Unofficial BTS 3.13 patch

DLLs are disallowed from CustomAssets because of multi-player games. The game would (or might) not detect that the DLLs were different, leading to sync (and not to mention cheating) problems.
 
Bh, tell me if you'd like me to stop with my "maybe this is useless, maybe it helps" style of posting *giggle*. i'd comply with no hard feelings. i admit i go strictly by gut feeling, .xml understanding that i think understand, and my good memory for searching stuff out. i'm no programmer and don't want to make things more complicated! can PM me if you'd feel rude, but i'd not take it in a bad way.

Not at all. Any ideas are worth looking into. Right now, I'm going to be a little pressed for time until the weekend, so I probably won't be able to look into it much until then.

Thanks to DemonHunter for the save, btw. I still need one for the executives, if anyone has one. Ideally it'd be a situation where the AI has executives sitting idle, but is still queuing more up.

Bh
 
kniteowl you are my new favoritist forum person. Thanks for all your help; I realized I just put the extracted folder in the wrong place the first time, but I did it right and everything's working. One question though, what program do I need to open the ini file, cuz whatever it is, I don't have it.
 
Bhruic at the same save file enter the world builder.
You will thind many execs (about 10) seating at Kakaorum, and one at many cities of Suleiman.;)
I think that it is exactly what you need...
 
Yes, unfortunately that is the case. I guess this is off-topic, but does anyone know the reason they did this? I need to swap the DLL in and out all the time too, and it's a real pain.

Personally, I use several mods with several different startup icons.

So for instance, the basic BTS 3.13 has the standard game start icon.

BTS 3.13 with Bhruics patch will be in a mod named Bhruic and I have a startup icon with target line "C:\[whereyouinstalledciv4]\Civilization 4\Beyond the Sword\Civ4BeyondSword.exe" mod= Mods\Bhruic

BTS 3.13 with Bhruics patch and several personal modifications would be a seperate mod named Personalmod and I have another startup icon with target line "C:\[whereyouinstalledciv4]\Civilization 4 BTS 3.02\Beyond the Sword\Civ4BeyondSword.exe" mod= Mods\Personalmod

BTS 3.13 with Bug Mod + Bhruics patch and several personal modification would be a seperate mod named Bug Mod with all of these various changed files and another startup icon with target line "C:\[whereyouinstalledciv4]\Civilization 4 BTS 3.02\Beyond the Sword\Civ4BeyondSword.exe" mod= Mods\Bug Mod

This way, you can have several mods and you can quickly switch between them by using a different startup icon. That's my preferred way of doing it.
 
kniteowl you are my new favoritist forum person. Thanks for all your help; I realized I just put the extracted folder in the wrong place the first time, but I did it right and everything's working. One question though, what program do I need to open the ini file, cuz whatever it is, I don't have it.

Notepad will do it, any text editor....every Windows system should have it unless manually uninstalled.
 
kniteowl you are my new favoritist forum person. Thanks for all your help; I realized I just put the extracted folder in the wrong place the first time, but I did it right and everything's working. One question though, what program do I need to open the ini file, cuz whatever it is, I don't have it.

Use notepad. If double clicking doesn't work, right click and select Open With... then select Notepad.
 
kniteowl you are my new favoritist forum person. Thanks for all your help; I realized I just put the extracted folder in the wrong place the first time, but I did it right and everything's working. One question though, what program do I need to open the ini file, cuz whatever it is, I don't have it.

New??? Who was the old one??? lol yeah what the others said, notepad should work except in won't be in colour like my example lol.
 
I'm pretty sure the lazy worker bug is confined to railroads. Although I manually operate my workers for a large part of the game, once I have all the important tiles developed the way I want them, I put them on auto. In the game where I noticed the lazy workers, they had already roaded everything, built forts on things I'd never bother with, and then added lumbermills when they became available. When I got railroads, they did build some, but then got bored with it. I didn't notice at first because the modern road symbol is so similar to the railroad symbol.
 
Regarding the "lazy workers": I kept an eye on it in my last game and didn't find any evidence of laziness. After researching railroads, I made one stack of 8 workers and set then on "automate trade net". My observations:

- The workers did eventually put rails everywhere, even on a remote jungle square that didn't even have a road or any other improvement and that wasn't part of any city's fat cross.

- The AI did a decent job in prioritizing - first it put rails on the mines and connected the cities, then it put rails on squares where they don't yield any bonus.

- When every tile in my country had rails, the AI parked the workers in a city.

- Every time my borders expanded, the AI woke those workers up and put railroads on the new acquired tiles.

Seems pretty normal for me, so if there is a problem with lazy workers, it definitely doesn't show up in every game. Of course this isn't a proof that there is no bug either, the circumstances in my game might have been especially easy for the AI to cope with (small, contiguous plot of land, mostly grass and hills, no desert). Which makes a savegame that demonstrates the behavior in question all the more important.
 
DLLs are disallowed from CustomAssets because of multi-player games. The game would (or might) not detect that the DLLs were different, leading to sync (and not to mention cheating) problems.

But how is that different from people having different DLL's in Program Files?

Personally, I use several mods with several different startup icons.

Yeah, I generally prefer mods too. But when you're bug-hunting, it's nice to keep everything at CustomAssets so that you can report bugs and post savegame files that other players can load without worrying about the name of the mod.
 
My workers were on regular automate, not automate trade network. I never use the latter setting.

Ah, I see. Then that's probably the explanation for the different behavior. This might also explain why some people never see the problem (some people, like me, never use the "full automate" command).
 
Yeah, I generally prefer mods too. But when you're bug-hunting, it's nice to keep everything at CustomAssets so that you can report bugs and post savegame files that other players can load without worrying about the name of the mod.

Yes, of course. I agree. :)
 
Ah, I see. Then that's probably the explanation for the different behavior. This might also explain why some people never see the problem (some people, like me, never use the "full automate" command).
Some people, like you, probably have recognized that "full automate" isn't really a good idea. ;)

(Not saying the bug, if it exists, shouldn't be fixed. I'm just down on full automate. When I saw a worker changing a farm to a cottage, and in the very next tile a worker changing a Town to a farm, that's what did it for me. Maybe they've improved it. Regardless, full automate can never properly accommodate city specialization, and that's where advanced gameplay lies IMO.)

Wodan
 
When I saw a worker changing a farm to a cottage, and in the very next tile a worker changing a Town to a farm, that's what did it for me. Maybe they've improved it. Regardless, full automate can never properly accommodate city specialization, and that's where advanced gameplay lies IMO.)

As I probably mentioned, I don't turn on full automate until I've completed all the improvements I care about. Then I just put the workers on auto after that to make useless roads and fix spy damage. Later build railroads and lumbermills.

I should mention that I do have the "workers don't change existing improvements" option set and the "workers don't chop forests" setting as well.
 
The question is not (only) whether *we* use automated workers but whether the AI is hampered by non-railroading workers.
 
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