incremental patch discussion

I vaguely remember something like this happening with warhammer, and that there is a way to fix it by going to the Dune reduced configuration settings file in the main Civ4/BeyondtheSword/Mods/dunereduced folder and adding a

; Game Options
GameOptions = 00000000000000000000000000000

That may cause some pain, for users who have intentionally turned on some of the lower number options such as raging barbarians, etc. They will complain that their option keeps getting turned off each time they load. But ultimately this may be less pain than people who complain that tech diffusion, revolutions, etc keep getting turned on.
 
But ultimately this may be less pain than people who complain that tech diffusion, revolutions, etc keep getting turned on.

This is my thinking. Its much easier to turn options ON in the custom games screen than to turn them off.
Particularly since:
a) not all activated options are visible in the custom game screen
b) the options vary from mod to mod, and so you can end up turning on weird options by mistake.

We had particular problems after playing some of the FFH scenarios, like the one with the game option that turns off all unit healing!

I agree with all of David's GUI suggestions.
 
David, thanks for your feedback. I will see what I can about. I plan to add some guild man dialogs. We can use it to make a screen tutorial.

i) It is a surprise. ;)

Tell me the change (presumably in CvPlayerAI.cpp) and I will directly make the change in my copy.

No, it's python.

Extract and copy MercenaryUtils.py file into 'dune reduced/Assets/Python'.
 

Attachments

b) giving units that the player doesn't have the tech for

I think this is cool since the supply is limited - the cost should obviously reflect the future tech.

c) before offworld trade and landing stages.

I agree the homeworld screen should only be available at Offworld Trade.

Still hoping for "Ship Reinforcements from Caladan/Geidi Prime/etc" to be the title. Needs something to give it the homeworld flavour.
 
I agree the homeworld screen should only be available at Offworld Trade.

I suggest we also create an an Event or popup text that happens when you research offworld trade. Something like:

"With the development of offworld trade, you are now able to purchase units directly from <civ's homeworld planet>. To access this screen, use the F?? key, and then select the unit you wish to purchase, the city you wish to purchase them in, and press the Purchase button.
While these troops are superior and may start with a number of bonus promotions, the number of troops available for purchase is limited (though more will show up over time)."
 
I feel stupid. We keep having these problems with the four revolutions options getting turned back on. If I had looked carefully into the xml, I would have seen why. In assets/xml/gameinfo/civ4gameoptioninfos.xml, all four of these default "on".

I have changed them to default "off".
 
hey guys,

sorry for my disappearance, but it seems your keeping very busy :)

just wanted to say i keep track on your progress, everything looks great,

your all working hard and doing awesome work,

ill be back to help later on after finishing my university duties.

much appreciation, keep it up! :))
 
Here is another bug:
When I set graphic settings to low and start a new game, all unselected units in main screen have vanilla unit graphics. :eek:

Turn the animations on in the graphics menu, that will fix it ;).
 
Some promotions ideas:
Combat 1-5
Drill 1-5
Medic 1-3
March
Intercept 1-2.
Evasion 1-2.
City attack 1-3
City defense 1-3
Flanking 1-3
Sentry 1, 2.
Suspensor disruptors 1. +20% vs suspensor units.
Suspensor disruptors 2. +20% vs suspensor units
Improved shields 1 +20% vs guardsmen units.
Improved shields 2 +20% vs guardsmen units
Armor-piercing rounds 1. +20% vs vehicles.
Armor-piercing rounds 2. +20% vs vehicles.
Anti-aircraft rockets 1. +20% vs thopters, +20% vs hornets.
Anti-aircraft rockets 2. +20% vs thopters, +20% vs hornets.
Desert warfare 1. +20% desert waste, deep desert, dunes strength. Requires sandrider promotion OR thopter class OR suspensor unit promotion.
Desert warfare 2. +20% desert waste, deep desert, dunes strength.
Guerilla 1. +20% hills strength, +20% peak strength.
Guerilla 2. +20% hills strength, +20% peak strength, double moves in hills.
 
Great! Why don't we have 1.4.9 then with this fix, the gameoptions fix, the homeworld AI fix, and maybe a fix that makes the homeworld require Offworld trade, and a fix for whatever is messing up the F6 tech screen?
 
Here is a fix for the AI settler bug: ... There was some error in CvUnit::canMove(). :dunno:

The only code change I can find is that in canMove(), I previously added a section to prevent movement if the unit is cargo. Your change is to remove this section. I am surprised that this is related, since the problem I saw is that settlers fail to move across their own continent -- no transport involved. I will try this out and see what happens.

ahriman said:
Great! Why don't we have 1.4.9 then with this fix, the gameoptions fix, the homeworld AI fix, and maybe a fix that makes the homeworld require Offworld trade, and a fix for whatever is messing up the F6 tech screen?

I am sure I cannot figure out why the mercenary mod is reloading python, causing the tech chooser to mess up. Perhaps koma can figure it out. That is definitely a big enough problem to prevent a 1.4.9 with the new homeworld screen.

@ koma, what do you think about this bug, along with the offworld trade change and the minor gui comments which I gave above in DA61? I have a bunch of other changes ready to go.

@ deliverator, any art update planned this weekend?

I can collect any further changes through Sunday my time and then put out 1.4.9. Or we could call it 1.5, which I would prefer.
 
The only code change I can find is that in canMove(), I previously added a section to prevent movement if the unit is cargo. Your change is to remove this section. I am surprised that this is related, since the problem I saw is that settlers fail to move across their own continent -- no transport involved. I will try this out and see what happens.

With the one line change koma made, there is an astonishing improvement. In the games I had autoplayed without the change, the average AI population after 120 turns was around 9. My population was 15 in one game, and 24 in another as Fremen, so clearly I was getting way ahead. After the change, the average AI population was around 18.

I would really love to understand why this change had any effect, but it clearly did.

For now, you can replace the cvgamecore.dll in the 1.4.8 installation with the one from koma's rar file. I will sweep up whatever other changes come by Sunday (48 hours from now, say) and release *1.5* on Sunday.

Note this will not be 1.4.9, it will be 1.5. I will also put it into the downloads database and the other publicity threads we discussed. In my announcements I will link to the web page I created in order to introduce players. We can start a new thread in modpacks for 1.5 feedback. That leaves only the main post here to be cleaned. We can also fix that, by unstickying the existing welcome thread, starting a new one with a similar title, and stickying that. What do you think?
 
Another bug:
I am now getting python exceptions when trying to load the F6 tech screen:
CvTechChooser has no attribute 'sTechTabid"
Attribute error
File "CvTechChooser", in line 786, in updateTechRecords.
File "CvScreensInterface", line 985, in forceScreensUpdate
File "CvTechInput", line 1102, in handleInput
File "CvTechInput", line 956, in handleInput

I was seeing this every time, and I am no longer seeing it. Is it possible that the new mercenaryutil.py which turns off the auto purchase for the human player, also fixed this?
 
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