View Full Version : incremental patch discussion


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davidlallen
Jul 06, 2009, 09:44 PM
This thread is for discussion about merging different patches and patch scheduling. Unofficial patches should be planned and announced here.

davidlallen
Jul 06, 2009, 09:52 PM
Keep reading down in the thread for the latest news. With different authors, we cannot edit the posts to keep the information up to date.

Latest complete patch: 1.2.3, at this link (http://forums.civfanatics.com/showpost.php?p=8238136&postcount=3). Install over 1.2.
Latest partial patch: 1.2.4, at this link (http://forums.civfanatics.com/showpost.php?p=8239952&postcount=99). *Install 1.2.3 first*

New partial patch: 1.2.5. *Install 1.2.4 first*. Only five files are included in the attachment. In 1.2.3, I rewrote the storms and worms to use map only effects so that settlers would not be scared. But koma13 gave a better way, with a unit flag bNoDangerCount. So this patch goes on top of 1.2.4 and it only puts back the storm and worm units from 1.2.2. This patch has no effect on gameplay, but it removes the temporary graphics of black thunderclouds for wormsign, and removes the ghost effect that was caused by the map only effects.

Deliverator
Jul 07, 2009, 03:43 AM
Since 1.2 has the now fixed medium hover CTD, and we have patches coming out of our ears it seems like a good time to agree a roadmap to 1.3. So...

Suggested Roadmap to 1.3
Playtest/Tune/Refine following recent major changes, namely water for food and the worm/storm fear fix (davidallen/deliverator)
Ix faction (keldath)
Complete early unit changes (koma13)

I think we should all read and take to heart the advice in Kael's thread:
http://forums.civfanatics.com/showthread.php?t=173061

Keldath, as well as Ix, perhaps you could further investigate hero units and unique faction mechanics. Also perhaps review the existing units and buildings - if they are not really adding anything to the gameplay then we should consider taking it out.

I know david you are keen to get on to terraforming, but it seems to make sense that we make sure growth, economy, etc are all functioning OK after some pretty fundamental changes. Perhaps it makes sense for terraforming to go on ice until after 1.3...

Anyway, this is just a suggested plan. Once, we do version 1.3 it would be good to agree a roadmap to 1.4 and so on, just so we know what each other is focusing on for that iteration.

Also, if an issue crops up then we can use this thread to communicate who's doing what. So "I'm looking at fixing this in the SDK" or "I'm looking at fixing this in Python" - just to make sure we are not duplicating effort.

davidlallen
Jul 07, 2009, 10:08 AM
I would like to suggest something simpler. Right now it is pretty inconvenient to install "the latest" since you have to put 1.2, then 1.2.3, then 1.2.4, then 1.2.5.

I suggest that all of the current patches should be merged immediately into 1.3. Non-developers will appreciate it, and it will avoid debugging sessions like, "Are you sure you installed 1.2.3 before 1.2.4?"

I would like to take one day to perform a mass renaming, which is guaranteed to break any local development. I would propose to do this immediately after 1.3 is released, as unofficial patch 1.3.1. Further development could be based off that and merged into 1.4 with the features you describe.

For myself, I plan to work on terraforming (with related civic and units). I'd like to get a unique ability for each of the existing civs. I agree that balancing is also important and I am sure lots of people will have suggestions about that.

Deliverator
Jul 07, 2009, 10:21 AM
OK, sounds like a plan. I'll check water for food looks OK in 1.2.5, and then I'm happy for everything to be bundled up as 1.3. You're right about economy, it will all come out in the wash.

keldath
Jul 07, 2009, 10:26 AM
hey guys,

i agree with the road map, good idea.

- ill work on the ix faction + units as suggested.

also -
another way for us to track each other changes -
lets just add tags to the sections we added and changed from the previous version like:

<!-- keldath change for patch 1.2.4 --->

so when we go on to merge it all into one patch - we can track the changed lines and merge them all in easily.

transforming -
i was thinking for next patch getting the eden project in - this can be a catalyst for transforming victory - and david can further develop the code ill add (using thomas war code).

also,
inside dune wars there is a transforming unit - that can change some tiles - this mod is just the transforming mod in the modcomp forum.

Deliverator
Jul 07, 2009, 01:38 PM
Shouldn't the Sandstorm unit be back in 1.2.5? It doesn't seem to be in Civ4UnitInfos.xml.

keldath
Jul 07, 2009, 01:47 PM
OK PEOPLE HERE IT IS:

patch 1.2.6

http://ul.to/ji20lh

additions:
ix faction with 3 uus + 2 ubs + 1 house corp.


*****

make sure you install the patches on the correct way :

1. get version 1.2
2. open patch 1.2.3
3. open patch 1.2.4
4. open patch 1.2.5
5. open patch 1.2.5

make sure you overwrite all files of the previous version.

all links are up in this thread.

Deliverator
Jul 07, 2009, 01:55 PM
There'll be a very minor patch 1.2.7 soon from me. A few bits of merge tidy up.

keldath
Jul 07, 2009, 02:01 PM
co;; be sure to follow the patch order :)

oh darn - i forgot to see the bonus chanes youve made and if i merged them right...

david -

can you plz center all the patch links on the first post here - should be more easy and clean .


thanks.

deliverator,
great choice for the leader head.

Deliverator
Jul 07, 2009, 02:07 PM
Yep, I've already done installed patches up to and including 1.2.6.

I've merged my stuff in - and made sure bonus infos is OK.

There's no UnitClassInfo for Sandstorm so I'll add it back in from a copy of 1.2.2.

keldath
Jul 07, 2009, 02:19 PM
Deliverator!

on you patch - go to the art folder -> structures -> improvements -> windtrap -> button

copy - "windtrap_button.dds" into :

structures -> improvements -> windtrap

just copy - d'ont cut it from button folder.


or else the game will crash............................................. .

Deliverator
Jul 07, 2009, 02:20 PM
OK. I'll do it, don't worry.

keldath
Jul 07, 2009, 02:23 PM
cool thanks man :)

davidlallen
Jul 07, 2009, 02:24 PM
Clearly we need a 1.3. There is no way a typical user will apply five different patches to get something playable.

I think this thread must be a thread for active working, rather than a sticky thread which gives the answer at the beginning. I think when we have full-up versions they should be announced on the main welcome thread. I do not think the first post of this thread should be updated. Especially when 4-5 different people are making local patches.

keldath
Jul 07, 2009, 02:30 PM
i know what you mean - but i was thinking that this is a developers thread - how about write on the first post - developers only thread and testers...

so no one will come here to download stuff,

this will be mostly for our changes for future versions.


sure v 1.3,

i think on the weekend ill do it,
wanna get a few more stuff in till the weekend. what do you think?

Deliverator
Jul 07, 2009, 02:37 PM
Agreed david. Probably, needs a warning to the general public that these patches may be works in progress. I've always thought your unofficial patches were more like official releases anyway.

The stuff in this thread are the quick developer patches. It's quite a handy way to work and keep on top of what's going on. We could almost have an online version control system where we each check in our changes. :)

Edit: Is there a handy windows utility for making patches. It would be great to be able to say 'make all these files into a patch keeping the relevant directory structure'. At the moment I do it by hand by checking dates.

davidlallen
Jul 07, 2009, 02:43 PM
We could almost have an online version control system where we each check in our changes. :)

The previous mod I worked on seriously was Fury Road, where I was the only person doing xml/python. Art does not have this type of merging problem. I have seen that other mods with multiple xml/python/sdk authors do use online version control systems. For example, sourceforge. While professional software engineers can certainly figure out how to work with sourceforge, it is a lot to ask of most volunteers.

Given the last few days, it seems clear that 4 people actively developing has caused exponential pain, so maybe we should consider sourceforge.

Is there a handy windows utility for making patches

Well, I have used winzip, and manually managed the "Archive" attribute in windows explorer. However I blew myself out with this yesterday, so I am not sure I would recommend it. In the past I have used unix commands like "find -newer" and the command line zip program. I may try that instead.

keldath
Jul 07, 2009, 02:44 PM
well,

theres the svn, that most heavy mods use...
its a way to keep track - johny smith can help us with that - but i dont really like it...


by the way i marked all of my changes - as <!-- keldath ix-->
next time ill make the mark as the patch name that im doing for that build.

davidlallen
Jul 07, 2009, 02:50 PM
by the way i marked all of my changes - as <!-- keldath ix-->
next time ill make the mark as the patch name that im doing for that build.

Putting comments is another good philosophical discussion. It does not help when deleting items. I have run into one problem where the civ engine parses xml files differently when there are comments. This is a huge bug in civ, but it is hard to tell where it may pop up. In particular, if you add comment lines to the promotions file, then the civ engine misunderstands which promotions are prereqs of which other promotions. So I have been somewhat "gunshy" to add comments into xml.

I find a detailed change list is helpful, but not enough. I also find civchecker is very helpful to catch side effects. I am enhancing it to catch unreferenced symbols and art, so we can also find things which are never used and should be deleted.

If "somebody" wants to set up a svn server or a project on sourceforge, I am sure I can figure out how to use it; but it adds a lot of overhead for non-programmers.

Deliverator
Jul 07, 2009, 03:01 PM
Here's my latest contribution to the patch frenzy.

Patch 1.2.7 Changes (incremental over 1.2.6)

+ Added Liet-Kynes as second leader for Sietch Tabr (Spiritual/Charismatic)
+ New loading screen
+ Ensured bonus infos is the same as water patch 2.
+ Renamed Food Warehouse to Catchbasin.
+ Changed yields of the Complex improvement.
+ Made sure Sandstorm was in UnitClassInfos.xml (probably got missed in the patch train somewhere)

Keldath. I reckon we should do a bit of testing and call this 1.3. We need to draw a bit of a line under all the recent changes.

I'm against comments. This new Kynes leader is a classic case. With comments either side of the XML changes it was completely ignored by the game. When I took the comments back out it worked fine. I can wholeheartedly recommend Beyond Compare for file and folder merging, if you guys don't already use it.

I think the svn is probably overkill. It probably works better with one person being responsible for keeping copies of different versions and merging in changes and patches.

Also, I'm going to revert to art monkey mode so that will reduce the merge issues. I was passionate to see water for food implemented. Now it is there I can actually make some flipping units. Still yet to make my first human unit for Dune Wars...

keldath
Jul 07, 2009, 03:22 PM
great work buddy.

patch frenzy huh...

alright folks,

ill call the it v 1.3,

tomorrow i wont be home so i wont have time, only in Thursday ill be able to load up v 1.3,
also i wanna update the sound addon to v 1.3, i completely forgot about this one...


***
comments,
well - what ever you guys think is better.
ill try to keep a good change list so youll be ale to track it.

also for the svn/sourceforge, i dont like those basically, but its better for us perhaps...
so ill let you decide on this guys.

Deliverator,
after your great worm model,
im sure youll make kick ass units.
badass humans instead of the burseg - i look forward to those.


so this is keldath, signing off until late tomorrow :(

Deliverator
Jul 07, 2009, 03:54 PM
There's a repeatable CTD very early in the game. Seems to occur around turns 5-10. My changes we so minor so I don't think it's them. It's not the windtrap button that is OK. It happens without the Ix in play so it's not them either.

I'm confused also, we've reverted back to the Worm unit, but the storm is still a map effect. That's what it seems like in 1.2.7. I thought we should be back with the spinny sandstorm unit... maybe that's related to the crash?

Can't wait to have a 1.3 that is stable...

Also, I don't know how or when the final version was lost, but somehow this patch stack results in an old extremely lame version of the worm. PLEASE use the one attached for 1.3 - this is the final one - otherwise people who see the worm in the Art Thread will be disappointed...

Just to be absolutely clear the last change date of the worm should be 13/06/2009, not the one dated 06/06/2009. I've included the entire unit folder.

keldath
Jul 07, 2009, 11:56 PM
a ctd?

weird - last night i did around 600 turns on patch 1.2.6,
havnt got 1.2.7 yet....

i wont have time to test up until Friday,

davidlallen
Jul 08, 2009, 12:15 AM
I'm confused also, we've reverted back to the Worm unit, but the storm is still a map effect. [...] Can't wait to have a 1.3 that is stable...

Patch Frenzy strikes again. I am afraid to investigate. You may wish to run civchecker (http://forums.civfanatics.com/showthread.php?t=276286) on your installation area.

Deliverator
Jul 08, 2009, 01:19 AM
It could just be that something was missed by me, or someone else along the way. Probably, keldath, if you merge in my 1.2.7 changes bit-by-bit into your 1.2.6 it may well work OK. I've really not done anything very significant. Probably your mod directory just has something that mine is missing. I'll try and see if I get the issue on a fresh patch stack 1.2.6...

I've run civchecker over it - there is a lot of output to pick through so it is bit hard to spot if there is a real issue...

davidlallen
Jul 08, 2009, 09:10 AM
One tip about running civchecker on a mod with a fpk file: as you have seen it cannot find any art inside an fpk. So I usually run pakbuild to unpack it in some other directory, and add that directory to the civcheck search path.

koma13
Jul 08, 2009, 12:35 PM
Deliverator, there is a problem with your CIV4UnitClassInfos.xml in 1.2.7:
You gave UNITCLASS_SANDSTORM and UNITCLASS_WORM the wrong default units.

Change UNIT_SANDSTORM to UNIT_SANDSTORM1.
Change UNIT_WORM to UNIT_WORM1.

This should fix any problems with the patch.

Deliverator
Jul 08, 2009, 12:40 PM
Thanks. I'll sort it out. It's weird because all I did (I thought) was add the Sandstorm unit class that seemed to be missing. Nevermind. I'm going do a 1.2.8 to fix that, make sure the correct worm is used, add water hints and fix some names/typos.

davidlallen
Jul 08, 2009, 02:48 PM
I realize it is a lot of extra trouble, but can you make 1.2.8 a full patch over 1.2, instead of requiring also to apply the intermediate patches in order?

keldath
Jul 08, 2009, 02:56 PM
dont worry david,

once deliv will upload his patch 1.2.8,

ill start merging it,

on Friday or even tomorrow ill create version 1.3.

Deliverator
Jul 08, 2009, 02:59 PM
It's not that hard to assemble all the prior patches into one patch so I'll do it. Will post soon - just want to scale back the water a bit after keldaths post about the super size 40 cities.

Can you use MediaFire when you host 1.3 keldath? There is no wait time, and we don't want people put off by wait times. It has a 100MB limit, but the main mod is still well under that.

Deliverator
Jul 08, 2009, 04:14 PM
Patch 1.2.8 - a complete patch over 1.2

Includes all previous 1.2 patches.

Additional changes in 1.2.8

+ Water Balances Changes - (it was fun but a bit insane)
Wind Trap starts at +1 water. Now that hill tiles already produce +1 water and wind trap output ramps up over time this seems fair.
Dew Collectors reduced to +1 water +1 commerce.
Shallow Well reduced to +4 water
Deep Well reduced to +6 water
Qanat System reduced to +8 water
BonusInfos.xml tweaked. There are slightly less Groundwater tiles available on the map.
Added Water Hints:

There is not a drop of rain on Arrakis. Water is precious. Water is life.

When choosing city sites be sure to make sure there are water sources enough to support the population.

At the start of the game hills yield water from the higher air moisture and plants yield a small amount of dew. These yields can be increased by building Wind Traps and Dew Collectors.

The best water sources on Arrakis are beneath the surface of the planet. Seek out Groundwater and dig Wells to bring a constantly flow of life-giving water into your cities.

As time goes on you can replace Shallow Wells with Deep Wells to increase the water output of Groundwater tiles. Eventually, you will be able to build Qanat Systems to obtain even more.

+ Text Changes: HarkonnEn is the correct spelling folks. There may still be some incorrect references around I just made sure the house name and Baron's name were correct. The Baron's name is now 'Baron Vladimir Harkonnen' and the Duke's is 'Duke Leto Atreides' rather than just 'Duke Leto'. Food text changed to Water.

+ Fixed UnitClass merge bug that I created in 1.2.7. Thanks Koma.

+ Made Baron LH a little brighter - was too dark.

+ Use final sandworm model not the lame old one.

Download Link (http://www.mediafire.com/download.php?n2zldenni5l)

Hopefully, I've done everything OK this time. If people can test and maybe check that I haven't been too extreme in cutting back water.

Just realised there is a typo in one of my hints... :)

Deliverator
Jul 08, 2009, 05:17 PM
Well, I'm not very good at this economy/growth balancing business. It seems I have been too harsh with the water changes... so I've made the following adjustments:

Restore commerce to Well improvements:
Shallow Well +4 water, +1 commerce
Deep Well +6 water, , +2 commerce
Qanat System +8 water, + 3 commerce

Restore Wind Trap to +2 water, +2 commerce

Restore Dew Collectors to +2 water, +1 commerce

Fortunately, all these changes are in the one file Civ4ImprovementInfos.xml which I've attached. Please overwrite the 1.2.8 version with this one.

davidlallen
Jul 08, 2009, 09:06 PM
I have successfully deleted my mod area, reinstalled 1.2, installed 1.2.8, and added the improvementinfos on top. It has autoplayed one game OK. I will turn on my balancing statistics and see what I get from a couple of runs. I will also run them up through turn 450 to make sure there is no turn 400 crash.

I also locally fixed the crash with grids on. I'm not sure how, but in the pak file there are a bunch of files in art/terrain/texture (singular). The directory is supposed to be art/terrain/textures (plural). I copied all the files from texture into textures, on top of the files which were there before. Now I can turn on grids without a crash.

So, that should definitely go into 1.3.

keldath
Jul 08, 2009, 11:55 PM
great work you guys.

when ill get back from work ill do version 1.3,
and dont worry, on mediafire :)

meanwhile ran a few auto play with fast speeds tand run something like a 6000 turn game ...just to make sure...:)

Deliverator
Jul 09, 2009, 02:18 AM
It's very minor, but the hint I added that says:
The best water sources on Arrakis are beneath the surface of the planet. Seek out Groundwater and dig Wells to bring a constantly flow of life-giving water into your cities.

Should say constant not constantly.

Can be quickly changed in DuneText.

keldath
Jul 09, 2009, 11:23 AM
ok guys,

instruct me what you would have me do,

do you want me to merge 1.2.8 with v 1.2 and release as v 1.3 today?
or you rather wait a few days for koma's changes and such ?
olz pm me or here...

Deliverator
Jul 09, 2009, 11:32 AM
My view would be to release 1.3 asap. Just make sure you get the grid overlay fix from david. Koma has said he'll be uploading his stuff this weekend, but the thing with releases is that you'll always be waiting for one more thing...

keldath
Jul 09, 2009, 11:37 AM
hehe yeah,

ok them, ill just do a fast test on the version, and release,
i guess someone have to break this "one more thing" and cut it from the coming version.

the grid was fixed already?
then david better upload it quickly now :)

Deliverator
Jul 09, 2009, 11:40 AM
I'd definitely get the grid fix in. It's worth holding off release for because it has already been responsible for one user being constantly locked out of Dune Wars. First impressions count and if someone gets a CTD first time they try and start the mod - they might not come back...

keldath
Jul 09, 2009, 11:48 AM
i agree,
maybe meanwhile i could add a dummy dds that wont ctd the game?

davidlallen
Jul 09, 2009, 11:56 AM
the grid was fixed already? then david better upload it quickly now :)

There is no upload. Just move the files from art/terrain/texture (singular) into art/terrain/textures (plural).

keldath
Jul 09, 2009, 09:39 PM
hey guys,

v 1.3 is up,

have fun :)

davidlallen
Jul 09, 2009, 10:06 PM
hey guys, v 1.3 is up, have fun :)

I do not understand the link you gave. It points to a folder on mediafire which contains nine items, such as dune woc lite with different versions. There is no 1.3 there.

Please check the link in the first post on the welcome thread.

Also, to get more downloads, I recommend you add this to the download database and also put it into this thread (http://forums.civfanatics.com/showthread.php?t=249168) for public release announcements.

Deliverator
Jul 10, 2009, 04:23 AM
Your download links should be something like:

http://www.mediafire.com/download.php?n2zldenni5l

The way I do it is to right click on the link in my mediafire uploads folder:

http://forums.civfanatics.com/attachment.php?attachmentid=220568&stc=1&d=1247217322

And then use that as the download link.

Also, I agree with david. Creating an entry in the downloads section is the way to go. This is how I've set up BLU Mod:
http://forums.civfanatics.com/downloads.php?do=file&id=12481

So the forum page links to the download database page which then has the MediaFire link. The download db page can have a link back to the forum thread.

If you can get the download link working, I don't mind creating the download database page, with some nice images, screenshots and explanation of features. It's all part of 'marketing' the mod. I'd be sure to credit everyone properly.

keldath
Jul 10, 2009, 05:42 AM
sorry guys,

got home at 5 in the morning, so i wasnt concentrated...

its fixed now.


**
i changed the art for the cottage-hamlet-town-city .

Deliverator
Jul 10, 2009, 05:47 AM
The welcome to dune wars OP link is still broken, looks like you got a bit of forum tag in there.

Anyway change it to this link and people wont have to select the link on mediafire:

http://www.mediafire.com/download.php?tmybjwyzwii

keldath
Jul 10, 2009, 05:55 AM
check the link now,
i was working on it until now.

Deliverator
Jul 10, 2009, 05:58 AM
Works perfectly now. :)

What do think about the download database page? Would you like me to set it up or would you like to do it?

keldath
Jul 10, 2009, 06:32 AM
hey Deliverator,

no need,

ive created one in version 1.0, so im gonna update it now,
and also gonna post on thunder fall's " announce your files".

****
ive updated the sound addon,
now the diplomacy sounds are working,

uploading now.

******

sound addon uploaded!

****

damn...

i deleted the saphoo button by mistake....its pink now....
also the ix corp' is blank.

ill upload a new v 1.3 later.

davidlallen
Jul 10, 2009, 06:56 PM
Let us continue our high output without stepping on each others' toes. In my own order:

1. I am looking forward to Koma's new early unit balancing.

2. I plan to issue a new DuneWars.py file which contains some changes for fresh water: grant fresh water for well and qanat improvements as requested by Deliverator; prevent worms from moving into fresh water; and fix at least one bug with spice failing to disappear when fresh water is added. This is standalone and has no impact on other files. It should be available tonight, in the next 6 hours.

3. I need to poke around at civics so that I can have a complete implementation of the terraforming victory. It also needs tuning, fixing the blend problem, and hopefully #4 below. If any new, greener terrain types come along, so much the better. I would like to get this out, and done. It affects at least python, buildinginfos, and terraininfos.

4. Since I am an SDK bigot, I am at the mercy of some kind person to issue an sdk which has the HatedCivic change from this link (http://forums.civfanatics.com/showpost.php?p=8246243&postcount=4). Any volunteers?

5. Trying out the worm rider promotion should be simple. It should only affect the python and promotioninfos, so it may coexist with other changes.

6. The rest is experimentational and unlikely to result in anything finished this weekend. I have a half dozen ideas for possible Reverend Mother mechanics to investigate.

keldath
Jul 10, 2009, 07:01 PM
good plans david,

sounds promising.

as for the civics,
no problem, i can compile a new sdk for you with the civics.

ive been following your ideas on worm riders, well, thats a tough one.

heres another idea for you that you might be able to do :
http://forums.civfanatics.com/showthread.php?t=327360

see th "the_j" post.

davidlallen
Jul 10, 2009, 10:33 PM
Here is the updated python file which gives fresh water around wells, as described in #2 of my plan for the weekend. I have also solved the terrain blending problem part of #3 with the tip from Deliverator. Next I will setup a time printing subroutine and add the fremen double move promotion with unit art swapping. This will show whether or not there is any runtime impact from this python.

Deliverator
Jul 11, 2009, 01:25 AM
Here's what I'm looking at in the immediate future:

+ Groundwater graphic
+ Reskin Wells to make them stand out more.
+ New banner and team colour for Ix.
+ Optimize spice and worm.
+ maybe some more terrain work, for cephalo and terraforming.
+ Finish my Fremen unit (I've really got to finish a human unit sometime...) - one I've done this I can knock up a worm rider graphic which is one reason I want to get it done.

Deliverator
Jul 11, 2009, 04:00 PM
I've had one of those rare days where you get most of what you plan to do done. So here is...

Patch 1.3.1 - an incremental patch over 1.3 - mostly graphical changes

+ Groundwater graphic and reskinned wells.
http://forums.civfanatics.com/attachment.php?attachmentid=220737&stc=1&d=1247345384
+ New Team Colour and Banner (http://forums.civfanatics.com/attachment.php?attachmentid=220666&d=1247304958) for Ix.

+ Optimised the Sandworm unit and the Spice feature. Attachable effects have been removed so performance should be improved.

+ New Polar Terrain and graphics (http://forums.civfanatics.com/attachment.php?attachmentid=220618&stc=1&d=1247258039) - gives +2 water (so it's effectively like vanilla grassland) I added this for cephalo's mapscript work. There is nothing in the current mapscripts to make this appear at the poles so it could appear anywhere.

+ Recoloured the Peak terrains to make them blend in better.

+ Included new Birth of Arrakis cityset (http://forums.civfanatics.com/attachment.php?attachmentid=220700&d=1247326767) from Lord Tirian.

+ Corrected some typos in the Hints

+ Slightly more groundwater appears on the map (BonusInfos tweak)

DOWNLOAD LINK (http://www.mediafire.com/download.php?zkkmhctyjgz)

davidlallen
Jul 11, 2009, 04:38 PM
I've had one of those rare days where you get most of what you plan to do done. So here is... Patch 1.3.1 - an incremental patch over 1.3 - mostly graphical changes

Excellent. This does not include my DuneWars.py from above, which is fine. I will change and re-upload that to include camera controls.

@ Koma, I vote for uploading your unit/building stuff as 1.3.2 without worrying about 1.3.1. As long as it is clear that this 1.3.2 does not include 1.3.1, people can test it conveniently. This way you do not get stuck re-merging just before your own release.

I have done some cleanup of unused art files which touches a few of the artdefines, and some tuning of the terraform victory. It does not look like I will be able to put up a patch today, but I will merge 1.3.1 into my stuff.

keldath
Jul 11, 2009, 04:42 PM
wow guys,
just wow.

on my todo list -
im gonna add a few hero units.

maybe ill do the events aswell.

Deliverator
Jul 11, 2009, 05:08 PM
I've diverted the download link above to a new file patch 1.3.1a. This is just because Lord Tirian posted the fix for the city set.

I meant to include your Python, david, I forgot.

Deliverator
Jul 12, 2009, 05:42 AM
Keldath, the 1.3 sound addon you posted seems to be corrupted. Whether I run the .exe or use WINRar I get the same message that files are corrupted.

koma13
Jul 12, 2009, 07:04 AM
I know, I know, this needed a ridiculous long time to finish but here it is:

The 'Early Units' patch (1.32)
Patch 1.31a is required.

This patch is only a suggestion. It's not intended as a monolithic change, I don't mind if we add, remove or change units. ;)

My main goals were:

- more unit diversity in early unit tree
- stopping the hover spam
- balancing the early tech tree

I am lazy right now, haven't make any presentable overview for new unit setup yet :blush: but you can look inside Civ4UnitInfos for changes. I still plan to make a nice excel chart giving a better overview of changes.

TODO:

- unit names (only placeholders)
- unit art (only placeholders)
- updating the civilopedia to make sure all unit changes are listed
- unique units (i disabled early uu because they didn't fit very well in the new unit tree)
- more unit tweaking, it's an never ending task...

I replaced the scout with a thopter unit. It doesn't have any offensive power but you can use it for exploring. In addition it has 2 cargo spaces mainly intended for loading a settler. This allowed me to forbid settlers and soldiers to enter the desert (as we had in earlier versions of dune wars). I would have prefered giving the scout thopter only 1 cargo space, but then the ai won't use it for settling (ai will only send settler if accompanied by a infantry unit). I also lowered minimum foundvalue to 350 to encourage expansion.

About hover spam:
Well, that wasn't easy. As far as I understand there isn't one reason for that. The main problem left (after excluding sandworms/storms from danger count) was that hover units were the only domain_sea units we had. To me it looks like the ai always tries to gather a certain amount of offensive sea units (especially on a archipelago maps). This together with the regular loss of hovers against sandworms make the ai constantly building them.
What I did is introducing a wider range of early sea units (thopters are now domain_sea too). We have now six domain sea units in early unit tree. In addition I limited hover escort unit's ai to unitai_escort_sea. This should make sure ai leaves hovers inside cities until needed for assault. Last but not least hover escort needs now crystal and soostone to be build.

Tech tree balancing:

I didn't liked there were techs that give 4-5 advantages, other techs only one. I tried to balance that. I'm not sure I got the requirements for techs always right, this needs some more work.


http://img9.imageshack.us/img9/7682/civ4screenshot0001j.jpg


Link: http://www.mediafire.com/download.php?xmmdmnznfcz


I am little tired of doing xml changes, I want to redo the city screen next, giving it a more dunish flavour. :)

keldath
Jul 12, 2009, 10:23 AM
hi guys,

deliverator,
sure - ill fix he sound link.

koma13,
good work, units balancing is one of the most important thing in gameplay.

i agree that there has to be some more unit diversity,

basically...
im not that happy with disabling uus...i think we need to make each civ different...but...
i trust you that you know better and have somewhat of a plan for next eras .

i totally agree that the tech balance want good - i dont like either that one tech gives 1, and another 4, great work on re balancing this one.

very good job koma13, looks like you spent a lot of time on it huh?....

davidlallen
Jul 12, 2009, 10:24 AM
Excellent. I have locally merged this with 1.3.1a and my own changes for Terraforming Victory.

To avoid contradictory changes, I would like to reserve the next patch, 1.3.3, for delivery in the next five hours. It will include all of 1.3.1a plus 1.3.2. It will also include the terraforming victory although that may need some balancing, and the fix for avoiding the new polar ice terrain everywhere.

Now that koma's changes are in, I would like to do part of the Great Renaming. I think the most benefit comes from bonuses. I will try that renaming only, although it will affect many files. This should improve the readability when we go to tweak the bonus/improvement distribution. But it will break anybody else's local changes pretty badly.

Any objection to renaming bonuses?

keldath
Jul 12, 2009, 10:46 AM
already patch 1.3.3? wowow....:)

koma13,


i think youve done some imbalance,
you disabled uus for some nations, now some have 3 uu and some 1 or 2.....

would you like me to just create new uus according to your new early unit classes?

other then that - really good job

koma13
Jul 12, 2009, 11:40 AM
koma13,


i think youve done some imbalance,
you disabled uus for some nations, now some have 3 uu and some 1 or 2.....

Of course we need uu back in game, but first we have to get the normal units right. I hoped you guys would help me with that. Can't do all at once. :)

keldath
Jul 12, 2009, 11:47 AM
sure koma14,
i will help ,

but only on the weekend, after my dreadfull exam...



*****

sound file fixed with newlink - check out the main download thread.

koma13
Jul 12, 2009, 01:51 PM
would you like me to just create new uus according to your new early unit classes?

Thank you, that would be great.

Good luck with your exam! :)

davidlallen
Jul 12, 2009, 02:55 PM
To avoid contradictory changes, I would like to reserve the next patch, 1.3.3, for delivery in the next five hours. It will include all of 1.3.1a plus 1.3.2. It will also include the terraforming victory although that may need some balancing, and the fix for avoiding the new polar ice terrain everywhere.

Well, that did not happen. I am stuck at the interaction between civics, buildings and techs. I need to prevent the Reservoir from being built unless you have the right civic, and that is not quite working yet. I will probably be offline most of the rest of the day.

Some people seem to be stuck on the new ice terrain showing up a lot; there are two workarounds for it -- editing terraininfos.xml or archipelago.py. My third workaround is to remove it in GameStart in python. It would be some work to unwind just that change. I can do it if there is popular demand.

So renaming bonuses and the civic restriction on reservoirs are the two things I plan for 1.3.3 which are not done yet. I would still like to reserve the next patch if there is no strong objection, but it may be until Tuesday night.

koma13
Jul 12, 2009, 02:59 PM
I would still like to reserve the next patch if there is no strong objection, but it may be until Tuesday night.

No problem. In the next week I will only work on CvMainInterface.py.

Deliverator
Jul 12, 2009, 03:27 PM
Mmmmm, maybe I should have held back with the polar terrain. Can we release a new version of the mapscript in 1.3.3? - that seems like the best place for now.

I'll be doing nothing but art, and posting wild unimplementable ideas for the next week. That's the plan anyway... :)

davidlallen
Jul 12, 2009, 07:46 PM
Mmmmm, maybe I should have held back with the polar terrain. Can we release a new version of the mapscript in 1.3.3? - that seems like the best place for now.

I think we need a deeper understanding of why your polar, and my terraforming, terrain is getting onto the maps. Cephalo suggested that removing normalizeAddFoodBonus in the mapscript is a bad idea, and I agree, although I have not really studied it. I think my onGameStart hack is slightly better, but I cannot really guarantee that either. If normalizeAddFoodBonus is choosing to add all of its bonus as terrains, and then my onGameStart removes all the terrains, that may be just as bad.

The best workaround for now is probably for people to remove the polar ice from terraininfos. But we should work to understand the reason a little better.

I'll be doing nothing but art, and posting wild unimplementable ideas for the next week. That's the plan anyway... :)

Sounds great. A wild idea can often be changed slightly to make it implementable after some discussion.

Deliverator
Jul 13, 2009, 12:50 AM
The best workaround for now is probably for people to remove the polar ice from terraininfos. But we should work to understand the reason a little better.

OK. I need to probably add a few more terrain types so that Cephalo has everything needed to perfect the Arrakis mapscript. Given the disruption caused by polar it would make sense to put them in a work in progress patch for him and then we can figure out the best solution for the other mapscripts.

Koma, what are your thoughts about a regicide victory? Is it doable? David outlines the main potential problems in this thread:
http://forums.civfanatics.com/showthread.php?t=327360

davidlallen
Jul 13, 2009, 01:10 AM
OK. I need to probably add a few more terrain types so that Cephalo has everything needed to perfect the Arrakis mapscript.

While you are making terrain types, could you think about a slightly greener vanilla plains, and a slightly greener vanilla grass? These are used by the Terraform Counter and the Reservoir of Liet. But, the vanilla plains color is too close to our desert, and the vanilla grass looks kind of like "lime" instead of "lush" when mixed with our brownish terrains.

I dug a little more into why the good terrains show up. There are two functions involved in the mapscript, normalizeRemoveBadTerrain and normalizeAddGoodTerrain. You have to get rid of both of them to prevent the terrains. There is no hook that we can use to define these terrains as un-add-able, which is really too bad. I thought I was onto something because for bonuses, you could set the latitudes to illegal values and they would be skipped. But not for terrain.

So the best answer is to define normalizeRemoveBadTerrain and normalizeAddGoodTerrain, but to leave normalizeAddFoodBonuses undefined. This needs to happen in any mapscript which calls these functions. I am not sure why Cephalo's mapscript does not call them. Postprocessing in onGameStart is not as good, since I can't tell what terrain type was there originally to put it back.

An even better answer would be to put xml hooks into the terrain which indicate they are not normally placeable, and then modify the sdk normalize* routines to check for terrain like they check for legal bonus latitude. But that is a lot more work.

Deliverator
Jul 13, 2009, 01:42 AM
While you are making terrain types, could you think about a slightly greener vanilla plains, and a slightly greener vanilla grass?

No problem, I'll look into it. Are the camera controls going to be included in 1.3.3?

Edit: Also, if it's not too late, can you hold off with the bonus tag renaming for 1.3.3. I've decided to do some renaming and reworking of bonuses and improvements and I wouldn't want you to go through the exercise twice. I'll probably book 1.3.4 on the patch merry-go-round for the bonus reworking if that's OK.

davidlallen
Jul 13, 2009, 09:47 AM
Are the camera controls going to be included in 1.3.3?

Yes, this turned out to be easy once the BUG team told me the syntax. Sorry it is all tangled up in the terraforming changes, so I cannot put it separately.

Also, if it's not too late, can you hold off with the bonus tag renaming for 1.3.3. I've decided to do some renaming and reworking of bonuses and improvements and I wouldn't want you to go through the exercise twice.

I have done it and tested it, but the script makes backups, so it is easy to rip it back out. No problem. (That is the benefit of doing it via a program.)

davidlallen
Jul 14, 2009, 08:59 AM
Here is unofficial patch 1.3.3. Includes changes from 1.3.1a and 1.3.2; you may install on top of either 1.3, or 1.3.1a (release note (http://forums.civfanatics.com/showpost.php?p=8255665&postcount=56)), or 1.3.2 (release note (http://forums.civfanatics.com/showpost.php?p=8257075&postcount=61)). The main purpose of this patch is to introduce a Terraforming Victory, by building 7 Reservoirs of Liet to convert Arrakis into a water paradise.

Terraforming victory
* Added terra_grass and terra_plains terrain from vanilla grass, plains
* Added civic category, "Future of Arrakis", with values neutral, spice, or paradise. Spacer Guild and Bene Gesserit prefer spice, Fremen prefer paradise, others are neutral. Soon we will add a "hated civic" so that each faction hates the other.
* Added technology, Spice Industry, which enables the spice civic, which gives +1 hammer on all spice harvesters.
* Added technology, Way of Liet, which enables the paradise civic
* Added Reservoir of Liet and Catchbasin buildings. You must have Way of Liet technology to build. Also you must adopt the paradise civic.
* Each turn:
+ Check if any cities not following the paradise civic have catchbasins or reservoirs of Liet, and destroy them
+ Add some green terraform terrain around catchbasins and Reservoirs of Liet
+ If there is any terraform terrain which is not around a catchbasin or Reservoir, remove it
* Added terraforming victory, build 7 Reservoir of Liet buildings. If you find this too easy, please let me know, but you can individually disable this victory type in the custom game menu.
* Renamed previous Catchbasin (granary) to Water Tower
* Fixed bug (from vanilla) when displaying victory by building count

Minor changes
* Remove any terra_grass, terra_plains, polar ice from the starting map. It would be better to change all the mapscripts to stub out normalizeRemoveBadTerrain and normalizeAddGoodTerrain.
* Added camera control keys requested by Deliverator: shift and ctrl arrows move the camera without zooming, ctrl home resets the view.
* Well and qanat improvements, catchbasin and Reservoir of Liet buildings all generate fresh water in adjacent plots
* Worms will no longer travel near fresh water
* Fixed some bugs regarding removal of spice when fresh water appears
* Changed name of cultural victory back to cultural
* Removed projects related to space race

File removal and cleanup
* Removed a small number of unused artdefines
* Removed the previous terraforming mod special unit (former) and related improvements; some of the improvements and build orders are still there because removing them causes an xml parsing error. This is weird, but I did not take the time to figure it out. The builds are unreferenced and the improvements are unbuildable, so it does not make any real difference.
* Found about 20 unused art directories and 20 individual files which are not used, can be removed from pakfile (see spoiler)


Unused directories inside assets/art:
effects/sandsunami
leaderheads/different pics
structures/buildings/biology_lab
structures/buildings/chainreactor
structures/buildings/university
structures/buildings/wood resource
structures/improvements/biodome
structures/improvements/tree nursery
terrain/features/spice tuber
terrain/features/wheat
terrain/resources/algaered
terrain/resources/alges/תיקיה חדשה
terrain/resources/alges/corn
terrain/resources/rodents
terrain/resources/water
units/nukebomber
units/sand storm (note space in name: sandstorm is used, sand storm is not)
units/sever
units/skjold
units/worker2
waves

Unused files inside assets/art:
terrain/textures/deepdesertblend.dds
terrain/textures/deepdesertdetail.dds
terrain/textures/deepdesertgrids.dds
terrain/textures/desertwasteblend.dds
terrain/textures/desertwastedetail.dds
terrain/textures/desertwastegrids.dds
terrain/textures/swampblend.dds
terrain/textures/swampdetail.dds
terrain/textures/swampgrids.dds
leaderheads/dune-david-lynch-1984-movie09.dds
leaderheads/dune-david-lynch-1984-movie09b.dds


You can get it from this link (http://jendaveallen.com/fury-road/dune-wars-patch-1-3-3.zip) (6 MB).

davidlallen
Jul 14, 2009, 09:03 AM
My plans for the next week or so:

1. Documentation. I think the hints aren't enough anymore. I will mod the "BTS Concepts" section of the Sevopedia by renaming it, removing all its contents, and adding documentation of the DW concepts. See post in the 1.3 feedback thread.

2. Retry my concept for Fremen to get double movement in desert with a worm rider graphic. I can't put down this idea.

3. Reverend Mother unique unit. See separate thread.

4. Actually *play* some games using 1.3.2 to give feedback on the units.

5. Start thinking about Spacer Guild and Bene Tlielax unique abilities.

keldath
Jul 14, 2009, 11:17 AM
great work david!

i cant wait to be after my exam!!!!

Deliverator
Jul 14, 2009, 11:30 AM
Yeah, good luck with that Keldath.

keldath
Jul 14, 2009, 11:46 AM
thanks deliverator,


theres some small art errors with patch 1.3.3, but ill get them on my patch that ill do on Friday:

i plan on re inserting the missing uu's according to koma's new unit set for early era.

ill go on with the unit tree,

also gonna add some more hero units - im thinking of inserting the leader units somehow as power units.

fix some bugs.


****

david,
why did you take out all of the projects regarding spiritual victory?
i kinda liked its idea.

further more - you guys cut down some buildings, isnt it to thin with buildings now?

davidlallen
Jul 14, 2009, 12:34 PM
theres some small art errors with patch 1.3.3

Can you tell me the details of what I missed, so I will not repeat the mistake?

EDIT: I copy/pasted the granary building and button for the catchbasin and reservoir. I guess that counts as an "error", but I do not really have any better art to insert. Was there anything besides that?

why did you take out all of the projects regarding spiritual victory? i kinda liked its idea.

I think there are too many victory types. I took it out first, because I thought I needed the "seven items" for my terraforming victory. Then I discovered I could use the undocumented "victory threshold on buildingclass" to do it. But I did not add back the victory. If you feel strongly, go ahead and add it. But do we really need nine separate victory types?

further more - you guys cut down some buildings, isnt it to thin with buildings now?

For myself, I removed a few buildings after discussion and agreement on the "tuning economics and buildings" thread from several weeks ago. I agree that some of the early game techs now have few buildings. Perhaps some should be moved from later in the game to earlier. The feedback from Ahriman was that there were way too many buildings especially in the later game, because none of the buildings get obsolete. I agree with that, but I did not do any counting of the number of buildings compared to vanilla.

keldath
Jul 14, 2009, 01:20 PM
hey david,

check out the pedia - on improvements - see the transforming- it gives nothing,
mostly its something in the improvement art file.

also, the 2 new terrain types you added - are dark and has no green graphics, and they wont blend right, its square like.

some buttons are pink.


i kinda liked the spiritual victory,
i can remove the holy war vic - its just something i invented...just conquer terrain and and spread religion.

but i think a verity of vic conditions, allow people to play the games with several ways, just adding some fun you know.

i dont like to have spam of buildings as well, but,
i want that during the game, there wont be a situation that you barley have anything to build but units...just want to make it interesting in gameplay.


dont worry about the glitches,
ill fixed on Friday,

can you add the new transforming vic in concepts or somewhere in the pedia?
so everyone will know what it does.

davidlallen
Jul 15, 2009, 12:53 AM
check out the pedia - on improvements - see the transforming- it gives nothing, mostly its something in the improvement art file.

I guess you are referring to the improvements from the previous terraform mod which you added. I am not able to remove them using xml, because funny xml parse errors come up. Is there an sdk component to that mod which you added? Could you remove it?

also, the 2 new terrain types you added - are dark and has no green graphics, and they wont blend right, its square like.

I don't understand how that can be at all. Can you send a screenshot? If anybody else has installed this patch, are they seeing blending of the proper colors? They are vanilla grass and vanilla plains, they should have the same color as vanilla.


some buttons are pink.

I see that the two buttons for these two terrains are pink. However, it is odd, because I have just copied the terraininfos from vanilla. So it is not clear why these buttons should be missing.

keldath
Jul 15, 2009, 02:09 AM
gey david,

ill post you a screen shot on Friday.

i didnt realize you removed the old terraform stuff, so yeah ill remove it completley from all of the files.

dont worry,
ill fix all the bugs.

:)

Deliverator
Jul 15, 2009, 02:20 AM
I'd like to get 1.3.4 up before Friday. It is now going to be only bonus and improvement changes, but they are quite significant. I am going to add a couple of new techs as well.

keldath
Jul 15, 2009, 03:25 AM
cool deliverator,

do you mind fixing the pink buttons and the new terrain by david for patch 1.3.4?

i think ill do patch 1.3.5.

davidlallen
Jul 15, 2009, 10:19 AM
do you mind fixing the pink buttons and the new terrain by david for patch 1.3.4?

@ Deliverator, the two terrain buttons are missing. Are you able to see the terraform terrain correctly in the game? Correct light brown/lime colors, and no hard edges? To set it up quickly in WB, give yourself Way of Liet technology, switch civics to paradise, use WB to give yourself a Reservoir of Liet, and autoplay probably 10 turns.

Deliverator
Jul 16, 2009, 04:01 AM
Patch 1.3.4 is here (http://forums.civfanatics.com/showpost.php?p=8268881&postcount=11). It is a full patch over 1.3. I decided to post the details in the bonus thread as it is all bonus and improvement changes.

I didn't manage to check the terrain. Sorry guys.

I anticipate doing a response-to-1.3.4-feedback patch pretty soon. I'll do the terrain work and any fixes I said I'd do in that patch as well.

davidlallen
Jul 16, 2009, 09:55 AM
Great work! I am merging it with my local changes. Did I miss the changes to the pedia text entries? You have a bunch of text in the forum post, but I was not able to find it either in xml/terrain/civ4bonusinfos.xml or xml/text/DuneWarsText.xml.

Once I am sure I did not miss it, I can paste it into the pedia. I have a script which does the cloning of the text for all the languages.

Deliverator
Jul 16, 2009, 10:06 AM
I was lazy and didn't actually put the text in the pedia...

I think the BonusInfos.xml great renaming is probably even more urgent as the tags have been further scrambled by my changes. I changed the order of BonusInfos.xml too to help my understanding so be careful when merging - it may be better to take mine and copy any changed bits in.

I have tried to clean up the art for improvements and bonus resources. I have started a new art/structures/imp folder for improvements and art/terrain/bonus for the resources. This is to make it easier to locate and upgrade art files. Once the migration is complete we can drop the existing improvement and resources folders, and then rename structures/imp -> structures/improvement and terrain/bonus -> terrain/resources.

davidlallen
Jul 16, 2009, 10:10 AM
@ deliverator: hopefully, nobody has any locally modifed bonusinfo, so there should be no merge.

@ keldath: I can do the bonus renaming Friday afternoon my time (30 hours from now). Or I can wait until after you make a patch. It will change many files such as unitinfo, all the places where bonus names appear. Please let me know your preference.

Deliverator
Jul 16, 2009, 10:16 AM
david and keldath, if you decide among yourselves who takes 1.3.5 and 1.3.6, I'll book 1.3.7 by which time I should have a decent list of bonus refinements as well as the remaining terrain work and finished Fedaykin.

By the way, what role do the bonuses Refined Water and Refined Spice actually serve?

keldath
Jul 16, 2009, 12:14 PM
hey people,

yeah i think ill go for patch 1.3.5,
ill try to upload it in less then 30 hours...



next patch 1.3.8,
the person that answers this quastion will get to do it:

who is the speed of the average sparrow?


just kidding...


***
ok im lost,
i have no idea how to fix the new grass and plains terrain, ive tried everything:

see attached pic.

the buttons ive fixed.


***
started to work on patch 1.3.5,
ill release it tomorrow so you guys can pick up from it to the next patches.

Deliverator
Jul 16, 2009, 04:32 PM
We've passed 1000 posts on this subforum in three weeks... and they're not all me!

davidlallen
Jul 16, 2009, 04:51 PM
This post could go onto the art thread or the 1.3 feedback thread, but it's more related to a patch.

I am tired of the existing build buttons. There are many copies and they do not match what they are for. Attached is a directory which should be "assets/art/interface/buttons/builds". I have added the following buttons:

BUILD_WINDTRAP Art/structures/improvements/windtrap/windtrap_button.dds
BUILD_SOLAR_FARM Art/Interface/Buttons/builds/buildsolarfarm.dds
BUILD_MINE Art/Interface/Buttons/builds/buildsurfmine.dds
BUILD_MINE2 Art/Interface/Buttons/builds/builddeepmine.dds
BUILD_MINE3 Art/Interface/Buttons/builds/buildcoremine.dds
BUILD_GREEN art/interface/buttons/builds/buildinsfarm.dds
BUILD_CAMP art/interface/buttons/builds/builddewcoll.dds
BUILD_GROWTH Art/Interface/Buttons/Builds/BuildCamp.dds

A number of the buttons are cut out of the final frontiers atlas, but it seems that a build button cannot come out of an atlas.

It can go into whoever does the next patch, which is probably not me.

davidlallen
Jul 16, 2009, 05:03 PM
i have no idea how to fix the new grass and plains terrain, ive tried everything: see attached pic.

I was sure you were wrong. So I went into my WB and placed some tiles of these new terrains to create my screen shot. But, you are right! I do not see how this can be happening. When I look at terragrassblend.dds in photoshop, it has the proper green color. But when I place the terrain in WB, it is not correct. I have checked my original files; they are the same between my patch 1.3.3 and Deliverator's patch 1.3.4. So I cannot blame it on him :-)

I also cannot see what has gone wrong. I will try to figure it out. If anybody else has some ideas that would be great.

koma13
Jul 16, 2009, 05:18 PM
I also cannot see what has gone wrong. I will try to figure it out. If anybody else has some ideas that would be great.

Order in Civ4TerrainInfos.xml matters. I remember we had some graphical problems with terrain on the old land based map scripts I made and I fixed that by moving the faulty terrain from last position to somewhere inbetween. Try to put it next to the other flat land terrains.

keldath
Jul 16, 2009, 06:52 PM
i will get the buttons in thanks.

koa13, ill try that, really weird.

i think i found a small bug in the system, not in our specific code,

if you remove a number of build_ in the buildinfo.xml you get an error of something - xmlloadutility loop.

i think theres need to be a minimum number of build - or else there will be an error on load game.

i stabmled upon this when removing the build_hill+ build_terraform that belongs to the terraform mod.
i left in that files 2 test builds. so the error wont appear.

davidlallen
Jul 16, 2009, 07:04 PM
i think i found a small bug in the system, not in our specific code,

if you remove a number of build_ in the buildinfo.xml you get an error of something - xmlloadutility loop.

I have found the same thing. It happens when you remove one specific build related to the old terraforming mod, such as BUILD_HILL. It does not relate to the total number of builds, it is specific to the terraforming mod builds.

I assumed that there is something in the terraforming sdk code which requires these builds. So when the builds are removed but the sdk code is still there, you get this funny error. So I was assuming that when you removed the terraforming sdk code, these errors would go away.

Have you removed the terraforming sdk code? That "should" solve the problem.

keldath
Jul 16, 2009, 07:17 PM
hey,
theres no sdk code for the terra, its just a few lines in the cveventmanager,

in order to test my theory, i tested revdcm 2.51 alone - deleted some builds, and bang the error appeared.

also - i have removed another build - not the hill - for exampe the windtrap - and again the error appears.

so i guees the limit is on,
if you can test this aswell it would harden my theory.

i wasted 3 hours on this cause i thought i did in patch 1.3.5 something wrong...

Deliverator
Jul 17, 2009, 04:02 AM
I have the following tasks on my immediate task list:

+ Better/greener terraformed plains and grassland - I'll try to fix the 'oil slick' terrain issue while I'm at it.
+ New Dune Hills and Polar Ocean terrains and graphics for Arrakis.py
+ Tweak Rugged terrain texture a bit.
+ I have the excellent new city screen files from Koma. I'm going to do some final polishing of them, then they can be released.
+ Finalize Fedaykin unit.
+ Some polishing work on the new bonus graphics.

Aside from that, playtest and think about strategic resources <-> units.

keldath
Jul 17, 2009, 07:44 AM
hi,

i finished patch 1.3.5,
hoped i got it in time for david :)


**be sure to install patch 1.3.4***
link:
http://www.mediafire.com/download.php?mndjuyinlje

here are the changes :

-added some new code from revdcm 2.51
-changed buttons for builds
-removed terraform codes
-added 3uu to all civs acording to new unit set.
-fixed new terrain buttons -grass plains
-changed some names of builds improvements and techs
-worms have minus 200 towards thopters
-fixed assault hover art
-changed all thopters domain to sea alongwith their unitais
-moved missile trooper - will be against hornets and thopters.
-removed all ranged bombard from units that wasnt suppose to have it.
-removed preqeq of crystal from mhula mortar
-changed some aerial values for assault and light hornet
-art of kanly moved to desert warfare
-renamed techs:
off world trade - now dune topography
space ports - now off world trade
dune topography - now space ports
-added building to off world trade - trade port.
-fixed ix button for corp
-some civs starts with thopter/worker/soldier
-changed lasgun soldier city attack bonus
-added units - cutterpilar to way of the wicked
walker - POWER UNIT - cost 200 solaris - 1 per player 3 wolrd.

heres a todo list - that i wrote as i go, some are just suggestions:

-rename sahpoo corp - cause theres no more saphoo as a res'....
-HOW ABOUT RENAMING CLOUDS TO MOISTURE?
- beef up the techs with more special buildings
- some techs have just a civics...dont like this much..
- more work on the unit tree and combat values.
- add more power units like battlemech and walker.
-why is there so much resources on the map - mainly ground water - isnt windtrap obselete now?
-check economy and money levels

davidlallen
Jul 17, 2009, 09:45 AM
Great, I will reserve 1.3.6 for 30 hours from now. My to-do list is same as before, at this link (http://forums.civfanatics.com/showpost.php?p=8263212&postcount=77). I will also fix the bugs reported on playing terraformed terrain, see what I can do about the sandworm attack AI, and try something to make spice less random.

Deliverator
Jul 17, 2009, 10:52 AM
-rename sahpoo corp - cause theres no more saphoo as a res'....

I'd like to implement the Imported Goods idea in 1.3.7. Part of this idea is to make Stillsuits a bonus resources, produced by a Fremen/Sietch Tabr building Stillsuit Maker. This will mean that Stillsuit Corp as well as Sapho Corp no longer make much sense. I'll review the corporation names and required bonuses when I do the Imported Goods.

-HOW ABOUT RENAMING CLOUDS TO MOISTURE?

I was originally going to call it Atmospheric Moisture, but then I thought that is was really wordy and the Clouds was simpler. I'm easy either way really.

why is there so much resources on the map - mainly ground water -

I've put an answer to this on the Bonus thread.

- add more power units like battlemech and walker.

I can see I've not persuaded you not to turn Dune Wars into Battetech... ;)

Surely "power units" in the Dune context should be heroes and leader units, Paul Muad'dib riding a worm that sort of thing. I think we should come up with an overall design for leader units and heroes - a process that I've tried to start in the Civilizations thread. Part of that has to be coming up with more and varied promotions for them to have I think. I listened to this modcast episode (http://civcomm.weplayciv.com/polycast/modcast/season1/episode20.mp3) and what Xienwolf is doing in Fall Further sounds really interesting - listen from 27 mins 30 secs onwards . He's talking about promotions that are applied in certain circumstances (like we need for the worm riders) and lots of other cool sounding stuff. Even if we lack the SDK knowledge to implement everything we want right now, if we have a clear plan of what we'd like to do (and there's some technical challenges involved) then you're probably more likely to attract an SDK modder to the project. Either that or we ask Koma really nicely to do some more SDK work. :)

davidlallen
Jul 17, 2009, 11:19 AM
i finished patch 1.3.5,

It is important to note that this does not include the other changed files included in 1.3.1 - 1.3.4. Therefore you *must* install 1.3.4 before you install this patch or you will get very bad results.

keldath
Jul 17, 2009, 11:24 AM
Deliverator,

hehe i dont want battletech,
power units i mean hero units - can be muadib, and just some art that is just a unit that has more then mormal power and only a few numbers of these availble ingame...
its just that i had only a mech to use as a graphic, my intention is to have many units like fedykin and some other stuff that youll create :)

david,
currect!

koma13
Jul 17, 2009, 11:51 AM
Either that or we ask Koma really nicely to do some more SDK work.

Well, my todo list is pretty short right now:

- another update for city screen
- doing that homeworld idea

But... from next tuesday onwards I will be offline for ~2 weeks. I won't have access to any computer capable of playing civ4.

When I am back we can talk about sdk work.

davidlallen
Jul 17, 2009, 12:18 PM
Is there any chance you could throw me a HatedCivic (http://forums.civfanatics.com/showpost.php?p=8246243&postcount=4)sdk?

koma13
Jul 17, 2009, 03:40 PM
David, should I merge all changes from your HatedCivic upload?

davidlallen
Jul 17, 2009, 03:48 PM
David, should I merge all changes from your HatedCivic upload?

The files I attached were taken from the darkciv mod. That mod has dozens of new features. If you search for "HatedCivic" in the files I attached, you should see the changed areas needed for HatedCivic. I am sure there are many other changes in those files unrelated to HatedCivic. So, if you see a change which does not have HatedCivic right there, I do not think you should merge it. Only the HatedCivic changes are requested.

koma13
Jul 17, 2009, 03:53 PM
There are no changes marked with 'hatedcivic'. Only 'a1021'. :confused:

Deliverator
Jul 17, 2009, 04:13 PM
Further to my post about Fall Further, imagine what interesting possibilities there would be if you had a list of Custom tags this long:

http://forums.civfanatics.com/showthread.php?t=292532

No wonder people want to make modmodmods of it...

davidlallen
Jul 17, 2009, 04:39 PM
There are no changes marked with 'hatedcivic'. Only 'a1021'. :confused:

Sorry for the confusion. Please search for the string HatedCivic. A small number of the a1021 changes contain this string, the rest do not. For example, CvGameTextMgr.cpp line 10733 is an example of a HatedCivic change.

davidlallen
Jul 17, 2009, 04:48 PM
Further to my post about Fall Further, imagine what interesting possibilities there would be if you had a list of Custom tags this long:

http://forums.civfanatics.com/showthread.php?t=292532

No wonder people want to make modmodmods of it...

Um, yeah. Keep in mind that this huge list is *on top* of the huge list already provided by FFH (that is the "Further" part of FF) in this thread (http://forums.civfanatics.com/showthread.php?t=238077).

To me, this is more "intimidating" than anything else.

koma13
Jul 17, 2009, 05:31 PM
Sorry for the confusion. Please search for the string HatedCivic. A small number of the a1021 changes contain this string, the rest do not. For example, CvGameTextMgr.cpp line 10733 is an example of a HatedCivic change.

I can try but I'm not sure this is a good idea...
Is there any way for a simple test to see if it's working?

davidlallen
Jul 17, 2009, 05:36 PM
I volunteer to perform the test. If you can get the changes to compile, and give me an sdk which has this change in addition to the other 1.3.5 changes, I will do the rest.

koma13
Jul 17, 2009, 05:38 PM
hmm, there is no sdk sources included in 1.3.5 patch

EDIT:
well, forget what I have written. 1.3.5 doesn't have a CvGameCore.dll. I will use 1.3 sdk.

davidlallen
Jul 17, 2009, 05:44 PM
Really? I did not look, but keldath's change list says he included several revdcm fixes. No big deal, I am sure we can re-merge later if needed.

koma13
Jul 17, 2009, 05:56 PM
Maybe there are only python or xml related changes. :dunno:

I'm compiling right now, will take ~20 min.

koma13
Jul 17, 2009, 06:41 PM
Dune Wars CvGameCoreDLL with hated civics:

http://www.mediafire.com/download.php?mnzenmjntjl

davidlallen
Jul 17, 2009, 09:25 PM
Dune Wars CvGameCoreDLL with hated civics:

Great, thanks a million! It is doing "something". I added the schema file and then filled in the data for the leaderheads. I started a game and used WB to give myself the paradise tech, and had a revolution to use it. Then I gave myself a scout which is nearby to somebody who should hate me, and made first contact.

When I hover over the leader who should hate me, in the diplomacy screen, I see the "hates me" text and they are shown as annoyed, not cautious. That is good. But, in the glance screen and the other hovers, their reaction to me is zero. That is bad. Probably I have missed some small point which also needs to be incorporated from darkciv. Attached my changed schema and leaderheadinfos; I will post back onto the darkciv thread along with your changed code to see if they have any suggestion.

Order in Civ4TerrainInfos.xml matters. I remember we had some graphical problems with terrain on the old land based map scripts I made and I fixed that by moving the faulty terrain from last position to somewhere inbetween. Try to put it next to the other flat land terrains.

That was it. By reordering that file, I can now see the green and tan again. I moved polar ice, terra grass, and terra plains to be just before coast. Perhaps there is some hidden assumption that all the flat terrains should go together.

keldath
Jul 17, 2009, 10:01 PM
damn!!!!

i knew i forgot to do something!

i was in a bit of a rush today and i completely forgot about the hated civics!
sorry david!!!

thanks koma13 for building the dll,

you are correct that in patch 1.3.5 there's no sdk changes, 1.3 sdk is the most updated one.


again sorry for the confusion, my bad!


****
koma13, two weeks is a long time! you will be missed!

***
about the ffh thing,
i once thought of grabbing some code from there, but it is intimidating, and scary.
i wouldnt know where to start even.

Deliverator
Jul 18, 2009, 02:57 AM
about the ffh thing, i once thought of grabbing some code from there, but it is intimidating, and scary. i wouldnt know where to start even.

I can see that it is very intimidating and heavily customized. I was thinking more that if we see a tag we think would be useful for something we want to do, we could look at their SDK source and see how it is done. Cherry pick stuff. For example, this tag:
<PrereqTerrains> - Multiple entries allowed list of Terrain Types required on TIle to gain a promotion
Sounds like it would be great to give a unit a worm rider promotion when on Ocean and Coast tiles. It doesn't sound particularly like this piece of functionality is building on the FFH2 SDK, it sounds separate, but I could be wrong.

koma13
Jul 18, 2009, 03:55 AM
David told us:

When I hover over the leader who should hate me, in the diplomacy screen, I see the "hates me" text and they are shown as annoyed, not cautious. That is good. But, in the glance screen and the other hovers, their reaction to me is zero. That is bad. Probably I have missed some small point which also needs to be incorporated from darkciv.

Hmm, looks like we missed something. I would say the basics are working but not all messages are updated. Maybe there are other files needed?

keldath
Jul 18, 2009, 05:00 AM
deliverator,

yeah grabbing a tag or too that we need can be cool,

but,
how will will know on which files the code of the 1 tag are located? wont we need to go over all of the files in order to make sure we dont miss any code, manually - it can be very frustrating...



hated civs,

mmm you guys want me to try and merge it as well?

koma13
Jul 18, 2009, 05:14 AM
hated civs,

mmm you guys want me to try and merge it as well?

You can try, but as far as I understand DarKCiv is a huge mod with plenty of changes. We would have to check each sdk file and there are no real topic/content related comments. Maybe better wait for david, he wanted to ask about that in the darkciv thread.

keldath
Jul 18, 2009, 06:51 AM
i see, perhaps he missed a code from the sdk then.

i shall wait.

davidlallen
Jul 18, 2009, 12:40 PM
i see, perhaps he missed a code from the sdk then.

i shall wait.

Actually the code is working fine, it was my test that was incorrect. I guess the "glance" panel is only updated at the end of the turn. Using a spiritual leader, I performed the civic change and then immediately looked in the diplo screen. If I wait till the next turn before looking, then everything is fine.

I have written a wrapup post here (http://forums.civfanatics.com/showpost.php?p=8276059&postcount=5).

I want to take a crack at the worm rider promotion/unit art swapping thing, everything else is ready for 1.3.6.

davidlallen
Jul 18, 2009, 02:39 PM
Here is unofficial patch 1.3.6. Includes changes from 1.3.1 through 1.3.5; you may install on top of either 1.3, or any of these earlier patches. The release note for 1.3.3 is here (http://forums.civfanatics.com/showpost.php?p=8263201&postcount=76). The release note for 1.3.4 is here (http://forums.civfanatics.com/showpost.php?p=8268881&postcount=11). The release note for 1.3.5 is here. (http://forums.civfanatics.com/showpost.php?p=8272415&postcount=102)

This patch has a few changes, primarily the Bene Gesserit unique ability, and in-game documentation of the game rules which work differently on Dune. Please do read the unique ability entry in the civilopedia and then try out the civilizations with unique abilities. We can start to tune these up once there is feedback.

Major changes

* Added unique unit for Bene Gesserit, Reverend Mother. Detailed design discussion in this thread (http://forums.civfanatics.com/showthread.php?t=327003). May explore rival territory; has new promotion "Prescience" which acts like "Sentry 2". Each turn, one unit stacked with the Reverend Mother may gain a combat or drill promotion, representing training in the Weirding Way. Specifically, there is a 10% chance one combat unit will gain a combat or drill promotion, up to combat 4 or drill 3, regardless of whether that unit is normally allowed that promotion.

* Modified civilopedia so that when it comes up, a new section Dune Wars Concepts is highlighted. See attached screen shot. Added text for six main concepts. If this is kept up to date, it should be a helpful way for new players to see how this mod differs from vanilla.

* Revised sandworm movement AI. Will now enter cultural borders (how did I miss that before?), detects non-thopter units at range 2 and will chase you. Run into the hills!

* Spice decays much slower. Spice blows are now less common, but your commerce output should be more predictable. Also, the initial map has spice, instead of spice blows which convert to spice on turn 3.

* Added "hated civic". When you choose the Arrakis Paradise civic, civs which depend on spice (Corrino, Spacer Guild, Bene Gesserit) get a -4 diplomatic penalty against you. When you choose the Arrakis Spice civic, civs which want to terraform (Fremen, Sietch Tabr) get a -4 diplomatic penalty against you. This is borrowed from the darkciv mod and built by koma13.

* Start of Fremen unique ability, not fully implemented. I added a UU for Fremen Soldier which is an exact copy of the normal soldier except it can move anywhere. This is part 1; part 2 is to give faster movement over desert by unit swapping. My first attempt at this had a horrendous impact on runtime, so I need another approach. I will update the worm rider thread with more details shortly.

Minor changes - terrain, improvements

* Terraformed grass and plains were showing up as black or brown terrain. Changed order of definition in civ4terraininfos.xml and now it shows up correctly.

* Improvements with terraformed terrain underneath would no longer connect to the city. Fixed; added terraform terrains to Desert Trade tech.

* Once a plot terraforms, no new improvements could be built. Fixed; added terraform terrains to TerrainMakesValid list for most improvements.

* The Hunting Camp, Insect Farm and Solar Farm were buildable on fresh water, apparently by accident. No longer.

* Prevent cloud bonus from appearing, at all, for now. In some later patch, I will use the art to create a variant of the sandstorm, which will be spawned by terraformed terrain.

* Changed back name of surface mine improvement, was temporarily "mineral extraction" in 1.3.5

* Added civilopedia text for bonuses as written by Deliverator

* Renamed all bonuses within the XML. No user visible effect but it is easier to mod now.

Minor changes - buildings, units, civs

* Added airlift capability to space port, built with space ports tech. This is a little late in the tree, but earlier than Desert Airfield which gave this before. The idea is to allow somewhat easier movement for workers.

* Worker can no longer walk on "water" (deep desert). Left over from pre-1.3.2 when early foot units could all walk on water.

* Monument now gives +2 culture like vanilla; previously it gave only +1

* Removed City Water Trap. Rarely used, no real need for it

* If a Harkonnen attacked a sandworm and won, a slave would be generated. No longer.

* Changed Ixian leader from Hwi Noree to Malky

* Renamed all civilizations within the XML

You can download it from this link (http://jendaveallen.com/fury-road/dune-wars-patch-1-3-6.zip). (12 MB)

davidlallen
Jul 18, 2009, 02:49 PM
Here are my plans for the next week or so. It is more "design" than "implementation".

1. Playtest, playtest, playtest! There are so many changes.

2. I implemented the worm rider mechanic to swap a soldier unit for a worm rider when the unit steps on coast, and swap back when it steps on land. But the runtime is horrible. I *suspect* this is because the graphic display time of the wormsign moving is long; I will retry with the empty.nif Deliverator posted previously. I want to get this working so the Fremen will be fast raiders.

3. Design anchor grass or other pillage-able item for terraforming victory. I agree that we need a way to slow down the victory, and maybe making something pillage-able will help.

4. Deliverator added a cloud feature. That is a nice idea, but what I think we want is something like a sandstorm, spawned by terraformed terrain. As it travels, it should shrink over desert, and destroy any spice it goes near. Something like the rainstorm map effect we played with briefly for 1.2.2 may be better; in this case, a rain effect actually makes sense.

5. For the Spacer Guild, I was thinking about raider troops which could drop in on terrain which is being terraformed to destroy it. Paradrop may work; but I asked in the BBAI thread and the AI does not use paratroopers very well. I have worked through the python for creating a "deepstrike" action. I will play with this and see if I can find a way to teach the AI to use it.

6. Continue thinking about Tleilaxu unique abilities.

7. There are a few civs for which I don't have any concrete ideas on unique abilities: Corrino, Atreides, Ix, Ordos.

8. At any time, I can do a mass renaming of buildings, techs and units. This will touch a huge number of files with a huge number of changes, but the script to do it is ready.

Deliverator
Jul 18, 2009, 03:24 PM
Patch looks really good david. Well done.


2. I implemented the worm rider mechanic to swap a soldier unit for a worm rider when the unit steps on coast, and swap back when it steps on land. But the runtime is horrible. I *suspect* this is because the graphic display time of the wormsign moving is long; I will retry with the empty.nif Deliverator posted previously. I want to get this working so the Fremen will be fast raiders.

If it is the art then an SDK solution won't help I guess, but I still think it's worth taking a look at how the Fall Further PromotionInfos <PrereqTerrains> tag is working. Maybe Koma can take a look.

3. Design anchor grass or other pillage-able item for terraforming victory. I agree that we need a way to slow down the victory, and maybe making something pillage-able will help.

I'd really like to see grass improvements on the coast ocean tiles - it would make the
Terraforming feel more complete.

Clouds... but what I think we want is something like a sandstorm, spawned by terraformed terrain.

That is what I original thought of for the Sirocco wind idea, can it also boost water output from windtraps that it is passing over?

If you're thinking about unique faction mechanics be sure to consider this post (http://forums.civfanatics.com/showpost.php?p=8275020&postcount=6) from the board game thread.

8. At any time, I can do a mass renaming of buildings, techs and units. This will touch a huge number of files with a huge number of changes, but the script to do it is ready.

Now, might be a perfect time to do this. I have no local changes as of now, aside from art. Koma is going away, and yourself and Keldath have just done big patches. Can we just go for it? You could send me the amended files and I can use that as a base for 1.3.7.

keldath
Jul 18, 2009, 03:28 PM
great work david.


about the faction abilities, well ill have to dig in wikipedia,

ix - can be something related to a tech
corino - maybe they can get an isntant drop of toops of something ..
ordos - needs to be something with a saboteur maybe a great sab' that have unique power - like the r mother.
atreidis - something with ornithopters - voice units - sonic tank something.
maybe they can have a special unit that can capture enemy units - kinda like using the voice.

perhaps ill dig in the ffh code see if i can fish something out.

davidlallen
Jul 18, 2009, 03:37 PM
Now, might be a perfect time to do this [mass renaming].

Timing problem. I am busy in RL till tomorrow morning my time, say, 18 hrs from now. If you have already got some rebalancing ready to start, do you want to wait that long? Also, I would like keldath to confirm that he also has no local changes.

Deliverator
Jul 18, 2009, 03:41 PM
I'm happy to wait the hours. I have plenty of art to do, am busy myself for part of the time and can make notes/work with the spreadsheets for strategic bonuses.

Deliverator
Jul 18, 2009, 05:47 PM
Keldath, are you happy for david to do some further XML tag renaming? Or do you have local changes? It would be good to get the tag names cleaned up some more...

keldath
Jul 18, 2009, 05:53 PM
no so far i havent been doing dune,
im waiting for you to get patch 1.3.7 , then ill do more.

we take turns huh ? :)

davidlallen
Jul 18, 2009, 06:41 PM
OK, I will take two turns. Tomorrow I will put up 1.3.7, which is no change in gameplay, just the rest of the renaming.

Ahriman
Jul 19, 2009, 09:28 AM
start of Fremen unique ability, not fully implemented. I added a UU for Fremen Soldier which is an exact copy of the normal soldier except it can move anywhere. This is part 1; part 2 is to give faster movement over desert by unit swapping

Why not make the stillsuit promotion (given free from the sietch) give double moves in desert waste and deep desert, rather than +1 movement?
Saves having to create a bunch of UUs.

davidlallen
Jul 19, 2009, 10:20 AM
I tried that before. You can give double move by promotion. But, for terrain which has a base move cost of 1, there is no effect. Apparently each plot must have a cost of at least 1.

Ahriman
Jul 19, 2009, 11:09 AM
There is for a unit with only 1 movement point.

A 2 move unit with double moves in desert will move 2 tiles.

But a 1 move unit with double moves in desert will also move 2 tiles. At least it does in FFH; dwarven 1 move infantry move 2 tiles in hills, elven 1 move infantry move 2 tiles in forest, etc.

Thats why I suggested it instead of a bonus movement point.
Everyone's infantry moves 1 tiles, but Fremen infantry move 2 tiles in desert.

davidlallen
Jul 19, 2009, 11:18 AM
It may work that way in ffh, but not in vanilla. It is easy to try out by editing a few lines of xml. But, not till after the dissertation.

davidlallen
Jul 19, 2009, 11:22 AM
Well, here is the "Great Renaming". After actually performing it, I would rather call it the "Moderately Useful, Somewhat Painful" renaming. I have renamed all the units, unitclasses, buildings, buildingclasses, and techs to match their description. There is no externally visible effect.

In a few cases I discovered that these strings were hardcoded in unexpected places; for example, the names like UNITCLASS_MERCHANT appear in the BUG tech chooser screen. When I found this type of hardcoding, I changed back my renaming rather than trying to find all the related python files. This is the "somewhat painful" part.

I have done a couple of short autoplays with different starting civs, but it seems highly likely that I have missed something. I did not bring up every screen and click every button. So it is possible that there will be python alerts from using these files.

Nonetheless, here they are.

@ Deliverator, in related news, thanks for starting to clean up the art directories. In art/terrain/resources, there are three directories which are still used: fish, spice-dense, and whale. If you were to copy these to art/terrain/bonus, then the entire art/terrain/resources directory could be deleted in 1.4.

EDIT: I have fixed a couple of alerts; renaming the specialist units was also causing a problem in BUG; renaming the basic units like warrior and scout was causing some problem in Revolutions. Please use the -v2 attachment. This also includes the minor patch I called 1.3.7 which fixes worker and worm movement.

keldath
Jul 19, 2009, 11:42 AM
superb work david!

your right - all of the great people have to stay with their original names,
also i would suggest that the settler + worker remain with their tag.

great impotent work buddy.

Deliverator
Jul 19, 2009, 11:57 AM
great impotent work buddy.

I think you mean 'important'... :lol:

keldath
Jul 19, 2009, 12:29 PM
hehehe!!!

i miss typed 'important, and then chose from the spell check ! i didnt noticed it was impotent!

thats Hilarius!


i crack me up sometimes...hehe.

davidlallen
Jul 19, 2009, 01:21 PM
Well, here is the "Great Renaming". [...] In a few cases I discovered that these strings were hardcoded in unexpected places; for example, the names like UNITCLASS_MERCHANT appear in the BUG tech chooser screen. When I found this type of hardcoding, I changed back my renaming rather than trying to find all the related python files. This is the "somewhat painful" part.

Of course the next autoplay started failing, with this:

Traceback (most recent call last):
File "CvScreensInterface", line 996, in forceScreenRedraw
File "CvMainInterface", line 3224, in redraw
File "CvMainInterface", line 3385, in updateMiscButtons
File "CvMainInterface", line 5301, in updateGreatPersonBar
File "GPUtil", line 218, in getGreatPeopleText
File "GPUtil", line 76, in getUnitIcon
KeyError: 109
ERR: Python function forceScreenRedraw failed, module CvScreensInterface


Since it is not happening in 1.3.6 it is clearly due to my renaming. I already changed back the UNITCLASS of the great people. I was not immediately able to find the problem. But, if I need to change back some unit or unitclasses, it means a number of files will change again. I will try to make time to investigate that tonight; you can decide if you want to use these, wait, or something else.

Ahriman
Jul 19, 2009, 01:42 PM
Sandworms can move into peaks tiles. Ooops :-)

Worse, sandworms can attack cities.

I also think the worms are going to completely gimp AI expansion, because they will eat all their early units.

My recommendation; don't let worms move on land. They should be limited to the desert. Its crazy to think of worms wandering around on non-sandy land tiles, through cottages and farms and human habitation with all that moisture.

So, they're naval units that eat your stuff if you try to cross the desert, and your workers that are trying to build refineries.

Deliverator
Jul 19, 2009, 01:46 PM
I'm happy to wait david. There's still plenty to get on with in the meantime. Seeing as I'm going to work on units/resources, techs and buildings I think the renaming will make my life easier.

Ahriman
Jul 19, 2009, 01:59 PM
Workers aren't woken up by worms moving next to them, so you have to manually cancel their orders at the end of every turn to avoid them being eaten by worms.

Deliverator
Jul 19, 2009, 02:04 PM
Shouldn't these issues be getting raised in the 1.3 feedback thread... ;)

Ahriman
Jul 19, 2009, 02:11 PM
Wanted to make it clear they were related to this patch.

Deliverator
Jul 19, 2009, 03:23 PM
Just cite the patch that the issue is against. It's better to keep this thread for discussions about what we are working on and what's in each patch, and the feedback thread for all bugs and issues. When we come to put together the new patch it is easy to sweep through the feedback thread and fix issues pertaining to the previous patch.

davidlallen
Jul 19, 2009, 06:39 PM
Of course the next autoplay started failing, with this:

Probably fixed, see edit of original post with renaming.zip

keldath
Jul 20, 2009, 10:59 AM
wow im loosing track here - was patch 1.3.7 released?

davidlallen
Jul 20, 2009, 11:20 AM
wow im loosing track here - was patch 1.3.7 released?

Sorry, there were so many complaints about worker and worm movement yesterday afternoon, I threw together the two files changed. See this link (http://forums.civfanatics.com/showpost.php?p=8279549&postcount=74).

keldath
Jul 20, 2009, 12:58 PM
thanks buddy.

i think im onto something with the ctd fix,

im cleaning up the sdk - discovered a bug in it so far...

david - do i need to merge in the hated civics sdk?

davidlallen
Jul 20, 2009, 01:55 PM
david - do i need to merge in the hated civics sdk?

Yes please, using the source files that were in koma's hated civics upload.

keldath
Jul 20, 2009, 02:31 PM
new sdk for version 1.3

after several hours of work, i have created a new stable fixed sdk.

here is the link:
http://uploading.com/files/G5MEQMB6/sdk-dune.exe.html

it includes hated civics.

i have removed unit statistics sdk,
added a missing line
fixed a hidden ctd
added missing code.

now we can use the wonder - holzsman field generator.
plz use the buildingsinfo.xml attached here.

Deliverator
Jul 20, 2009, 02:43 PM
I am working on patch 1.3.8 using david's renamed xml patch 1.3.6v2 from this link (http://forums.civfanatics.com/showpost.php?p=8278606&postcount=142).

The Building Infos you posted is not based on the renamed one from that patch. Can you let me know what I should change in the renamed one? Or make the change in the renamed version and post that?

keldath
Jul 20, 2009, 02:53 PM
hey delverator,

the change to the buildings is really minor:

for to the holtzman field generator info,

search for the line <briver>1<briver> , change "1" to "0", thats all :)

the sdk is good fro all versions from 1.3.0 - 1.3.6.2 - so just include it in you next patch.

as for national/world wonder/buildings:

just go to the civ4buildinginfoclass.xml, fimd the building you want -
there - youll have 3 lines:

<iMaxGlobalInstances>-1</iMaxGlobalInstances>

this wil set how many buildings of this type can be build at any given moment on the world :
3 mean that only 3 civs can get this.

<iMaxTeamInstances>-1</iMaxTeamInstances>

this sets hos many a team of civs can have a wonder - mostly i dont use it since i never heard of someone that playes with teams.

<iMaxPlayerInstances>-1</iMaxPlayerInstances>

sets a national wonder - 2 - means 2 can build per civ.

if you set iMaxGlobalInstances>2 + iMaxPlayerInstances>2<
it will mean that only two civs in the world can build this wonder, and each of them - can build two of it.

:)

davidlallen
Jul 21, 2009, 09:14 AM
@ Deliverator, I have been playing using the "136 renaming v2" files for several days, and there are no more python alerts. Not sure if you have been waiting for confirmation, but I think these files can be considered safe to use now.

I have been experimenting with ways to pick plots for satellites/deepstrikes, figuring out how to make units move faster on desert, and tuning the terraforming victory. Nothing is ready to go, and 90% of the changes are in DuneWars.py only.

Deliverator
Jul 21, 2009, 10:56 AM
I have started working on 1.3.8 (or is it 1.3.9?) using your renaming patch (136 renaming v2) as a base. I have a lot to do for it, but I will aim to have it ready for the weekend if possible.

I have a spreadsheet done with the strategic techs for each unit and while I'm sure it's not perfect, it is hopefully a big improvement. Now I can start on the XML. I'm going to do a sweep through the threads and see if there's any issues that I can resolve while I'm at it.

By the way, apparently there were some changes relating to Gamefonts in BTS 3.19. Given that we now have a lot of wrong bonus gamefont icons that we need to create/replace, it would be good if there was a simpler way than putting them all into the gamefonts.tga which is a bit fiddly.

davidlallen
Jul 21, 2009, 11:07 AM
it would be good if there was a simpler way than putting them all into the gamefonts.tga which is a bit fiddly.

Amen! It sounds like you have done it successfully, so you know about the magenta lines. I am not aware of any "less fiddly" way, but I would love to have one.

keldath
Jul 21, 2009, 11:18 AM
well, if someone can provide me with an art for each bonus, i can make the gamefonts myself along with matching the bonuses to it.

davidlallen
Jul 21, 2009, 11:33 AM
well, if someone can provide me with an art for each bonus, i can make the gamefonts myself along with matching the bonuses to it.

It is time-consuming, but what I did for Fury Road was to just take the 64x64 icon for each resource, which we already have, and shrink it to 16x16 and then improve the contrast a little. That way no "new" art is needed, just time spent in photoshop or whatever to shrink and paste each one into gamefonts.

Deliverator
Jul 21, 2009, 11:59 AM
I think we can just do the gamefonts gradually. It does need some manual work to tidy them up because if we just resize to 16x16 a lot of them will look like mush. I think I'll just make sure all the resources have a different icon in 1.3.8 and then I can gradually replace them with the correct image in the gamefont.tga. Whilst we are still adding and removing some bonuses it makes sense to hold off doing too much work on it.

Ahriman
Jul 21, 2009, 03:31 PM
Weird bug with terraforming; I started a game, got a terrible map choice, and then hit regenerate map and my new start point (and everyone else's) were all grassland and plains.

This might be similar to the Advanced Start issue that others realized; I think the terraformed area was about the same number of tiles as the Advanced Start zone that you get.

davidlallen
Jul 21, 2009, 06:15 PM
Weird bug with terraforming; I started a game, got a terrible map choice, and then hit regenerate map and my new start point (and everyone else's) were all grassland and plains.

Yes, for many mapscripts, regenerate map is broken. The mapscripts fail to clean out the bonuses from the previous map, so you get huge number of bonuses. Please use "exit to main menu" instead, which is a little painful.

Deliverator
Jul 22, 2009, 05:00 AM
There a few things that I'd like to be implemented that are related to some of the imported goods bonuses I am adding in 1.3.8.

1) I'd like to have buildings that provide more than one free bonus. FFH2 must have some custom code that allows this for their Palaces which provide 3 different Mana types. I'm guessing that they have are multi tag rather than the single line BTS <FreeBonus> tag in CIV4BuildingsInfos.xml.

2) Is it possible in Python or SDK to have a building/project that randomly changes to one out of a pool of buildings on completion? What I'd like is that when you build a Space Port what is actually built in the city is one out of a pool of Space Ports that each provide a different set of three imported goods.

3) I'd like to have Mentat, as a National Unit, 1 per faction, available at Mentats tech. The two powers I'd like are:
a) A spell like Inspiration in FFH2 which boosts the science output of a city, as long as the Mentat is attached. It would be called Human Computer or something like that.
b) Some kind of combat training ability like the Reverend Mothers, although it should probably be slightly different to that implementation.

None of these things are essential for 1.3.8, but they would make the implementation much more interesting. I'd like to know you're views on how easy/hard these would be to implement.

davidlallen
Jul 22, 2009, 09:34 AM
1) I'd like to have buildings that provide more than one free bonus. FFH2 must have some custom code that allows this for their Palaces which provide 3 different Mana types. I'm guessing that they have are multi tag rather than the single line BTS <FreeBonus> tag in CIV4BuildingsInfos.xml.

Why do you suggest one building with three bonuses, instead of three buildings with one bonus each? Doesn't the player have to build something to get each bonus?

2) Is it possible in Python or SDK to have a building/project that randomly changes to one out of a pool of buildings on completion?

It is not hard; but as a player, I don't think I would like that. If I need health and I spend hammers on something, I would prefer to get health, not say a science bonus.

3) I'd like to have Mentat, as a National Unit, 1 per faction, available at Mentats tech. The two powers I'd like are:
a) A spell like Inspiration in FFH2 which boosts the science output of a city, as long as the Mentat is attached. It would be called Human Computer or something like that.
b) Some kind of combat training ability like the Reverend Mothers, although it should probably be slightly different to that implementation.

(a) is describing a standard specialist. In fact I think the science specialist is called Mentat today. Can the building act like a library and allow assigning a specialist?

(b) Did Mentats train combat units, so the unit would fight better after they left? In the books I mostly remember mentats suggesting complex strategies to get somebody to betray somebody else. Perhaps they could do something like give a combat bonus while they are stacked, but not afterwards?

EDIT: also, the AI probably won't do a good job of building and assigning units which have both a city defense, and an attack benefit. I tried to aim the Reverend Mother unit at attack and scouting. I like the idea of a Mentat unit, probably not as a UU since anybody could hire them. Let's agree on a design.

Deliverator
Jul 22, 2009, 09:51 AM
Why do you suggest one building with three bonuses, instead of three buildings with one bonus each? Doesn't the player have to build something to get each bonus?

I have civ unique National Wonders called Atreides Landing Stage, Harkonnen Landing Stage that provide an imported good (e.g. Caladanian Wine) from the relevant homeworld. I am adding House Ecaz with the idea that they have an advantage in number and quantity of imported goods, Sapho, Semuta, etc. I don't want to have three separate buildings for them, Sapho Suppliers, Semuta Suppliers, which is the way I have to do it now - the best way would be to have a single Ecaz Landing Stage that provides all the Ecaz bonus resources, just like the FFH2 palaces provide 3 bonuses.

My idea in (2) is that with the Space Ports tech you can build a Space Port that provides more of your civs unique resource (the Landing Stages available at Off World Trade provides some), but also two other resources from other homeworlds. Having a pool of buildings was an implementation idea I had to achieve this. If Koma's Homeworld proof-of-concept goes well, then we could build in an element of true inter-planetary trade.

Maybe this will make more sense when you see the changes I'm implementing in 1.3.8.

Perhaps we need to think about a more interesting implementation for Mentats.

davidlallen
Jul 22, 2009, 09:53 AM
(redirect to new thread)

Deliverator
Jul 22, 2009, 05:51 PM
Which XML file do the tags such as UNITCOMBAT_LIGHT_INFANTRY point to? I want to update the names so that they are consistent. e.g. Suspensor Craft not Hover, etc.

davidlallen
Jul 22, 2009, 06:05 PM
Which XML file do the tags such as UNITCOMBAT_LIGHT_INFANTRY point to? I want to update the names so that they are consistent. e.g. Suspensor Craft not Hover, etc.

assets/xml/basicinfos/civ4unitcombatinfos.xml.

keldath
Jul 22, 2009, 11:54 PM
also need to change under assets\config\unitnaming.xml, or there will be python errrors :)

Greeneyedzombie
Jul 23, 2009, 03:55 AM
There a few things that I'd like to be implemented that are related to some of the imported goods bonuses I am adding in 1.3.8.

2) Is it possible in Python or SDK to have a building/project that randomly changes to one out of a pool of buildings on completion? What I'd like is that when you build a Space Port what is actually built in the city is one out of a pool of Space Ports that each provide a different set of three imported goods.

3) I'd like to have Mentat, as a National Unit, 1 per faction, available at Mentats tech. The two powers I'd like are:
a) A spell like Inspiration in FFH2 which boosts the science output of a city, as long as the Mentat is attached. It would be called Human Computer or something like that.
b) Some kind of combat training ability like the Reverend Mothers, although it should probably be slightly different to that implementation.

None of these things are essential for 1.3.8, but they would make the implementation much more interesting. I'd like to know you're views on how easy/hard these would be to implement.

2) Why not make a cheap spaceport building wich can be expanded with more traderoute buildings? each extra expansion giving acces to more resources?

a) Maybey a building wich would give science, espionage and 2xp to units build there?


Why do you suggest one building with three bonuses, instead of three buildings with one bonus each? Doesn't the player have to build something to get each bonus?



It is not hard; but as a player, I don't think I would like that. If I need health and I spend hammers on something, I would prefer to get health, not say a science bonus.



(a) is describing a standard specialist. In fact I think the science specialist is called Mentat today. Can the building act like a library and allow assigning a specialist?

(b) Did Mentats train combat units, so the unit would fight better after they left? In the books I mostly remember mentats suggesting complex strategies to get somebody to betray somebody else. Perhaps they could do something like give a combat bonus while they are stacked, but not afterwards?

EDIT: also, the AI probably won't do a good job of building and assigning units which have both a city defense, and an attack benefit. I tried to aim the Reverend Mother unit at attack and scouting. I like the idea of a Mentat unit, probably not as a UU since anybody could hire them. Let's agree on a design.

The main function of mentats in the books seems to be mostly doing complexcalculations, but some like piter de vries and thufir hawat also where trained as assassins and thought of training excercises for the troops.

keldath
Jul 24, 2009, 06:00 AM
hi guys,

heres a new updated sdk, dll file:
http://uploading.com/files/DUILP36C/sdk+2 files for 1.3.8.exe.html

includes:
- unofficial patch for 3.19
- updated map generator
- updated globaldefinesalt.xml

kel :)

davidlallen
Jul 24, 2009, 08:48 AM
What is updated about the map generator?
Does this also include the change to CvPlot::movementCost to enable 2x desert move?

keldath
Jul 24, 2009, 08:59 AM
hey david,

it includes the plot + hated civics, not to worry.

the map gen has two lines changed to it - something about latitude, you can compare the old and new files via winmerge.

Deliverator
Jul 24, 2009, 01:21 PM
hey keldath, if you want me to include the SDK changes I'll need a compiled DLL.

The file you posted only seems to contain the source.

keldath
Jul 24, 2009, 01:49 PM
hey d',

look inside the sdk folder - the cvgamecore.dll is there , not out side...sorry, its
a habbit of mine.

Deliverator
Jul 24, 2009, 05:53 PM
Patch 1.3.8 (http://forums.civfanatics.com/showpost.php?p=8297559&postcount=125) is up. Posted in the feedback thread so that the feedback goes there.

keldath
Jul 24, 2009, 06:57 PM
superb work,

i book patch 1.3.9 ,

i hope i can do something good :)

Deliverator
Jul 25, 2009, 09:42 AM
have you changed any unit tech position?
also - unit classes?

edit:
wow guys..not sure why, but there is a big mess in the units.

I just renamed stuff - no tech positions should have changed. I did remove the Imported Goods tech because it was just to similar to the Off World Trade tech conceptually.

Bear in mind that my cosmetic unit renamings come after david's XML tag renaming.

Can you be more specific about what the mess is?

keldath
Jul 25, 2009, 10:13 AM
i think something in the renaming process did not go well,

there were missing unit classses, and more like this.
also - wrong names for the classes them selfs,

ive just finished going through all ot the class files,
its fixed now.

wait for patch 1.3.9 in a day or 2.


************************************************** ********
EDIT:
i will release patch 1.3.9 on friday,

i have plenty to do , so far did many things - mostly on the unit side.

plz be patient guys, im putting all of my free time on this, cause i wanna make a heavy patch that will make substentiol balance to units so later after patch 1.3.10, perhaps we will gets version 1.4.

:)

keldath
Jul 29, 2009, 02:50 PM
PATCH 1.3.9 RELEASED !

hey guys, heres is the new patch 1.3.9b.

it goes on top of v 1.3 - its a stand alone and includes all previous patches ( i removed the arrakis map - since it created problems as reported by deliverator, also - included the sdk code).

link: http://www.mediafire.com/file/5y3z4xtdyaj/dune-wars-patch-1-3-9b.exe

these are the changes:

-fixed many dissorders in the building and unit files.

buildings:
-l anding stage building class to allow it as a unique resource to each faction.
- 2 ub to ecaz
- training facility to tech shai hulud cycle
gives exp to shock combat unit - 6 per world 2 per civ.
- air bay - gives xp to thopters and hornets
- removed free tech from suk school
- some buildings that where blocked due to tag errors - now available - like war codex (used to be organization codex)
- imperial war institute - allows free promotion to all units - 60 percent off upgrades of units. - 3 per world - 1 per civ.

techs:
- renamed organizations to economy of war - how about economy of jihad?
-added fictive tech - for implementing some of the unique stuff - unsearchable.
- renamed hover tech to suspensor devices

units:
- renamed carryalls
- arranged upgrade unit tree
- 3 units to ecaz
- fixed 3 uus to all units
- heighliner now uu for spacing guild - can be long range transporter with low defense.

corporation:
- ixian corporation: the only corp that can spread to other cities for getting more money - cause all of their units costs money now.


bonus + faction diversity:

- sapho - left as the only imported bonus that every civ can get.

-unique bonus system:


*bene gesserit:
can import missionera pro' - allows world wonder - 5 per civ - gives special promossion now.

*tleilax:
slig farm - gives some good economy bonuses - 4 per world - 1 per civ

*both fremen produce stillsuits - each civ can trade only one with another civ. also:
naib chosen now uu for chouhada and fedaykin uu for sihaya - the rest are shared uus - now they each have uniqueness. tradeing civs will gain access to srill suit fighter - less powered unit of fedaykin. BOTH FEDAYKIN AND NAIB ARE Same UNIT TYPE - and they are invisible!

*ecaz - imports semuta - i thought of making them the sole sapho importers - but i decided to leave it for all civs as a world wonder.so emuta allows building that gives special promotion .if semuta traded 4 civs can build this world wonder.

*fenring - imports kinjal - allows uu of ginaz swordmaster - will allow other civs thats trade with them - unit - ginaz warriors - less powered unit then ginaz swordmaster.

*harkkonen - they are the only civ that isnt importing something - but they get a 4th powefull unit - volcan trooper (4th uu)

*ix - imports thinking machines - get a ixian waepon platform uu - other units - gets ixian drone - less powered unit .edit: thinking machines allows acces to other cvs - to 3 more unit types - cymek and war machine. all of ix uus need thinking machins.

*atreidis - imports caladan wine - allows world building - 3 per game 1 per civ - boost up 1 population for all cities + some growth bonus

*ordos - gets sabatur - from imported opafire - other civs will get silent infiltrator - less powered unit of sabatur - if they tarde opafire with ordos.

*spacing guild - does not import stuff - but other uniqueness - all of their uus - wil only cost money, they will have 4-5 uus, and their corporation will be allowed to spread to other cities - so they can earn more moeny.

*corinno - imports sardukar coopr' - allows elite sardukar - other units - gets less powered unit - for now named sardukar



sorry for the spelling errors.



here is what i ask for next patches:

- i wanted to change the texts of the concepts - i think david did a great job, but - the info on the civs needs to be more general, since we are changing it all the time.

- in the same text concepts issue - again i didnt know how to add a concept - but if one of you can add - units concept - and explain something like this: there are many unit classes on dune wars - they all serve a [purpose - each civ has some uus. also - you can gain access to unique units if you trade with a civ their imported unique resource, some can share a building instead a uu.
this allows a diversity and encourages trade between civs of imported goods.

- in my next patch i will concentrate on buildings and their bonuses along with optimizing economy and money levels.



note for patch makers:

i really ask you guys, plz write what ever change you are doing to the units = adding, changing, replacing, or what ever comes to your mind, i think now the unit tree is somewhat prety ok, i put a lot of time fixing all of the errors that were there,
when you change a unit class, power, uu, art,
plz plz make sure to note this on the threads - its very important in order to avoid illogical and inbalanced units and uus.

thank you guys, for working on this , i hope you enjoy this patch.

plz feedback this and the stuff i made for each civ, some names are ment to be refined and perhaps some abilities too.

Ahriman
Jul 29, 2009, 03:08 PM
Sounds good, looking forward to trying it.


- ixian corporation: the only corp that can spread to other cities for getting more money - cause all of their units costs money now.

I thought guild units were going to cost money, not Ix?

BOTH FEDAYKIN AND NAIB ARE Same UNIT TYPE - and they are invisible!

Are there some units or promotions that can spot hidden units?
I was having big problems before with unkillable invisible hidden nationality Ordos saboteurs running around my empire killing my workers and there was nothing I could do to stop them.

Also, fedaykin should just be really nasty melee units, not stealth units.

keldath
Jul 29, 2009, 03:18 PM
Ahriman,
crap... i hope i changed the spacing guild corp and not the ixian......silly me.

humm..well it was a last thing change ive made to the fremen, your right - we need to add some unit class that can see invisibles....

well one of the guys will do it i hope for patch 1.3.10 - or i will upload a fix for these in a day.

a nasty unit - what do you have in mind?

Ahriman
Jul 29, 2009, 04:19 PM
Fedaykin should just be high strength melee infantry. Kindof like Praetorians are in vanilla for Rome.
But with a midgame version and a late-game version.

Sapho needs to give + 1 happiness; not just be a strategic good for mentat assassin units.

The Ixian landing stage building (haven't tested the others) doesn't actually seem to be buildable in-game. It doesn't show up in the build queue choices, despite me having researched off-world trade.
Maybe because it replaces a base landing stage building which has a tech requirement that can never be met?

There don't seem to be any sandworms or storms. Where they turned off for some reason?

Greeneyedzombie
Jul 29, 2009, 04:37 PM
Invisibility for units should be like that of submarines. Invisible till your on the tile next to it. and thopters should be able to spot them. Otherwise youll get the same problem as in FH with assassins runing amok in your empire and no units that can stop them.

Ahriman
Jul 29, 2009, 05:46 PM
I'm getting a CTD between turns. Save attached.

Ahriman
Jul 29, 2009, 05:56 PM
Another CTD.

keldath
Jul 29, 2009, 11:47 PM
how did you install the patch ahriram?

i might have forgotten a tag in the buildings with the art or something, ill check the saves,

dont worry.

Deliverator
Jul 30, 2009, 05:43 AM
i really ask you guys, plz write what ever change you are doing to the units = adding, changing, replacing, or what ever comes to your mind, i think now the unit tree is somewhat prety ok, i put a lot of time fixing all of the errors that were there,
when you change a unit class, power, uu, art,
plz plz make sure to note this on the threads - its very important in order to avoid illogical and inbalanced units and uus.


Keldath, it is not worth falling out over this point, but neither myself nor David believe that you are right to believe that our changes caused the inconsistencies you complain about. We believe these inconsistencies were already existent. Perhaps they simply became more visible and came onto your radar. The view that David's XML tidy up or my cosmetic renamings somehow scrambled the units is incorrect. I know you'll disagree, so we'll just have to agree to disagree on this.

It is not realistic/efficient to list out every single XML change that is made during a period of rapid development. Important stuff, of course should be clearly explained.

All of us are trying to make the units, buildings and the mod in general more logical not less. All of us want to make the best mod in town. So we are all moving in the same direction. Let's just put this behind us and move on.

Ahriman
Jul 30, 2009, 06:36 AM
how did you install the patch ahriram?

I unzipped the file, then past-merged the new Dune Wars folder into my mods directory, and replaced all the duplicate files.

It definitely installed the patch; new units are there, etc.

keldath
Jul 30, 2009, 11:16 AM
hey guys,
deliverator,
no sweat buddy, i might have overreacted there and im sorry for that.

the important thing, that we do a great job together :)

no worries.

the change list - yeah - normally im not writing every change, i dunno i jst felt like writing this time...:)

Ahriman,
thanks buddy, ill check this and find the bug.

The_J
Jul 30, 2009, 03:21 PM
Just a suggestion, because Johny has mentioned it in my thread:
Somebody here (David or koma, because they are the coders) should try so set up an SVN system, so your work could go on easier.

davidlallen
Jul 30, 2009, 03:30 PM
Just a suggestion, because Johny has mentioned it in my thread:
Somebody here (David or koma, because they are the coders) should try so set up an SVN system, so your work could go on easier.

We have discussed this before, and I am afraid that only experienced coders would be able to use it. As long as we use this thread to make sure no two people are working on patches at the same time, I think we may be ok.

Speaking of which, I will claim the 1.3.10 release, probably for Saturday morning my time.

* It will contain double movement for fremen, and numerous tweaks to the terraforming victory.

* It will contain "something" for making sure that unique bonuses for civs not in the game will be available. I have to look at the details of what keldath has added, and adapt my picklist code for it.

* It may contain two new Chouhada Fremen units, an inexperienced unit generated by cities and a holy man who can inspire attacking troops.

* It may contain rainstorms, generated by terraformed terrain.

I recommend keldath should plan for a 1.4 release instead of any 1.3.11. We need to condense the art files and get rid of all the unused ones. Plus, a 1.4 announcement on the main threads will ensure new people stop by to try things out.

davidlallen
Jul 30, 2009, 08:10 PM
PATCH 1.3.9 RELEASED !

I am not able to download this using either IE 7 or Firefox 3. Both browsers give a popup which says there was a javascript error. It recommends trying a different browser or contacting support. I have used IE 7 successfully to download the other patches. I am sure this is a mediafire problem, not a problem on my local browser.

Is anybody else able to download this? If so, can you put it up on some other site?

EDIT: never mind. It appears to have been a transient error at the site. I am now able to download from the link provided.

davidlallen
Jul 30, 2009, 10:54 PM
I'm getting a CTD between turns. Save attached.

If you turn on python exceptions, you will find you can get a lot more information about the crash. When I load your savegame with exceptions on, clicking to the next turn immediately gives a popup which says TECH_HORSEBACK_RIDING is undefined in module BarbarianCiv.py before it crashes. Looking in My Games/Beyond The Sword/Logs/PythonErr.log shows that about a dozen symbols are undefined. This is a bug caused by all the renaming in 1.3.8.

The workaround is to turn off the revolutions options including Revolution, BarbarianCiv, TechDiffusion, Dynamic Civ Names and Start as Minor Civs. It is not clear, without more study, which of these options may be safe and which may not be. Turning off all of them will certainly avoid the crash.

The problem is that the revolutions module references a number of symbols such as TECH_HORSEBACK_RIDING; see file assets/python/revolution/revdefs.py. Since we have done a major renaming, none of these symbols exist anymore. I did not detect this problem since I normally turn off all of these options.

To actually solve the problem, I can think of three possibilities:

1. For each option defined in revdefs.py, find a new equivalent tech/building/unit and change the definitions.

2. Trace the revolutions code and find some clever way to remove the hardcoding of these names.

3. Remove the revolutions code.

Choice 1 is the simplest. But the workaround, don't use any of these options, is even simpler.

There don't seem to be any sandworms or storms. Where they turned off for some reason?

I am seeing worms and storms in my 1.3.9 games. Please turn on python exceptions and check your logfile; if there are errors, please post the text.

I have noticed one problem when the Bene Gesserit civ is in the game; there is a python exception referring to undefined unit UNIT_REVEREND_MOTHER in function WeirdExperience in DuneWars.py. This is because keldath has renamed the unit to UNIT_REVMOTHER without updating the python. However, this "should not" cause storms and worms to disappear.

Also, there is a problem with UNITCLASS_HEAVY_ROLLER; I have not investigated all the way, but there is no unit UNIT_HEAVY_ROLLER which is mentioned in the unitclassinfo file. This may cause a crash if the AI tries to upgrade a unit to heavy roller. Civcheck has pointed out this problem.

keldath
Jul 31, 2009, 06:03 AM
wow thank you david,
im am going to check everything you noted here,
and c;lear this,

i gotta say that i wasnt that happy with renaming everything, cause of refferences to revo'.

lets go with option one,

i will create a fix patch now.


****

great work david!!!

you are right - the revdefs.py was the reason for the crash, i confirmed it 100%,
i commented out the lines with # it needs to be replaced with something else - i tried - but failed..

also fixed the other stuff you found.

thanks alot buddy,

i will upload a new patch 1.3.9b very soon.

Ahriman
Jul 31, 2009, 09:15 AM
If you turn on python exceptions

I coulda sworn I had python exceptions on.... I must have not turned it back on when I did a reinstall a while back. Will do so.

I'd also suggest that the Revolutions mod doesn't make a ton of sense in this setting. Its not really like houses are going to be splintering into civil war, and the archipelago mapscript means that nearly every city you have is a "colony", which gives very large revolution penalties.

Also, the revolutions civics modifiers (ie which ones are good and bad for stability) don't really make sense with the Dunewars civics. There needs to be a big civics redesign at some point for this mod.

I'd just remove it from the mod.

keldath
Jul 31, 2009, 12:45 PM
well,

i dont really mind having, and not having revolution mod, its just that many players like this components so why note make it available to them..?

but, if everyone wants, ill make revolution unavailable to use on dune wars.

ill upload the fixed patch i n an hour.



**************

hi,
heres the new fixed 1.3.9b :

http://www.mediafire.com/file/5y3z4xtdyaj/dune-wars-patch-1-3-9b.exe

- fixed crash - commented out lines in revdefs.py
-shock trooper now can see invisible fedaykin and naibs chosen
-replaced spacing guild to spread instead of the ixian one.

davidlallen
Jul 31, 2009, 02:40 PM
I have spent several hours today basically just staring at the lists of units, buildings and bonuses. I feel that the mod has become way too complex, without any benefit. But I cannot quantify why I feel this way. Here are some numbers.

BTS has 130 buildings plus 30 UB. DW has 145 buildings plus 45 UB.
BTS has 70 units plus 30 UU. DW has 60 units plus 35 UU.
BTS has 35 bonuses. DW has 39.

These numbers do not show any astonishing difference. The only place I can find a big difference is number of UU+UB per civ. In BTS, each civ has 1 UU and 1 UB. So it is easy to see what is unique about that civ. In DW, each civ has average 3 UU and 4 UB. It takes a while to study why one civ is unique, and mostly, the UU and UB do not provide any consistent "theme", they are just random small advantages.

I retract my "hold" on 1.3.10. I do not have any immediate plan for a patch release. I think I'll go play a vanilla pangaea or something for a while.

Lord Tirian
Jul 31, 2009, 03:14 PM
i dont really mind having, and not having revolution mod, its just that many players like this components so why note make it available to them..?Because it's a bit of clutter: Just because many players like it, it doesn't mean it will fit - after all, they like it in vanilla Civ. This isn't vanilla Civ, nor should it be.

In my opinion, a mod needs a strong theme and some core ideas and revolve around that, just adding more things (even if they're individually very good) won't help - I think FfH2 is a good example for that, because it - largely - avoided the "add more"-trap: They cut down their overly complex spell system (divine/arcane split), cooperations and espionage. Are they saying that these things were bad? No, but they weren't needed to create the theme, look and feel, they tried to keep the essentials and then make them shine.
But I cannot quantify why I feel this way.I feel a bit the same, one of the reasons why I haven't gone into this mod with full enthusiasm (except for Del's great art stuff): BtS works, because everything fits the theme of different epochs (ancient, medieval etc.), in Dune Wars, a lot is a bit like vanilla with a different paintjob, but only one theme - Dune. Meaning it feels like a lot more, because there's no larger organising principle - by the way, I think the resources are okay, the buildings and units are the problem - they need to be slimmed down, a lot of units feel like "unit before, but with more power" - Final Frontier also suffered from this for me. In Civ4 you'd never think of confusing a club-wielding cavemen with a swordsmen - flavour, strategic resources and small bonuses all play together and make it feel like more than "unit with some extra stuff". Ditto buildings. But I can't really put my finger onto it - because there is just so much material.

Note: I'm *not* a fan of the mods that just add a lot more stuff and options to the game - I prefer the sleeker, more themed and focussed ones. That's why I like FfH2, Planetfall and Legends of Revolution - they don't just grab as much stuff as possible, they have strong themes and only have things that work with that (and FfH2 is probably the most polished, most beautiful way of doing that - they have a lot of stuff, but only because every Civ is its own theme - meaning if you play, it's rather slim, as you only play one Civ/theme at once). And vanilla Civ4 works - because it's whole theme is "playing six millennia of world history". Dune Wars isn't doing that, its theme is - in a nutshell (deep apologies to all fans of the book, I know that I'm vastly oversimplifying it for the sake of the rhetoric) - "drug-addicted nobles battle on a desert planet for more drugs".

Not that the mods with lots of things are bad, they're just not my taste - for me a mod needs to be as complex as it needs to be to create its specific flavour - and no more!

Cheers, LT.

Ahriman
Jul 31, 2009, 06:18 PM
Agree with Tirian's design philosophy, and that there are too many buildings here and that the units don't really make sense.

I think the buildings and units need to be rationalized, ideally so that the factions actually play differently in a military sense, like Fremen having desert superiority and melee units, but no artillery and few vehicles, and maybe Harks having slow heavy tanks but weaker city defenders, and the guild having good air units and tranports, and Atriedes having good light skirmish units, etc.

Something also must not be right with my install of 1.3.9, I am not getting any sandworms or storms, and terraforming seems to be broken (have had catchbasins built for 20+ turns and not a single tile has changed).

Are these things all created by python - could it be my python isn't loading properly? Is there any other obvious way I could check this?

I'm also finding the landing stages aren't actually buildable (the sapho one is, but thats it, non of the civ-specific ones).

davidlallen
Jul 31, 2009, 07:14 PM
Something also must not be right with my install of 1.3.9, I am not getting any sandworms or storms, and terraforming seems to be broken (have had catchbasins built for 20+ turns and not a single tile has changed).

I am sure you have double-checked that python exceptions are on. Please try introducing a python error by adding some nonsense characters to the start of file assets/python/dunewars.py using notepad. This should give you a popup and also log information into My Games/Beyond The Sword/logs/PythonErr.log. Once you have proven that stuff is getting logged, I am sure you must be getting some kind of python error. That is the only thing I can think of which would prevent worms, storms, and terraforming.

Ahriman
Jul 31, 2009, 08:13 PM
*edit*
Oops, nevermind, I was editing my backup of the ini file instead of the actual ini file.

I'm an idiot.

Am now getting a ton pf python exception popups:

(note that revolutions is off in this game)

Traceback
File "CvGameInterface", line 154 in cannotConstruct
File "CvGameUtils", line 279 in cannotConstruct
File "DuneWars", line 22 in cannotConstruct
File "DuneWars", line 85 in cannotConstruct
File "DuneWars", line 295 in Initizalize
File "DuneWars", line 258 in GetCheckInfo
File "FuneWars", line 278 in DebputPrint
IOError: [Errno 13] Permission denied 'callstats.csv' (or civstats, can't read my writing)



Attribute Error: 'Nonetype' object has no attritubte 'get Description'



File "UnitUtil", line 69 in init



File "BugUtil", line 496 in call



File "BugUtil", line 479 in__call__



File "BugInit", line 94, in callInits


But why would I be getting a ton of python errors with this patch when other people aren't?

Ahriman
Jul 31, 2009, 08:55 PM
And at the end of the turn:

File "CvEventInterface", line 30 in onEvent
File "BugEventManager", line 227 in handleEvent
File "BugEventManager", line 327 in_dispatchEvent
File "BugEventManager", line 339 in_handleDefaultEvent
File "DuneWars", line 163 in onImprovementBuilt

Attribute Error:
Dunewars instance has no attribute 'dfresh'

davidlallen
Jul 31, 2009, 09:39 PM
Am now getting a ton pf python exception popups:

Well, getting the exceptions is definitely progress. I guess you are writing down the text and then typing it in; you may find it much less painful to look into file My Documents/My Games/Beyond The Sword/logs/PythonErr.log and cut/paste the text instead.

I think there are two problems affecting you. The first is that keldath has changed a unit name in one place but not another, causing a failure. The second is that in trying to write a message about the failure, my code is trying to open a file which cannot be opened.

I am afraid you will have to edit a local file. Please try, it is really not painful. Open assets/python/DuneWars.py and go to line 294:

self.iURevMo = self.GetCheckInfo("UNIT_REVEREND_MOTHER")

Change the spelling to UNIT_REVMOTHER. Save. Re-run. Does this fix your problem?

keldath
Jul 31, 2009, 10:08 PM
hey guys,

well...i dont think the units are complex, its just that each faction have more units and building the other civ dont hjave.

its not really complex, once you play a game - you get it.


also - i dont agree with too many building or unit over vanilla, this is a mod and mods mostly add more stuff.

i agree some more tweaks should be made but with the current unit structure , for now , i am quite happy.
i do not wish to trim the mod more, i like other players, not happy to play a mod that barley has buildings, or too simple unit tree.
see planetfall, theres much more stuff there....i dont see any problems with more stuff,
i accept the term, less is more, but up to a point....no need to be cheap.
we can just reduce the output of all of the buildings so you need more kinds of buildings, instead of one that gives you a big value, that can solve "the too many buldings".

its wierd that you getting python errors cause i dont, well atleast after patch 1.3.9b.

most of the errors i guess are conneced to the renaming of every tag in the mod, so we just need to find all the references.

ive tested the latest patch and it pretty working and stable, at least on my end.

Ahriman
Jul 31, 2009, 10:17 PM
I was still on 1.3.9a, I hadn't seen b (the perils of post-edits, they're easy to miss).

Will try b, it looks like it fixes more than the revmother issue.

keldath
Jul 31, 2009, 10:19 PM
yap, i fixed the rev mother and some other stuff reported by david.

have fun.


****
ok, i read more of the posts above,
we can do that some unit class wont be avilble for some factions and vise versa - for instance as suggested, fremen doesnt have artillery units - but then again what will fill in the sige unit for them?

if you wanna make a completley different army for each civ, we need to sit and write a game plan for all of them, using the current units as basis.

also buildings - if we reduce buildings - some techs and eras can become a bit boring, i dont want that - so in order to keep the current buildings - we can just reduce the bonuses and values of other buldings - meaning - instead of having one building that gives 20% gold - we can have two buildings that each give 10%, so there will be alwyas something to build, and the game wont be boring.

im also not a fan of great added stuff like rise of man,
but we have to remember, we are playing civ, not dune, to less stuff will be boring.

most players prefer bigger mods - see the amount of dl of ech mod, youll see that a mod with tons of stuff in it - gets more dls in total.

:)

goddluck to us all,
i belive that eventually together we can have some of the more unique mods availble.

Ahriman
Aug 01, 2009, 07:54 AM
The b patch fixed my issues.

but then again what will fill in the sige unit for them?

THats the point; they don't get them. The melee units ignore city defense; Fremen should be a melee-heavy faction. Maybe they could get the mortar, since its easy to see infantry carrying around mortars but none of the others.

using the current units as basis.

I haven't yet fully investigated how you've tweaked the units, but the old gameplan was not a good basis. Lots of weird unit roles (rovers as city defenders?) and the like. There needs to be a redesign of the core (which you may have already done) before redesigning faction UUs.

I've posted sketches of a design in the units thread.


most players prefer bigger mods - see the amount of dl of ech mod, youll see that a mod with tons of stuff in it - gets more dls in total.

IIRC FFH and Rhyes have more downloads than probably every other mod put together. Both of them are pretty simple mods; Rhyes uses vanilla BTS, and the FFH design is very efficient (few units and buildings).

keldath
Aug 01, 2009, 08:08 AM
i see,

i like this way of units you speak off.

well, lets have a layout of the unit classes and their tech position,
and then wee will turn to the uu themselfs.

ill look for the post you made.

Greeneyedzombie
Aug 01, 2009, 08:10 AM
Some resources rarely show up.
Diamonds and uranium are very rare to none existant and it seems they are required for quite a lot of units acording to the civpedia.

other resources are:
coffee, incense, dates, etchin resin, spice honey and baradye. Ive never seen them in the game. I even tried regenariting the map lots of times to see if they would pop up.
I guess its cause they replace calender resources wich in vannilla only appear in jungle terrain, wich isnt on the map.

Do we really want sandtrout and little makers?
the only one to use little makers are the fremen and BG for there RM. little makers could just as wel be provided by an UB. Giving happines for the fremen and some science boost for the BG.
Sandtrout in the books are only used by fremen either as food or candy, and I think some of them are kept till they grow in little makers.

Sandstorms really annoy me. they destroy everything all the time and keep the AI from developing their land. currently sandstorms cant attack and the player can protect his land by just placing units on the improved tiles.
Maybey defense grids can keep sandstorms from destrying the first ring of hte bfc, and later castles can protect the whole bfc. In the books the shields from the empire fleet seem to protect against the storm.


Food-healthbuildings between () are extra functions they could have.
Foodprocesing: health. (+5% water)
watercache: health and acts as a granery (+5% water)
watersilo: no effect at all:confused: (10% water or merge it with the watercache)
Windpass: +1 trade route (+2 water)
windtrap: UB for fremen +2 water (availleble to all civs)
catchbassin:required for terraforming victory. (UB for the fremen and give +2 water and 15% water, give reservoir of liet its function and make terra victory require a project to win)
qanat: +2 health (+10% water)
Bank: 50% commerce (call it waterbank: gives 50% commerce and water)

Watersources. I really would like to see less of them. or at least make the meagre the most common, and hte other ones rare.

Ahriman
Aug 01, 2009, 08:24 AM
ill look for the post you made.

Post 11:
http://forums.civfanatics.com/showthread.php?t=325388

post 43:
http://forums.civfanatics.com/showthread.php?t=325388&page=3

In particular, suspensor units need to be weaker. These are basically your naval units/escorts, they shouldn't also be able to go toe-to-toe with similar tech land units. Multiple movement points are *incredibly* valuable in a game that doesn't have any roads; so infantry really are limited to their 1 tile move per turn. Consequently you should have to pay more in terms of weaker combat strength and/or hammer cost for the suspensor tanks.
Rovers/quads etc. should be the high movement combat units on land.

I'd also suggest having the units grouped more concisely into ages, and balanced appropriately.

Some resources rarely show up.
I've seen plenty of diamonds. I've never seen a single coffee/honey/insects etc

I think sand trout are neat but need to give a water bonus, but I think the Little Makers don't make sense as a map resource. Just let the BG build Reverend mothers with the Water of Life tech.

Workers still can't build desert compounds though, so these resources are still useless.

In the books the shields from the empire fleet seem to protect against the storm.

IIRC its not energy shields so much as the Shield Wall, which is a mountain range that shields the general inhabited region from the storms that go through most of Dune.

Windpass:

I have no idea what this building is supposed to represent; in the books its a geographic feature on Arrakis (its a pass that the wind comes through; basically a gap in the mountains).

Water Discipline wonder could give water rather than extra great people. It doesn't really make sense as a great people generator.

Greeneyedzombie
Aug 01, 2009, 08:40 AM
In the books when paul attacks the emperor. The highliners are on the ground and protected by shields wich keep out the storm and make it relativly calm/safe in the area for people to walk outside.

Waterdiscipline civic should give a 10% water boost to cities instead of an increased corperation maintenance
any comments on the suggestions for the buildings?

keldath
Aug 01, 2009, 09:10 AM
well - i guess the lack of the certain bonuses, is due to the mapgenerator,py.

need to be checked.

thanks for the feedback.

davidlallen
Aug 01, 2009, 09:31 AM
Sandstorms really annoy me. they destroy everything all the time and keep the AI from developing their land. currently sandstorms cant attack and the player can protect his land by just placing units on the improved tiles.

This is a bug. I did not expect the sandstorm unit to stop attacking; I thought it still did. I will try a new method for this which will allow the sandstorm to move over unit stacks (and cities) and damage them without necessarily destroying them.

If you are interested to edit python files, you can decrease sandstorms or remove them altogether to make your games more enjoyable. Please edit file assets/python/dunewars.py and find the lines:

# Compute the number of storms to be added
iStormWant = (xmax * ymax / 400) - iStormCount

Without changing the leading tabs in the file, change 400 to a larger number and the number of storms will decrease. To have half as many storms, change it to 800, etc. To remove them altogether change the line to: iStormWant = 0.

Ahriman
Aug 01, 2009, 09:36 AM
I will try a new method for this which will allow the sandstorm to move over unit stacks (and cities) and damage them without necessarily destroying them.

This sounds good. There are blizzards in FFH1 and FFH2 which function like this.

Ahriman
Aug 01, 2009, 10:38 AM
Some strategic resources are too important, like crystal. I don't have any crystal nearby at all, so I can't build any desert units, so I can't stage invasions or protect myself from suspensor units.

Imagine if in vanilla civ on an archipelago map all naval units required a particular strategic resource.

davidlallen
Aug 03, 2009, 12:17 AM
Unofficial 1.4 full release at this link (http://forums.civfanatics.com/showpost.php?p=8327057&postcount=21). Substantial changes to art file structure, deleted all UU and UB, modifications to tech tree. Not very well playtested yet.

davidlallen
Aug 10, 2009, 11:17 AM
We *should* do the following for 1.5:
* Pick up latest tech tree and other tweaks from keldath
* Fix bugs, small playtest feedback items
* Rewrite civics and promotions
* Include arrakis mapscript, now that it is not killing civs on startup

We should *not* do the following for 1.5: hero units, new tech tree, mercenary system. We can test those in parallel.

I think keldath should produce a 1.4.5 with his current tech tree and maybe promotions. Maybe civics if you have a chance to enter Ahriman's design; it is definitely a big improvement over what we have today.

I will try 1.4.6 with a number of playtest feedback bug fixes.

If 1.4.6 does not have too many problems, we can take the same files and call it 1.5. This will have a new pak file, and we can also remove the other mapscripts. (We cannot *remove* files during a patch).

Does this seem like an OK plan?

Then post-1.5, we can integrate a mercenary screen, hopefully agree on a tech tree, and think about hero units.

davidlallen
Aug 10, 2009, 11:25 AM
Things I plan to do, or have done locally:
* Add polar terrain and ice to archipelago mapscript
* Add ice drilling improvement and +water national wonder using ice
* Add Fremen UU for scout, soldier, maybe 1-2 other guardsman units, so that they can move on all terrain and actually *use* the sandrider promotion
* Add "home ground" promotion for infantry units which gives +1 move, and then take roads away again (AH33)
* Add "stone" bonus and "marble" offworld contract, add these to double production of wonders
* Speed up terraform check so large maps are not quite so slow
* Small tweaks to buildings, remove weather scanner +water%, remove unhealth of science lab, few others

keldath
Aug 10, 2009, 11:32 AM
hey david,

is the 1.4 includes deliverators new art - thopter and sardukar? have you made any changes since the last update you released - 1.4.4 - or its just my new tech tree?

i will upload a patch now with my latest changes, its just the tech tree and the new arts anyway.


as for the plan -
i wish that we will include at least one unique unit for every civ and and a ub,
cause i prefer that 1,5 wont be an empty version yet, i know it will have a lot, but, also i dont want the players to play a half done version....
if i were someone else...i would be very upset if the civs didn't have some unique units or buildings, especially after v 1.3 had an abundance of it.....


****
heres the my latest patch - http://uploading.com/files/MOAOR9YP/dune-reduced-patch-1-4-4.1.zip.html

davidlallen
Aug 10, 2009, 12:08 PM
is the 1.4 includes deliverators new art - thopter and sardukar? have you made any changes since the last update you released - 1.4.4 - or its just my new tech tree?

I have not made any release since 1.4.4. I have not included any of the art from deliverator's art update. I forgot that from my list; we should definitely add it before 1.5.

i wish that we will include at least one unique unit for every civ and and a ub,
cause i prefer that 1,5 wont be an empty version yet, i know it will have a lot, but, also i dont want the players to play a half done version.... if i were someone else...i would be very upset if the civs didn't have some unique units or buildings, especially after v 1.3 had an abundance of it.....

I agree at some point we will need to add UU and UB. Maybe now, maybe later. To be honest I think people who see 1.5 will be happy that all the seemingly random selection of UU and UB from 1.3 is gone; certainly there was positive feedback, not negative, when I released 1.4.

What is the opinion of other people on this point: should we try for a more stable 1.5 release without many UU/UB, and then add UU/UB post 1.5? Or stuff more UU/UB into 1.5?

heres the my latest patch - http://uploading.com/files/MOAOR9YP/dune-reduced-patch-1-4-4.1.zip.html

Let me try to guess the contents of this patch. Did I miss anything?

* Contains all files in 1.4.4, so it can be applied over any of 1.4, or 1.4.1 - 1.4.4
* Contains deliverator's art patch, including sardaukar, new spice, new thopter
* Contains updated tech tree

Does it include a promotion rewrite? (EDIT: no.)

Ahriman
Aug 10, 2009, 12:15 PM
Hold UUs and UBs until I get my proposed tech-tree up.

keldath
Aug 10, 2009, 12:44 PM
davidlallen,Ahriman,

you got it exactly on the patch David.

of cource there will be a good feed. thats for sure.

unit - well - i dont mind getting 1.5 without uus, but i think it is better to release a fuller version to the public.

the promotions - i wanna get the prom tree really good and detailed for the units, but for that i gotta have a finallized unit classes and tech tree.

Ahriman,
as i said,
i wont do anymore progress until we agree on a tech tree.

these are my plans for future versions:
- get a foxed final tech tree.
- get the unit class finalized.
- go through all unit power values and bonus preqeq.
- build an entirely new promotion tree.
- add atleast 1 uu 1ub ( probably we will do this together)

without the tech tree finished, i cant progress....

:)

davidlallen
Aug 10, 2009, 01:11 PM
@ keldath, if you cannot progress on other things, would you be interested in updating the civicinfos file based on Ahriman's design in the civic rewrite thread? Just pick any random tech at the appropriate tier for now.

keldath
Aug 10, 2009, 01:21 PM
sounds ok,

ill do it on the weekend, no prob.

god! you guys cant believe how much i want just to play this mod!

Deliverator
Aug 10, 2009, 02:50 PM
What is the opinion of other people on this point: should we try for a more stable 1.5 release without many UU/UB, and then add UU/UB post 1.5? Or stuff more UU/UB into 1.5?

We are pretty much rebuilding the mod from scratch at the moment. I would say get the core game sorted tech tree, units, buildings, wonders, civic, etc. If we can get to a point where the mod plays well without UUs and UBs, then you are in a good position because you know that adding in the UUs and UBs will only add to the fun.

UUs and UBs can just be a distraction as to whether the core game is working well. While everything is in a state of flux it doesn't really make sense to add more. When the core design is more settled you'll probably have to redesign UUs and UBs anyway since a lot of them will end up in strange places.

This feel's like a critical stage in the mod's development so I don't think we should rush it.

keldath
Aug 10, 2009, 03:52 PM
no rush,

i wanna get it right this time.

also, i want the uu to be really fit to each civ, with good properties.

but, first lets get the core done.

davidlallen
Aug 11, 2009, 10:47 AM
Another day, another tech tree ... :-)

So now we have a 1.4.4.1 release and keldath is working on the new tech / civic / religion design done by Ahriman. I would prefer to call that 1.4.6 rather than making much use of three dot names. Then I will put all the small changes I listed in post #225 into 1.4.7. Maybe 1.4.8 can be for any final tuning and then we should build 1.5.

Post-1.5, the main things will be UU/UB, mercenary screen, and discussion about heroes. We still need unique abilities for Tleilaxu, Corrino, Ix, Spacers; Deliverator has summarized some ideas in the civilizations thread. Maybe a strong set of merchant UB for spacers, and hammer UB for Ix is enough.

keldath
Aug 11, 2009, 12:38 PM
i think ill only have time on friday to work on the tree, either way - ill get it out on sutterday tops.

davidlallen
Aug 17, 2009, 07:25 PM
Huge patch release 1.4.6 with new tech tree and bunch of other stuff at this new thread (http://forums.civfanatics.com/showthread.php?t=332066). Let's try to stabilize this with bug fixes only and get a 1.5 that everybody can download.

keldath
Aug 21, 2009, 06:50 AM
hey guys,
ive merged in the car mod - which accelerate game speed by 15%.

heres the new dll.

http://ul.to/0wgix9

davidlallen
Aug 22, 2009, 04:07 PM
Please add the attached modified CvUnit.cpp to the next build. It fixes several bugs regarding land transport, as detailed in this post (http://forums.civfanatics.com/showpost.php?p=8387552&postcount=51).

davidlallen
Aug 24, 2009, 04:57 PM
I have made a number of changes locally. I have made most of Ahriman's suggested civics and terrain / improvement changes. I have changed one sdk file to fix most of the problems with land transport loading / unloading ... or at least, the new problems will be different ones. I have changed the sandrider promotion to also allow movement on "water" so that we do not need Fremen UU; we can put this promotion onto any Fremen unit and it will get the fast "water" movement.

@ keldath, are you almost ready to release 1.4.7? Then I will put the above into 1.4.8.

I have been avoiding any changes to the tech tree file or the unit file, because I know that keldath is making major changes to these files. So I have not done tech costs, tech flavors, or some of the small tech movements that Ahriman requested. Also, I cannot do the worm rider unit-flipping for real, without adding a number of units, one for each unit to flip, which is about eight units.

Although I have made several sdk changes now, I am getting very weird results. For example, my JRouteNative change (not for DW) causes weird lighting effects, see this post (http://forums.civfanatics.com/showthread.php?t=332636). My sandrider promotion change causes a number of units to randomly appear. When I use this cvgamecore.dll to autoplay, some civs suddenly wind up with 4-5 units they do not even have the tech to build, such as rocket trooper or desert raider. When I put back the original cvgamecore.dll, no other python changes or anything, then the units do not randomly appear. This is pretty annoying, because I have not done anything which could make these problems happen. In fact I do not even know *how* to change the lighting effects if I wanted to.

koma13
Aug 24, 2009, 08:19 PM
My sandrider promotion change causes a number of units to randomly appear. When I use this cvgamecore.dll to autoplay, some civs suddenly wind up with 4-5 units they do not even have the tech to build, such as rocket trooper or desert raider.

This sounds like my awesome homeworld ai is buying units. :) Look inside sdkDbg.log to check it.

Ahriman
Aug 24, 2009, 09:11 PM
I know that before the AI was buying units - possibly too many. They all had Ginaz warriors as city defenders.

This is part of why I still like the idea of limited unit pools that players can recruit from. I dislike that you can just buy an infinite number of units limited only by your gold supply.

davidlallen
Aug 25, 2009, 12:08 AM
#$%(#$%&#(%!# !! You are right, it is the homeworld AI. I was really disappointed at what appeared to be random behavior in both my sdk trials.

By any chance, is your homeworld AI also changing the lighting in JRouteNative?

(joke, it obviously is not involved in that.)

If we don't hear from keldath in the next 1-2 days, I will put out what I have as 1.4.7, and he can put the modified unit/tech tree into 1.4.8.

Hopefully after those two things, we can make a 1.5 which we can publicize and get more feedback. Ahriman's playtest input is great, but the only other feedback we have in the last couple of weeks is several people who were unable to get it even running.

keldath
Aug 25, 2009, 10:43 AM
hey guys, sorry for being away,

im getting a bit busy with a seminar paper i have to do,

so, ill upload my changes in a few hours, its not too much, just the unit changes mostly,

i hope ill be able to do the tech flavors on Friday.

im sorry for not being able to help more, i really hope i could lay some help over the weekend.

keep up the great work guys.

Ahriman
Aug 25, 2009, 11:41 AM
The unit changes alone will be a great update, but ideally the correct tech beaker costs could also be there, hopefully that wouldn't take too long to add.

It will be hard to evaluate what changes need to be made to unit placement or tech costs until the right beaker costs are there to get to each unit.

davidlallen
Aug 25, 2009, 11:59 AM
If keldath puts up what he has, including the updated tech file, I can push in the costs.

keldath
Aug 25, 2009, 01:09 PM
hey, heres the files,

they mostly change the unit strengths.

again sorry for the minimal update.

davidlallen
Aug 25, 2009, 02:14 PM
The techinfos and unitclassinfos files you sent are identical to the previous versions, and there must be a change to unitcombatinfos (rename scorpion to vehicle) which you did not include.

I have merged all your changes into mine. This was easy since I had stayed away from modifying techinfos and unitinfos. It is clean through civcheck and I have an autoplay running.

I will add the new beaker costs and then cut a 1.4.7 release, probably tonight.

keldath
Aug 25, 2009, 02:25 PM
oh right - forgot the combats, and the tech i forgot i had it in my change folder cause i wanted to do the flavors, but didnt get to it.

thank god for david )

davidlallen
Aug 25, 2009, 07:38 PM
Here is the 1.4.7 release. Please install over the 1.4 release; the patch does not contain the original art files. If you have any of the 1.4.x patch releases, you may install this on top. I have tested with an empty directory, plus 1.4, plus 1.4.7 and this works also.

Unit, techtree changes
* Changed behavior of all terrain transports with units loaded. Units inside transports can no longer take useful actions such as pillaging or building improvements. Loading or unloading takes all your remaining movement points. This may be too strict, but should make it much riskier to unload transports close to your target.
* Lowered chance of Tleilaxu plague transmission from 100% to 25% (AH53).
* Changed behavior of Sandrider promotion internally. It now provides the equivalent of the all terrain movement flag, so that separate Unique Units are no longer needed. Removed Fremen Warrior unique unit since it is no longer needed.
* Incorporated minor changes to units and unitcombats by keldath
* Changed tech research costs to match Ahriman's spreadsheet.
* Changed tech eras, based on x position on tech tree

Civic changes
* Fixed bug, unable to found religions (AH50). I caused this when I deleted the religion civics column. It turns out you must have a civic with the "bStateReligion" flag to convert to a religion.
* Spice industry greatly lowers chance for spice to disappear
* Deleted Desert Law (no need for 6 legal civics)
* Faufreluches now at Caste System tech, Meritocracy now at Social Mobility tech (AH49)
* Great Convention now gets +2 happiness from barracks
* Slavery now gets +1 hammer on harvester
* All the default civics now have no upkeep
* Meritocracy, Planned Economy now have medium upkeep
* +25% trade route yield from Free Trade civic
* War Of Assassins gives +2 happiness on prison camp
* Moved around all the action buttons and added a couple of new graphics.

Offworld trade changes
* Added soostone and pundi rice for a total of 12 contracts (counting Fremen Water Debt).
* Weights of contracts are now 1000 for military UR, 500 for other useful resources, 100 for others.
* Marble can now only be chosen once (AH65)
* Landing stage now has national limit of 2.

Terrain, improvement, building changes
* Polar coast now treated as fresh water; no spice, sandworms cannot move there
* Sandstorm now has less of a "ghost" but it still has a little flicker. It now uses a 3.5 sec animation, which seems much better than 10 sec, 0.25 sec, or 3.0 sec.
* Turbines now buildable on any flat terrain (AH45, AH56)
* To make rugged "less useless", enabled most build types on rugged but added +25% build time.
* Removed "iMinAreaSize" setting on some buildings, including Landing Stage, which was preventing construction on inland cities (AH46)
* Changed Deathstill to give +2 water instead of +25% (AH35)

Text changes
* Added tech quotes from Sword Of Justice
* Added missing building, bonus, unit stub text entries

Things which are *not* in this release
* Worm rider art from Deliverator. Well, the art files are there. But my unit swapping python is not working, so I commented it out. You can see the art by placing the Fremen Scout Worm Rider unit. If you are brave, you can edit the python file and turn it on; you will get some weird results like free scouts, and crashes if the Fremen is an AI civ. To turn it on anyway, edit assets/python/DuneWars.py, search for the first line with "onUnitMove", and remove the text "# not working yet:" from the beginning of the line. If you play as Fremen, and move your scout one square at a time, you can see it flip back and forth.
* AH52. Any of the improvements which create fresh water, such as the well or windtrap, add an invisible feature "Wind Trap Water". Any feature *overrides* the movement cost of the terrain. The Wind Trap Water feature sets the movement cost to 2. If we change it to one, then adding a wind trap to a hill makes its move cost one. Fixing this is certainly possible in the sdk, but there is no easy solution.

Please get the 1.4.7 release from this link (http://jendaveallen.com/fury-road/dune-reduced-patch-1-4-7.zip). You can get the original 1.4 release from this link (http://jendaveallen.com/fury-road/dune-reduced-1-4.zip). The release notes for the changes in 1.4 - 1.4.5 are in this thread (http://forums.civfanatics.com/showthread.php?t=330138), and the release note for 1.4.6 is in this thread (http://forums.civfanatics.com/showthread.php?t=332066).

We may as well continue using the 1.4.6 thread for feedback until we have an "official" 1.5 release.

davidlallen
Aug 25, 2009, 07:47 PM
OK, I have released a bunch of stuff including keldath's unit tweaks. If we want to do a stable 1.5 release, here is what I think we should add.

* Replace vanilla religion system with Ahriman's proposal (DA44)
* Make some attempt to de-randomize the tech tree buttons (DA42)
* Add the low end vehicles, such as roller and quad, as proposed by Ahriman (DA55)
* Add UU and UB. I am a little nervous about this; we have to do it at some point, but I don't think we have the base system playtested well enough yet. (DA56)
* Updated homeworld recruiting screen (several DAxx items)
* Fix unit swapping for worm rider and apply it to all sandrider units (AH57f)

A number of people are probably keeping up with the "unofficial patch" releasees, but we should have some kind of a publicity push by making 1.5 known in the main download threads, along with a redesigned "homepage". I think the Fury Road homepage is simple but it makes the point: this link (http://jendaveallen.com/fury-road/promotion/overview.html). (DA57)

I am probably going to have less time to mod for the next couple of weeks, but I think we have enough people around to keep making progress. The last one on the list is the only one which I will reserve for myself, unless anybody feels like poking around in my big python file.

(EDIT: retrofit issue reporting numbers, some old, some new)