incremental patch discussion

Sorry about that. Those huge files which you are posting contain no useful information. If you get python errors, the file you want to post is PythonErr.log, not Err2 or Debug. If the file PythonErr.log is empty, then you don't have python logging enabled in your CivilizationIV.ini file.

Fortunately the screenshot shows the problem, which is, you evidently don't have write permission to your C: drive, and I forgot to turn off my debug log file which goes there. Please replace assets/python/DuneWars.py with the attached.
 

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Works fine for me, but then I did a manual merge on DuneWars.py and kept the bits that said e.g. # not for release: self.StatPrint(iGameTurn).
 
Ah, sorry. I noticed that at some point my ini files had been changed (eg my cheat code = chipotle had been turned off) which must have also turned off python logging.

This fixes the issue, thanks.
 
Hey Bros, wanted to say, that tommorow i finish my RL freelance project.
Please tell what need to do : New PRomotions which need to add + Action Buttons (i know + new ones from new rdvcm bbai - where they located) - and something more...? many nice new things, gj on advancing ! :) :goodjob:
 
Please tell what need to do : New PRomotions which need to add + Action Buttons

Welcome back! My last post about action buttons in the art thread is a little out of date.

a. Feedback from last time, the "sentry" button is brown rather than yellow. Also note RevDCM added a bunch of domain specific sentry buttons; select a land unit and you will see one sentry button, select a thopter unit and you will see a different one. I think there are only two.

b. I made some new buttons, you may want to improve them: unitcombat button for Mech, promotions for Ixian, Sensor Array, Self Repair, and Adaptive. I couldn't draw anything for Point Defense, maybe a small short range missile launcher, or a "chaff" picture?

c. Builds: I like the new yellow theme for the action buttons you have done, so I would like to suggest replacing all the build buttons. For some, such as "cottage", it could be simply a recolor of the vanilla button, but new artwork would be fine too. For example, you had new art for the "build city' button. Here is a list: mine (3 levels, perhaps using one pick, two picks, and three picks), dew collector, spice harvester, insect farm, solar farm, wind turbine (3 levels), desalinate, plantation, cottage, fort, windtrap (nice art but does not match color scheme), well (3 levels), ice extractor
 
It would seem that a bunch of art got missed out of the 1.7 Pak file somehow. The worm skin has reverted back to an old form, and I'm pretty sure not all of the updated icons are there.
 
I had noticed that the worm rider has the old texture, while the sandworm has the new texture. I am not sure the worm rider was ever updated; is it correct in 1.6.5?

If you have found buttons missing besides the maininterface espionage and corporation buttons, please let me know the specifics. Actually, I have no idea why those two buttons are missing, and I would appreciate some help on that too.
 
I'll re-release the worm rider texture in my forthcoming patch. I have it locally.

No idea on the missing gamefont icons... Has some of the BUG code changed the index numbers for those icons or something weird like that?
 
Please do and let me know i have locally old-new icons locally too...
Are action buttons in place? What is missing from the art stuff?
I'll fix action buttons and new promos till this weekend..
 
Are action buttons in place? What is missing from the art stuff?

I hope you saw my answer to your question in this post. You had mentioned about drawings for the era changes a while back. If you are looking for more stuff, the unit art thread has some reskin requests. I have recently made a poor attempt at a Face Dancer promotion icon from this (warning: large size) art:
Spoiler :



It looks like a mask, and it seems to fit Face Dancers. Any other art you had in mind would probably be cool too.
 
What is missing from the art stuff?

The issue is not that bad on further investigation. It only seems to be the worm rider texture and the Corporation and Espionage advisor buttons in the top right that are missing.
 
OK, I have finished everything I am going to do before the Christmas break. This patch includes all previous 1.7.0.x patches and can be installed over a clean 1.7 install or any 1.7.0.x patch. (Info on 1.7.0.4 here).

Patch 1.7.0.5

+ Two new landscape Features: Peak and Outcrop.
- Outcrop gives +15% defensive bonus and can be found on Desert Waste and Graben tiles (In the future, I thought we might add a Demolish Outcrop worker action available with the Chemical Explosives tech - in case the spice blocking or a defensive tile close to your city becomes a nuisance)
- Peaks are impassable and unworkable and can be found on the occasional Mesa tile - I have increased the amount of Mesa slightly in Arrakis.py to compensate.

+ New Arrakis.py landmass style option - Large Islands - this is a halfway-house between Pangaea and the current default setting. Try it out - you should get some interesting landmass shapes and occassional larger salt pans.

+ Buildings:
- New Factory building, giving +25% hammers available at Stillsuits, provides a Techman specialist slot (old Factory renamed to Assembly Plant - still available at Mechanization)
- Refinery now gives +25% gold, provides a Merchant specialist slot to help get a Great Merchant for the CHOAM Headquarters.
- New Spice Silo building, +0.15 per Spice, available at Spice Industry, requires Arrakis Spice civic, should be destroyed if you stop running Arrakis Spice

+ Rebalanced Bonus placement - the bonuses that are placed later such as Cereal and Dates were not appearing in some cases.

+ Chemical Trooper now set up properly as an Ordos UU

+ Spiritual Trait now doubles production speed of Altar of Shai Hulud (AHR87)

+ Add +2 Commerce to Insect Farm, +1 Commerce to Wind Trap at Adapted Agriculture (reduced initial Insect Farms commerce)

+ Stone of Prophecy no longer builds faster with Ore - didn't really make sense

+ Force Shield can no longer be built in a city with a House Shield Generator

+ House Shield Generator gives +1 happy for Protective leaders

+ New Ordos Palace graphic converted from Emperor:Battle for Dune

+ Replaced Water Souk graphic - from tsentom1's Trade Fair at Troyes wonder

+ New City Ambience sound loops - thanks to orlanth

+ Made Worm Rider texture consistent with the Sandworm

+ Reskinned Dates resource (again)

+ Added a few pedia entries for Wonders

Download Here

Happy Christmas to everyone. :)
 
OK, I have finished everything I am going to do before the Christmas break.

I've merged it all in to my area and run civcheck. There is one undefined item; SND_AMB_DESERT_BIRD is undefined at audio3dscripts.xml line 648. Possibly it is because SND_DESERT_BIRD is defined at audiodefines.xml line 11182. Are these supposed to be the same?

I notice you have changed Civ4EraInfos.xml, which means an update to the music patch will be needed. It probably does not matter until we release 1.7.1.

I'll probably release 1.7.0.6 in about 12-14 hours, with the remaining spy missions and some other stuff. Then I won't have access to the game until Jan 1.
 
Are action buttons in place? What is missing from the art stuff?

In addition, the following building buttons are not very good; could you create new ones?

Aerie / Pilot School
Automated Factory
Barracks
Desert Airfield
Industrial Complex
Ixian Skunkworks
Mushtamel / Sculptor's Garden
Prison Camp
Refinery
Saboteur Defense
University
Water Souk

Hopefully, we can get rid of all the icons from the nextwars atlas and the dunewars buildings atlas.
 
I've merged it all in to my area and run civcheck. There is one undefined item; SND_AMB_DESERT_BIRD is undefined at audio3dscripts.xml line 648. Possibly it is because SND_DESERT_BIRD is defined at audiodefines.xml line 11182. Are these supposed to be the same?

I don't think I used the Desert Bird sounds yet anyway (otherwise I would have noticed the problem). I used the vanilla Desert Hawk effect instead for the new Peak feature. It looks like the audio3dscripts.xml entry should be SND_DESERT_BIRD. You can either make that change or remove both entries. I can re-add them when I add in the sound effect.

I notice you have changed Civ4EraInfos.xml, which means an update to the music patch will be needed. It probably does not matter until we release 1.7.1.

I was aware of this, but should have mentioned in the release note. I need to update the music pack with Slvynn's fix anyway - I'll do it next week. For now, if 1.7.0.5 users apply the music pack the only thing they'll lose in the new city screen sound loops.
 
Here is patch 1.7.0.6. This contains several new spy missions, and several other bug fixes. It includes all of the 1.7.0.1 - 1.7.0.5 patches; you can install it over 1.7 or any of the 1.7.0.x patches. The details of 1.7.0.4 are shown at this post.. The details of 1.7.0.5 are shown at this post..

I have run out of time before I leave for my Christmas trip, and this patch frequently causes a hang around turn 360-380 on normal speed. In one game, deleting a certain Ix city freed the hang, but I don't know why yet. So, in case you want to back out this patch, you may want to keep 1.7.0.4 or 1.7.0.5 handy. You will need to delete your DW installation, re-install 1.7, and then re-install whichever patch you want. Simply re-applying 1.7.0.5 on top of 1.7.0.6 will just get everything confused.

I am hoping to get some feedback on the controversial "Impersonate Commander" mission, although that is not working perfectly either. Also I have removed all the corporations in favor of buildings that directly grant gold/commerce per spice resource.

Here is the download link.

Spy missions
* Vanilla has a "destroy unit" espionage mission which was mostly hijacked by Super Spies to assassinate a settled specialist. I split this into two missions, "Assassinate Specialist" and "Sabotage Unit". The Sabotage Unit mission only applies to vehicle, thopter, hornet and mech unitcombats. If successful, the mission destroys the selected unit, representing sufficient damage of the unit's equipment to destroy it. If you cannot stand these missions, you can disable them by editing assets/xml/GlobalDefines.xml and changing SS_ASSASSINATE to 0.
* Vanilla has a "buy unit" espionage mission which was mostly hijacked by Super Spies to recruit (steal) a worker. I split this into two missions, "Recruit Worker" and "Impersonate Commander". The Impersonate Commander mission only applies to guardsman and melee unitcombats. If successful, the player gets control of the unit for one turn, then the owning player gets it back. If you cannot stand these missions, you can disable them by editing assets/xml/GlobalDefines.xml and changing SS_BRIBE to 0.
* There is one known bug in the "Impersonate Commander" mission. I am having trouble controlling where the controlled unit appears. If you have open borders with the target, it should appear in the same plot. If you are at war, it should appear in some adjacent plot with no enemy troops. If neither, then according to the rules the unit must appear outside the target player's borders; this "popping" is the same as what happens when you have a stack inside a neutral player's territory and then declare war. However, in all three of these cases, the unit currently appears somewhere unexpected several plots away.
* Rename espionage missions: Force Friend to Political Marriage, Force Enemy to Cause Incident, Convert City to Annex City; Political Marriage no longer causes a -1 "You manipulated us!" memory.
* Inside the spoiler is a list of the current spy promotions and effects, along with the current espionage missions and costs.
Spoiler :

Promotions
* Diplomat: automatically added to Reverend Mother URU, enables Convert City, Destabliize, Political Marriage, Cause Incident missions
* Sabotage: automatically added to Saboteur UU, enables Sabotage mission
* Poisoner I: automatically added to Face Dancer UU, enables Assassinate Specialist and Impersonate Commander missions, +50% bonus unhealthiness from missions
* Deception I,II,III: +10% defense against detection ("detection evasion")
* Escape Artist I,II: +40% to survive upon mission failure
* Improvise I,II,III: +20% success rate ("free preparation bonus")
* Instigator I,II: +50% unrest from missions
* Instigator III: +100% city revolt time
* Loyalty: never reveals nationality, prevents -1 diplomatic penalty upon capture
* Poisoner II, III: +50% unhealthiness from missions
* Security I,II,III: +1 visibility range, +10% spy detection bonus, +50% counterespionage bonus

Vanilla missions
* See Demographics, See City, Investigate City: passive missions
* Buy Tech: cost 0, difficulty 25
* City Revolt: cost 650, difficulty 25
* City Unhappiness: cost 120, difficulty -50
* Counterespionage: cost 100, difficulty -100
* Destroy Building: cost 500, difficulty 10
* Destroy Improvement: cost 75, difficulty 0
* Destroy Production: cost 500, difficulty 0
* Destroy Project: cost 500, difficulty 0
* Insert Culture: cost 0, difficulty 0
* Poison Water: cost 120, difficulty -50
* Steal Treasury: cost 300, difficulty 25
* Switch Civic: cost 60000, difficulty 50
* Switch Religion: cost 60000, difficulty 50

Additional missions
v = present in vanilla but disabled, s = added/changed by Super Spies, d = added/changed by Dune Wars
* Annex City (v,d): requires Diplomat, cost 3000, difficulty 50
* Assassinate Specialist (s): requires Poisoner, cost 500, difficulty 25
* Cause Incident (d): requires Diplomat, cost 200, difficulty 25
* Destabilize Civilization (v): requires Diplomat, cost 1500, difficulty 50
* Impersonate Commander (d): requires Poisoner, cost 250, difficulty 25
* Political Marriage (d): requires Diplomat, cost 150, difficulty 25
* Recruit Worker (v,s): cost 150, difficulty 25
* Sabotage Unit (v,d): requires Sabotage, cost 100, difficulty 25

Minor gameplay changes
* Previously, to get commerce income from Spice, you would build a House Spice Corporation building and found a corporation. This is no longer needed; instead, each palace building automatically gives +3 commerce per Spice resource connected.
* CHOAM Headquarters world wonder now directly generates +3 gold per spice resource consumed, instead of founding a corporation with similar effects.
* The key action button for Inquisitors was missing; inquisitions was switched off in the configuration xml. You may also need to delete your local file My Documents/My Games/Beyond The Sword/Dune Wars/UserSettings/RevDCM.ini or change the value INQUISITIONS_ENABLED in that file from 0 to 1.
* Increased chance that AI will select Ixian Weaponry and Sardaukar Cooperation contracts when building landing stage; weight was 1000, now 100000.

Documentation / non-gameplay changes
* Some players reported problems with the interface not appearing when using non-roman character sets like Russian. Replaced file assets/python/BUG/BugPath.py with another version which prints less debugging information. Printing the debug information, with non-roman characters, causes this failure for an unknown reason (by EmperorFool, forwarded by phungus420)
* When building a landing stage as Corrino or Ix, added help text to the contracts to indicate which one is recommended (Sardaukar for Corrino, Ixian Weaponry for Ix)
* Added several pedia text entries and quotes (by White.Rabbit82)
* Filled in text for civic strategies, shown whenever a tech grants a new civic
* Improved the writeup of terraforming in the concepts tab of the Dune Encyclopedia to answer questions asked in the succession game.
* Re-checked religon pedia entries against code for civilizations forbidden to found certain religions; added corresponding entries to civilization hover help
 
I'll do all stuff this weekend and recheck new promos to make them look vectorish and clean
 
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