[mod] Warlords: Total Realism 2.3a

I'm experiencing a problem in the game...
I've installed the new dll, and continued a game, but now the score for the two topmost civs are coming up wrong...
Could it be a problem, caused by the fact, that I have continued on my old game instead of starting a new one?
 
I'm experiencing a problem in the game...
I've installed the new dll, and continued a game, but now the score for the two topmost civs are coming up wrong...

Can you elaborate on how the score is coming up? Is the display itself screwed up in some way or are the values off?

I've only touched the resource converter code in these two versions, so I'm not sure what impact if any that would have on the scoreboard. Could you post the save file so I can take a look at it?
 
For anyone playing TR multiplayer, I've attached a new DLL with an attempt at a fix for the OOS errors related to Assassins. As you all probably know OOSes can be incredibly difficult to track down, and I don't have anyone I can test this fix with so please don't get your hopes up too much ;)

On the bright side, the code I changed looked very guilty as far as OOSes go, and might have even been affecting single player stability as well, so here's hoping. :)
 

Attachments

I think I know what he's mentioning about the score. I've experienced this too before - but that was BEFORE any of your changes, so that's not your fault in any way, and it's also pretty harmless (I hope). At some point in the game (not every game, though, probably some specific conditions are needed), the scores for some civs stop being sorted from highest to lowest - or still are, but display wrong numbers then, I don't know which is true. It doesn't have any real impact on the game, as far as I can tell.
 
Random question on that... were AI Assassins potentially in use in the game when it occurred? (ie. one or more of the AIs had the tech that unlocked them)
There could have been assassins involved indeed. But the lockup was random and never reproducible after reloading the game. I think it is more a graphical issue than core game issue. But as soon as i have a reproducible lockup, i'll post a savegame.


In Assets\Python\CvEventManager.py you could try changing:

Code:
CvUtil.pyPrint("Victory!  Team %d achieves a %s victory"
%(iTeam, victoryInfo.getDescription()))
to

Code:
#CvUtil.pyPrint("Victory!  Team %d achieves a %s victory"
#%(iTeam, victoryInfo.getDescription()))
I'd make a backup of the file first though, and I make no promises of it working as I've never tried to tinker with the victory stuff (that might be the wrong spot).

Even if it works that would only get rid of the message, I don't believe you can actually win a second victory (like shuttle launch or what not) after one has already occurred, but I could of course be wrong.
Didn't work here. I however was winning the game clearly at this stage, so i decided to start a new game, this time with no time victory condition set. I am using your new dll, and i will report problems if i find them, but so far so good (i have 5 cities now).
 
Indeed, this might have well been caused by stressing the hardware. TR has no history of lockups, unlike CTDs - and Civ4 in general doesn't like to lock up nearly as much as crashing.

I usually also remove most victory conditions when I play - after all, I'm not playing for the win, but for the fun.
 
All goes well sofar. I had a copper resource, soon after the AI attacked me.
managed to build a bronze smith before i lost the city with copper.
I got no notification that i dont have acces to copper anymore. Im not sure if it was intended to skip it altogether.

Its better than having it pop up each round though.
Cant really tell if the turntime goes quicker. Since it was early in the game.

Also when AI dow no shortage mssg but then i hadnt built the bronze smith yet.

Time for a new game one lvl lower without raging barbs...:blush:
 
All goes well sofar. I had a copper resource, soon after the AI attacked me.
managed to build a bronze smith before i lost the city with copper.
I got no notification that i dont have acces to copper anymore. Im not sure if it was intended to skip it altogether.

It should have given a message on the next turn unless you had an additional source of copper. If it didn't then that's something I need to look into, so let me know :)
 
Im almost certain it didnt give the message.

Just tried it myself and managed to get the message as well as losing access to bronze so I'm hopeful that everything is working right. From what I've done in the code it shouldn't matter how you lose the prerequisite resource so long as it is not present on the next turn when it does its one and only check. If you notice it missing from a future game and can get me an autosave from the turn before I'll take a look, but it looks like everything is working fine :)
 
I think I know what he's mentioning about the score. I've experienced this too before - but that was BEFORE any of your changes, so that's not your fault in any way, and it's also pretty harmless (I hope). At some point in the game (not every game, though, probably some specific conditions are needed), the scores for some civs stop being sorted from highest to lowest - or still are, but display wrong numbers then, I don't know which is true. It doesn't have any real impact on the game, as far as I can tell.

that's excactly my point :)
I've never experienced it before with TR, but if others have, then it must be a fault from your side ;)
No reason for me to stop playing, though, since this is the greatest mod! :D
I think, the score are sorted correctly, but shown wrongly...
But no matter, then, if everything should be working perfecly, anyway :goodjob:
 
Just tried it myself and managed to get the message as well as losing access to bronze so I'm hopeful that everything is working right. From what I've done in the code it shouldn't matter how you lose the prerequisite resource so long as it is not present on the next turn when it does its one and only check. If you notice it missing from a future game and can get me an autosave from the turn before I'll take a look, but it looks like everything is working fine :)

I used the WB to remove the copper, and indeed next turn i got the message.
You dont get it immediately, about halfway between new building option popups.
Just like normal messages, must have thought it was a more clear message. sorry about this.
 
Thank you a ton for the new DLL Mr Sheep :cool:

I've started a new game and played until 2000AD so far without any CTDs and any more senseless production cancelling, that means... finally the mod is really playable for me. Great Job :goodjob:

Just a minor matter to the mod in general: Maybe it's only me but is it possible, that the average tech standard on world map about renaissance and later doesn't fit realistically to the actual period(year)? I mean the currrent tech standard is lower than it's supposed to be.

Keep up the great work guys, TR rocks
 
Thank you a ton for the new DLL Mr Sheep :cool:

I've started a new game and played until 2000AD so far without any CTDs and any more senseless production cancelling, that means... finally the mod is really playable for me. Great Job :goodjob:

Just a minor matter to the mod in general: Maybe it's only me but is it possible, that the average tech standard on world map about renaissance and later doesn't fit realistically to the actual period(year)? I mean the currrent tech standard is lower than it's supposed to be.

Keep up the great work guys, TR rocks

Already rebalanced for the next version, and I even think I've overdone it - now sometimes the tech is way ahead of its time. Anyway, it is all VERY map dependent, so you're advised to disregard current year completely (and turn off time victory).
 
What exactly is the big focus in 2.4?

I ask because I've made some very heavy modifications to the mod for myself and friends and I'm curious how the new version will compare. Are there a lot of changes with unit stats, cost, tech, upgrade lines, etc? Wondering how much I'll have to redo.

And i saw no mention of it in the thread, but at the download page for the new dll it mentions fixing out of sync issues with the assassin. Does this mean I should be able to use this mod multiplayer again without removing the spy units? If so, great news.
 
And i saw no mention of it in the thread, but at the download page for the new dll it mentions fixing out of sync issues with the assassin. Does this mean I should be able to use this mod multiplayer again without removing the spy units? If so, great news.

Read post number 983. A few posts above yours. :)
 
What exactly is the big focus in 2.4?

I ask because I've made some very heavy modifications to the mod for myself and friends and I'm curious how the new version will compare. Are there a lot of changes with unit stats, cost, tech, upgrade lines, etc? Wondering how much I'll have to redo.

Yep, a lot. It mainly consists of rebalancing all the mentioned stuff, and of fixing stuff that was broken.

And i saw no mention of it in the thread, but at the download page for the new dll it mentions fixing out of sync issues with the assassin. Does this mean I should be able to use this mod multiplayer again without removing the spy units? If so, great news.

It is supposed to. We don't have the resources to test it ourselves. If anyone tests it for us, that'll be great.
 
No CTD's and no more prod cancelling for me aswell :king:. Played out a game upto the modern age.

Will 2.4 be the last update for warlords or will it be for BtS?

Good, very good. :)

It will be the last Warlords version. (unless too much bugs).

Thereafter, we will concentrate on BtS. Many things are already done but it's not yet ready.
 
Back
Top Bottom