incremental patch discussion

I have attached patch 1.6.1 to the welcome thread, and I have changed the 1.6 download target so that it now downloads 1.6.1. The 1.6 download is removed. I was able to get mediafire to respond; I uploaded 1.6.1 there, downloaded it, and tested the installer. So hopefully now everybody should be all set. Either, they were among the first 150 downloaders and they can apply the patch to get to 1.6.1; or they are downloading 1.6.1.
 
keldath, I know you are working on the SDK merging. I would like to fix some things in the XML and possibly add some more art over the weekend. Perhaps we can join my changes and your new DLL together to form patch 1.6.2? You could just upload your new DLL and I can release when my changes are done.
 
U 2 buddy
:)
 
he guy,

i kinda finished the merge of revdcm 2.6 with v 1.6,

but,
im getting python error on late eras - with the homeworld, i dont know what they mean but they apears to be with something of an era error.

weird thing - i think i saw this on the regular v 1.6 - can someone plz start a game on the last era a, found a city, and pass a turn - with python errors expections on? so i will know its not in 1.6 itself?
 
holy molly!

ive been pulling my hair for 20 hours trying to figure out what i did wrong !

wow thank you so much for this super speed fix!

theres a line in the maininterface.py, that youv # commented out, i wonder if you can take a look at it later to see if i got it right.

:)

thanks buddy again!
ok im gonna release dune wars 1.6.2 soon,

here are 3 parts i had trouble with, but do not seem to interupt the game:

- in the cvunitai.cpp sdk file, i had to comment out a section of caphelo - i makred it.
- i had to mark out a unitai.cpp section that koma13 wrote about danger count or transport code - the etire section was cencelled out by the bbai 0.81 code - also - i marked it out.
- a small code of python on the maininterface.py file -also by kona - regards the hw button - but i think i got it right.


changes i have made :

i made the hud interface not as a module.
i removed unneeded parts of bug mod and revdcm.
i added the d_n prophecy sound track file to be in the main dune mod, so people who doesnt get the music pack - will have an opening music - i think its better then no sound
i added the fix from koma13 to a missed bug with 1.6 when getting to late game stages - you get python error.
i removed old codes - like statistics mod code from python files.
i removed from the sdk the population limit mod.

things im affraid about:

i went over the sdk twice very carefuly so i wont miss any code written by koma13, davidlalen, and caphelo,
i really home i did it well, in my tests the game ran time.


one thing that i have know idea why it happens - in v 1.6 as well as in my 1.6.2

its just something that annoyed me - when founding a city - you see both the city culture border and the settler border one on top of the other - it will go away after a second - and its basically nothing, but - its stil lsomething that does not suppose to be,
so i hope one of you guys will try to figure this out - cause i looked - and i cant tell why this happens.

im releasing 1.6.2 for now just here, i kinda hope you hguys test that its 100% working - and try to go through the stuff im not sure of - mostly go over the stuff i mentioned above, and also if you will double check me on the sdk - that all the code is there.

thanks in advance guys ,

kel.
 
dune wars 1.6.2 released - for testing purposes only - for now.

link:http://www.mediafire.com/file/wwn2gwnndgd/Dune Wars-1.6.2.exe


merged revdcm 2.6.
deleted un used sdk and python codes.


koma13, davidlallen and cephalo,

i hope you guys can take a look on the sdks that you previously added codes into them, so ill know everything is in place.



i have play tested on ai over 400 turns, without a glitch or a python error, thanks again for koma13 for the quick fix.


edit:
forgot to add 2 sdk files - see attached file.
 

Attachments

Hey keldath, I'm not sure we should publicise this too much until it has further testing.

I'm concerned about the commenting out of other people's changes. Cephalo is rarely around and david is away until monday. Perhaps koma can check that nothing important has been lost.

It may have been better to release to the modders first via PM for us to test a bit.

Also, the link is broken due to the space in it.
 
I think keeping it in this thread is fine. Everything here is pretty much "unofficial". :)

Also I'm working on some XML fixes.
 
I'm still working with 1.6.1 XML for now. I can merge with your stuff later. I think you missed this post.
 
Once I get a version with some of the missionary building requirement changes, I will tune religion spread rates and post a new religion file.

At the moment Imperial still spreads too fast and too many civs become and stay Imperial - which leads to too much friendship.

Reducing the national limit on imperial missionaries to 1 might also help; at the moment Imperialists aren't really converted into other religious types, because as soon as one of their cities gets another religion (and loses imperium), they just build missionaries and replace it, so they never change state religion.
 
My "goal" for a standard autoplayed game religionwise would be:

(With all 9 factions).

In early-midgame, Btl have their religion, 1-2 factions are shai-hulad, 1-2 factions are mahdi, 3-4 factions are imperium, 2-3 factions are landsraad.
Then over time, 1 faction adopts technocracy, 1-2 factions adopt quizarate, mahdi spreads if their factions are successful warmongers, imperium gets significantly cut back and landsraad slightly cut back.

Does this seem reasonable to people?

Another issue; because Mahdi has no missionaries (only way to spread it to other factions is by conquest), its very hard to spread passively within your own empire; maybe we should add a slightl religious spread rate to the mahdi temple? So this wouldn't spread to cities in your empire that already had a religion, but would if they had no religion or inquisitioned first.
 
Here is a small patch which I have called 1.6.1b. It's purpose is to fix the Missile Launcher CTD bug and keep refining the XML in response to feedback. The changes are on top of 1.6.1, but it should merge fairly easily with 1.6.2 for a more official patch when we have confirmed that the 1.6.2 merging hasn't adversely affected anything.

Interim Patch 1.6.1c

The infantry unit folder was not setup right in 1.6.1b, this was causing the interface in particular the City Screen to break - should now be OK

- New Shield Fighter model, new unit buttons for this unit and Kindjal Fighter
- Added Blood mod to Infantry and Shield Fighter * 1.6.1c - Infantry bug now fixed *
- Worm Rider renamed to Naib's Chosen, Riding the Worm tech to Desert Rites
- Fedaykin, Naib's Chosen and Ixian Spiders now have national limit of 10
- All religions' Missionaries now require Temple level buildings, except for Technocracy
- Imperial Diplomat now has a national limit of 1
- Renamed Shai-Hulud Prophet to Shai-Hulud Mystic
- Fixed Missile Launcher Animation that was causing a CTD
- Fixes fighter and bomber upgrade paths, and added descriptions e.g. Interceptor to the names
- Fixed various other upgrade path issues - AH113
- Protective trait now gives City Garrison and Drill to Guardsman units not Suspensors
- Tweaked plantation bonus yields
- Mentat Logic now requires Mind Training OR Genetic Manipulation and Research Labs now requires Suk School OR Mentat Logic - AH41c
- Fixed some unit bonus resource requirements
- Behind the scenes various unit XML tag names have been changed to reflect unit renames
 
- in the cvunitai.cpp sdk file, i had to comment out a section of caphelo - i makred it.
- i had to mark out a unitai.cpp section that koma13 wrote about danger count or transport code - the etire section was cencelled out by the bbai 0.81 code - also - i marked it out.
- a small code of python on the maininterface.py file -also by kona - regards the hw button - but i think i got it right.

I'm still concerned about these bits - commenting out existing logic just to get it to compile sounds bad.
 
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