), cottages and harvesters.
I cannot reproduce your "only builds solar plants".
Eg:
http://i894.photobucket.com/albums/ac149/Ahriman_pics/patch1.jpg
http://i894.photobucket.com/albums/ac149/Ahriman_pics/patch2.jpg
http://i894.photobucket.com/albums/ac149/Ahriman_pics/patch3.jpg
These are after 150 games on quick speed.
Can you describe the circumstances where you observed only solar farms?
I suggest we remove the mine bonus from slavery and make it +X% hammers (10%?) and +1 unhealth, and then test, and I bet we'll get a good mix of good mix of cottage, turbine and solar plant, with mines in the early game and on bonuses.
Deliverator Mar 22, 2010, 05:30 AM @ deliverator, it should not be too hard for you to merge your changes onto 1.7.2; the main file I changed was buildinginfos to re-add the corporation buildings in one chunk. But other files had minor changes to be merged.
...
Next I will look into deliverator's tech tree work, and see if I can reproduce the problem Ahriman is having with crashes.
If you like, I can do the work of merging the tech tree changes with 1.7.2/1.7.2.1 this evening (approx. 10 hours time).
With regards to the corporations, I think we should bear in mind orlanth's findings about setting AIObjective to 1 for the spice. Perhaps when we have the tech tree rework complete and things more settled we can revisit this.
davidlallen Mar 22, 2010, 07:46 AM I cannot reproduce your "only builds solar plants".
My result was after 495 turns on normal. I guess we agree these changes are an intermediate point and deliverator's tech tree changes should be used as well; so it may not be too important to investigate more.
With regards to the corporations, I think we should bear in mind orlanth's findings about setting AIObjective to 1 for the spice.
I think we agree that in 1.7, before 1.7.1, the AI was giving sufficient weight to building harvesters both inside and outside the BFC. That is because the AI does understand how to value improvements that affect corporation yield, without tweaking AIObjective. The goal of 1.7.2 was to put back that behavior, so AIObjective should not be needed.
Deliverator Mar 22, 2010, 08:02 AM I think we agree that in 1.7, before 1.7.1, the AI was giving sufficient weight to building harvesters both inside and outside the BFC. That is because the AI does understand how to value improvements that affect corporation yield, without tweaking AIObjective. The goal of 1.7.2 was to put back that behavior, so AIObjective should not be needed.
Understood. But if the required behaviour can be achieved without the need to spend one turn building a Spice HQ then that would be still be desirable. In other words, the reason why we wanted to scrap the corporations in the first place is still valid.
Ahriman Mar 22, 2010, 08:08 AM My result was after 495 turns on normal. I guess we agree these changes are an intermediate point and deliverator's tech tree changes should be used as well; so it may not be too important to investigate more.
I am guessing that what happened was the AI developed as normal, and then once they developed M.I. complex they paved over their cottages with solar plants.
Hmm. It could be that in the very end game, the AI sees 3h1c as superior to cottages 4c/5c.
Possible solution: give a bonus to cottage yield at some very super-high tech level, so that it still looks good relative to the solar plant?
Secondary solution: change the solar plant yield to go from 1h1c to 2h1c to 2h2c rather than 1h1c to 2h1c to 3h1c?
But that reduces the distinction between solar plants/turbines as hammer boosters and cottages as commerce boosters.
I still think (as demonstrated in the screenshots) that the patched version does better in promoting diversity than the old version, at least up until this MI complex point.
davidlallen Mar 22, 2010, 11:05 AM If you like, I can do the work of merging the tech tree changes with 1.7.2/1.7.2.1 this evening (approx. 10 hours time).
I made one attempt at this, but gave up. I think I had everything right except for unitinfos and buildinginfos. I lost confidence during unitinfos, and gave up on buildinginfos. I will drop back to 1.7.2.1 and re-test the human player with spice corps.
Deliverator Mar 22, 2010, 11:26 AM I made one attempt at this, but gave up. I think I had everything right except for unitinfos and buildinginfos. I lost confidence during unitinfos, and gave up on buildinginfos. I will drop back to 1.7.2.1 and re-test the human player with spice corps.
OK, I'll have a go myself. Hopefully, Beyond Compare 3 and some concentration will do the job. I'll aim to put up a new incremental patch that includes the missing civ infos spice corp entries as well as the tech tree changes.
davidlallen Mar 22, 2010, 12:27 PM I have verified locally that adding the spice corp buildings to civinfos solves the problem of the human player building the spice corp. Also, I have found a couple of spelling errors in the religion flavors, which doesn't appear to harm anything but means it won't quite work right either. (One FLAVOR_Quizarate in techinfos, and two FLAVOR_IMERIAL in leaderheadinfos.)
Shall I put up a 1.7.2.2 or perhaps 1.7.3 with these two changes only?
Ahriman Mar 22, 2010, 12:37 PM Also, I have found a couple of spelling errors in the religion flavors, which doesn't appear to harm anything but means it won't quite work right either.
Oops... sorry, my bad :-)
Thanks for catching. I'd assumed that anything like that would cause an XMl error on mod-load, and so I figured that when I didn't observe any that I hadn't made any spelling errors.
I'll try to be more careful when re-adding flavor values after the tech changes are merged in.
Deliverator Mar 22, 2010, 12:38 PM I think my vote would be to release these changes as patch 1.7.3. Perhaps repeat the 1.7.2 release note and explain that 1.7.3 is a fixed version of 1.7.2.
Deliverator Mar 22, 2010, 04:14 PM Right, here's patch 1.7.2.2, the main purpose of which is to merge the tech tree reworking that has been done so far with 1.7.2/1.7.2.1. You will need to install Dune Wars 1.7.2 and 1.7.2.1 first. Note: The tech tree rework is still only part complete so this patch is not particularly recommended unless you are really interested in seeing the progress so far.
As well as merging in the tech tree changes. I have also fixed the issue with the human player being unable to build the House Spice Corp HQs.
I have made some further amendments to the tech tree based on feedback/discussion including these changes:
Rename current Water Souk at Solaris Economy to Merchant Quarter.
New Water Souk at Water Economy gives +1 trade route, +25% trade route yield.
Spotter Control at Sandworms gives +1h1c for desert tiles.
Drop Weather Scanner.
And following Ahriman's suggested order for the early ecology branch:
Desert Plantation -> water economy (which gives +1 water from windtraps (moved from Arrakis habitation) and Qanat and New Water Souk.
Water economy -> way of Liet.
Way of liet -> adapted agriculture (plantation and insect farm boosts)
Adapated agriculture -> planetary ecology
while having the second windtrap boost at Arrakis Transformation. (So there's somthing nice there for Arrakis Paradise users, and so its sufficiently late-game).
We can discuss these changes and the tech tree further in the late game tech tree thread (http://forums.civfanatics.com/showthread.php?t=346284) - there is fair bit of design and feedback in that thread which still requires action.
Also, I realised that I have been working on the tech tree layout while having this Dynamic Tech Advisor modcomp (http://forums.civfanatics.com/downloads.php?do=file&id=13197) installed locally. This means that without this modcomp the arrows in the tech tree look messy. The problem is that this modcomp has not been updated to the version of BUG that we have in Dune Wars, and looking at the code it didn't seem to be a straightforward merge. Simply, replacing the Dune Wars CvTechChooser.py file with the one from the modcomp does work fine apart from an error referring to init.xml. It does seem like the algorithm for drawing the arrows is much more useful in this modcomp, so it would be good if we could either merge the relevant section or make the modcomp version work without an error.
Ahriman Mar 22, 2010, 06:51 PM Awesome. I will install this patch, and then upload a tweaked techinfos file with Flavor changes, and maybe some beaker value changes. Anything else I should try to include?
*edit*
Will also have to change a few other tiles. Water economy should give windtrap water, adaptive agrictulture should give windtrap commerce.
Otherwise looks very nice.
[Something weird; Arrakis Transformation requires prescience? That one is a bit of a stretch.
Prescience is very sparse for a fairly Required tech. How about Prescience also gives +1 sight radius across desert tiles?]
davidlallen Mar 22, 2010, 10:24 PM I like the way the tech tree is developing in 1.7.2.2. You may know, but the FLAVOR_RELIGION replacements in techinfos.xml in 1.7.2.1 have been removed from 1.7.2.2. They are used in the leaderheads file, but not techinfos, so they will not really have any effect.
Also, one fun place to look for undefined symbols is in python. Some errors can occur if you remove a building, but it is used in python. It may be that you check DuneWars.py, but I also recommend to check Revolutions/RevDefs.py. It refers to a whole bunch of units, buildings, and techs. In particular, the weather scanner is now undefined, but still used in revdefs. Yet another way in which using revdcm makes maintenance slightly more complicated.
Ahriman Mar 23, 2010, 05:52 AM *edit*
nvm, answered in other thread.
Ahriman Mar 23, 2010, 08:34 PM Ok, can the attached files be merged into the next version (that fixes Spice corps?)
They:
a) Re-add the Religion flavor values
b) Add some flavor values for new techs
c) Do some tech cost tweaking
d) Rename desert rovers to Light Manufacturing, move Factory there.
e) Move Moisture Seals to Stillsuits
f) Move Naib's Chosen to Water of life tech.
Deliverator Mar 24, 2010, 06:50 AM Ok, can the attached files be merged into the next version (that fixes Spice corps?)
They:
a) Re-add the Religion flavor values
b) Add some flavor values for new techs
c) Do some tech cost tweaking
d) Rename desert rovers to Light Manufacturing, move Factory there.
e) Move Moisture Seals to Stillsuits
f) Move Naib's Chosen to Water of life tech.
Thanks Ahriman. The Spice Corps should already be fixed in 1.7.2.2. We could release 1.7.2.2 plus your amendments as 1.7.3 I suppose.
It would be good to get the rest of the buildings and units from the tech tree redesign in as there is not far to go with that. I'm happy to do this, but I'm not sure exactly when I'll get to it - hopefully by the end of the coming weekend.
In terms of rough plans before a 1.8 release, I think there will need to be a couple of patches to refine and balance what has become a fairly significant overhaul of the tech tree. Art wise, I have a good plan for the Suspensor line and the new Monitor Warship so I'd like to move on to that while the new tech tree is being playtested.
Ahriman Mar 24, 2010, 07:17 AM The Spice Corps should already be fixed in 1.7.2.2.
Sorry I lose track of versions; I didn't realize you'd also fixed the corps in 1.7.2.2, I haven't had time to do any manual testing yet.
When I have time, I'll do some playtest of 1.7.2.2 + my changes, and see how it plays.
My other priorities would be finishing off the high-end changes (Tleilaxu, nukes, 3rd tier religion effects) and then hopefully having a discussion about the spice-denial radius of fresh water. As it stands, a single well wipes out a 5x5 tile block for spice access, which is just too much. A catchbasin wipes out 7x7.
I'd like to see a well wiping out a 3x3 block, and a catchbasin wiping out 5x5 (ie basically no spice in the BFC).
Art wise, I have a good plan for the Suspensor line and the new Monitor Warship so I'd like to move on to that while the new tech tree is being playtested.
Sounds great, looking forward to seeing it.
davidlallen Mar 25, 2010, 03:32 PM Well, here is some interesting news. Another modder, embryodead, has contributed an AI mod which fixes the problem of "spice palaces". In 1.7.1 I moved the spice commerce bonus from corps to the palace, which the AI did not understand. In 1.7.2 I put it back onto corps. However, with embryodead's change, we can keep the spice bonus on the palace.
Therefore, here is a patch release 1.7.1.2. If you have 1.7.1 and/or 1.7.1.1 installed, you can install this. It is only one file, the actual sdk file cvgamecoredll.dll. I have tested this, and my result matches embryodead's result. 1.7 by itself has a good amount of spice harvesters outside the city BFC, and so does 1.7.2 (because the corporations are put back). 1.7.1 has a low number of spice harvesters. With this 1.7.1.2 change, the number of spice harvesters is at least as much as 1.7 and 1.7.2, maybe even a little more.
Thanks, embryodead!
Ahriman Mar 25, 2010, 05:19 PM Awesome! embryodead, great job.
The spice on palaces is so much cleaner. I am running 1.7.2.2, so I will wait until we bundle to a 1.7.3.
Deliverator Mar 25, 2010, 05:28 PM Incremental Patch 1.7.2.3
To make our lives easier, I have included patches 1.7.2.1 and 1.7.2.2, so this patch can be installed directly over Dune Wars patch 1.7.2 (or 1.7.2.1 or 1.7.2.2). This is very much a gameplay-only patch with no new art.
+ The following outstanding parts of Ahriman's late game tech tree design are now in the XML:
BUILDINGS
- Great Convention Breached! World wonder. Requires House Atomics tech. 1200 hammers. Allows all players to build Atomics units.
- Hunter Seeker Control. Requires Miniaturization. +8 espionage points.
- Poison Snooper. Requires Suk school. Proves +4 espionage points, +25% espionage defense.
- Commodities Exchange. Requires Advanced Electronics tech. Requires CHOAM religion. Gives +0.5 gold per spice resource.
- Chouhada Barracks, Requires Galactic Religion tech, Requires Mahdi religion, Mahdi state religion, +25% military production.
- Palmery. Building. +2 water, +1 happy, provides Dates bonus resource, requires Shai-Hulad state religion, requies Shai-Hulad religion, requires Arrakis Transformation tech.
Units:
- No-Ship: Requires No-field tech. 3 Moves. Strength 12. Thopter class. Invisible.
- Death Hand Missile: Harkonnen UU. 16 strength version of Stoneburner, but does only 70% colleratal damage. Requires Vendettas tech.
- Howitzer: Harkonnen UU, replaces Rocket Artillery. Same as Rocket Artillery but 10 strength instead of 8.
- Monitor Warship: Strength 50, thopter class, 1 first strike, 6 moves, blitz
- Cymek: Technocracy Religion Unit, 2 moves, strength 15, 0-2 First Strikes (2 First Strike Chances), gets defensive bonuses unlike other mech units, National Limit 10. Available at Cybernetics.
- Fish Speaker: Qizarate Religion Unit, strength 16 melee unit, 2 moves (make them flexible rapid response defenders), +50% city defense, immune to first strikes. National limit 10. Available at Galactic Religion.
+ Spice Corporations removed again. Spice Palaces back in with embryodead's AI fix!
+ Blitz promotion re-added from vanilla. Available to Vehicles, Suspensors, Thopters and Mechs at Mechanization. Icon is blue, but I'll fix that. (This was so that the Monitor Warship could start with Blitz)
+ Suspensor Transport now upgrades to Light Carryall
+ Ahriman's tweaks from post 987 in this thread included
>>>>>>>> DOWNLOAD LINK (http://www.mediafire.com/download.php?gy5cynmzyil)<<<<<<<
Still outstanding from tech tree design:
+ Code to make Monitor Warship appear in capital when all Monitor Projects are complete.
+ Code to make Great Convention Breached wonder give 3 Atomics in capital on completion and reduce foreign trade route income -100% in all cities (I think this needs some SDK work - perhaps a new tag for global foreign trade route yield) Original spec: Provides -100% foreign trade routes in all cities. When built, creates 3 Atomics units in the capital city by event).
There is a lot of art polishing now required. Most of the new buildings and units use duplicate art right now.
Deliverator Mar 25, 2010, 05:40 PM I remember we discussed at one point the iPower value for units. Did we come up with a formula and, if so, was it applied to the XML?
Buildings, Units and Techs all have an iPower and iAsset tags, which as I understand it affect the AI decision making. If so, I think we should review these tags for Buildings, Units and Techs since there have been a lot of changes recently and these values were probably a jumble in the first place.
There is some info on iPower and iAsset here:
http://forums.civfanatics.com/showthread.php?t=321825
iAsset seems to have more to do with Score for Techs and Buildings.
Deliverator Mar 25, 2010, 05:47 PM Also, if anyone can get the Dynamic Tech Advisor modcomp I linked in this post (http://forums.civfanatics.com/showpost.php?p=9024509&postcount=983) working without an error that would be great. The tech tree will look pretty bad without it.
Ahriman Mar 25, 2010, 07:06 PM Incremental Patch 1.7.2.3
Awesome, very nice.
I remember we discussed at one point the iPower value for units. Did we come up with a formula and, if so, was it applied to the XML?
I'm not sure that we ever applied a formula. Something like strength + hammercost/10 is probably a good starting place.
The asset value does not sound very important. From your linked thread:
It has no bearing on whether the AI builds a unit/building or not
embryodead Mar 25, 2010, 07:13 PM Glad I could help, it's a great mod after all :goodjob:
BTW my rocket trooper is still pink and I swear the SAMInfantry_128.dds is not in 1.7.1 or 1.7.2 (or 1.7.2.3).
Deliverator Mar 26, 2010, 02:25 AM I'm not sure that we ever applied a formula. Something like strength + hammercost/10 is probably a good starting place.
OK, I'll try to find the original discussion we had.
The asset value does not sound very important.
iPower definitely seems much more important, perhaps we can just base iAsset on that.
Glad I could help, it's a great mod after all
Thanks. We're always happy to have any assistance offered (particularly by people who can find their way around the AI code) :)
BTW my rocket trooper is still pink and I swear the SAMInfantry_128.dds is not in 1.7.1 or 1.7.2 (or 1.7.2.3).
That's strange. I haven't seen this issue myself. Putting the attached files in the art/units/rocket_trooper2 folder should resolve your issues. Anyone else seen this?
keldath Mar 26, 2010, 04:14 AM hey guys,
just wanted to say your all doing a great job here,
im not doing civ these days, but, i dropped by to see how the mod is doing,
incredible job.
perhaps you guys want to merge revdcm 2.71?
embryodead Mar 26, 2010, 07:14 AM The texture worked thanks.
There's an issue with 1.7.2.3, however - my fix used only the CommerceProduced tag and not YieldsProduced. I noticed in 1.7.2.3 Palace uses YieldsProduced so it won't work. To make it work with both Yields and Commerces add these 3 lines in the IF clause in CvPlayerAI::AI_corporationBonusVal:
iValue += 50 * GC.getBuildingInfo((BuildingTypes)ePalace).getYiel dProduced(YIELD_FOOD);
iValue += 50 * GC.getBuildingInfo((BuildingTypes)ePalace).getYiel dProduced(YIELD_PRODUCTION);
iValue += 30 * GC.getBuildingInfo((BuildingTypes)ePalace).getYiel dProduced(YIELD_COMMERCE);
keldath Mar 26, 2010, 07:27 AM hey guys,
i decided to merge in revdcm 2.71.
and i have, i will uploading the mod now,
the merge went 99% well, the only error i see is a message at the end of a turn - eventhandler endofturn something something, im not sure how to solve this one.
so i hope you guys can, and also use this version for the next 1.7.2.4 or 1.7.3...
ive merged in 1.7.2 + 1.7.2.1-3.
******
edit:
here is the link guys - http://www.mediafire.com/file/dtzw1yyyzzn/Dune Wars-1.7.2.3+rdcm-2.71.exe
also merged in all the art into one fpk.
hope you guys use this.
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