Solver's unofficial BtS 3.17 patch

I wasn't prepared or even willing to be a beta-tester, I just wanted to play the game. I don't want to go through a hassle everytime I encounter some bug. I simply stopped the game, then rolled back the DLL to the 19.1 version, where I never saw that happening. I don't even keep saves while I'm playing, I've disabled the auto-save function so all I ever have is the initial 4000 BC save and any manual saves I may make. I really only mentioned the problem as a courtesy since I'm no longer even using the 19.21 patch. I switched immediately upon seeing the problem.
I appreciate you reporting it, but I am puzzled why you consider it a "hassle" to simply save the game when you notice a problem and then make a short post with the save attached. You can delete the save afterwards if you don't want it lying around.

Well hopefully I've been around long enough that my word holds credence when I say that something's wrong. There must have been a reason why Firaxis had me as a beta tester for two of their patches.
As EF says, this isn't about trust but about effective debugging/testing. Being a Firaxis beta tester, you should know that the two most important things you can do when reporting a bug are to (a) outline a procedure which will cause the bug to happen and/or (b) provide a save showing the bug. Since no part of the worker AI was directly changed between versions 0.19.1 and 0.21 there's no obvious place to look to track this down and a save could have been extremely helpful in that regard.

Regardless, thanks again for the report. I'll keep a lookout for this; if anyone else notices a problem, please get us a save.
 
I appreciate you reporting it, but I am puzzled why you consider it a "hassle" to simply save the game when you notice a problem and then make a short post with the save attached.

It's more than just uploading a save, I've made a number of changes in various XML files so I'd have to package those as well. And I don't have the greatest internet connection, in fact it sucks, so it would might take a me a few attempts just to upload it. I'm on an unreliable wireless connection that has a habit of dropping connection. And to be perfectly honest about it, I just didn't think of it at the time.
 
Well hopefully I've been around long enough that my word holds credence when I say that something's wrong.

No doubt. I don't wish to attack your credibility but I must admit I have made errors before which I have posted and later realised. I think one time I described pretty much the exact same thing as you did but then realised that since I patched the game all my profile options had been reset to normal. I'm not suggesting this is what you experienced however...

There must have been a reason why Firaxis had me as a beta tester for two of their patches.

I've no doubt you're a valuable tester and forum poster but it still surprises me you would not bother to take a save. EDIT... I just noticed your next post. I suppose if you have made other game changes it makes it more difficult - that's fair enough.


Yes it is a moot point since I wasn't playing any odd map type, just Huge Hemispheres.

Just checking! ;)
 
I think one time I described pretty much the exact same thing as you did but then realised that since I patched the game all my profile options had been reset to normal. I'm not suggesting this is what you experienced however...

No, that was the first thing I checked, thinking I might have overlooked that option somehow. But it was indeed selected.
 
Worker automation is severely flawed. Although I rarely use automated workers my self, it's a huge bug for people who use automated workers all the time. I noticed this when a worker was focusing on one plot and constantly builds over the current improvement. If there is a farm there then they build a cottage..then a farm..then a cottage..then a farm. I tested this on a new game by having all my workers automated. It was fine in the early game but the later it got..the worse it became. I saw workers focusing on resource tiles in which they would build a farm on let's say on marble then go back to a quarry..then a farm..then a quarry. Obviously most people would say check leave old improvements alone but that's not the point. It's a bug and needs to be fixed. I've never seen this on Warlord or Vanilla either.
 
I've mentioned the worker buggy automation many times. I don't think they care. Or, they don't think it's a problem.
 
Or, worker automation is damned complicated and if you don't get it right it's real easy to actually make things worse. As with most other AI-related issues, it's something more suited for the BetterAI mod and wouldn't be part of an Unofficial Patch without pretty extensive testing there.

That said, if you have a save showing the back and forth behavior, please post it. Especially if it's a resource plot and one of the builds unconnects it.
 
That said, if you have a save showing the back and forth behavior, please post it. Especially if it's a resource plot and one of the builds unconnects it.

Read this thread, starting here.
 
It's definitely a well-known bug that's been around for a long time. Firaxis doesn't seem interested in fixing it. As much as it's annoying to the human player, it really kills the AI. The AI can't check, "leave old improvements".
 
Unless you're scripting your own mod, the only file you need is:

CvGameCoreDLL.dll

Copy that to this folder and you'll be good to go:

C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Assets

The other files are just there as part of the SDK (Software Developer's Kit), and are only needed if you want to make your own changes. (Which will require a compiler).

Oh -- you should probably back up your original copy of CvGameCoreDLL.dll before overwriting it. Just rename it to something like "CvGameCoreDLL.BAK" and you'll be fine.

I just want to double check and make sure being the Dummy that I am, that I am clear about installation... So I do not need to worry about the folders within the UnofficialPatch folder that are titled...
CvGameCoreDLL
PublicMaps
Assets

...and I can ignore them and just take the CvGameCoreDLL.dll file out of the assets folder and put it into my custom Assets folder to make it work? I really don't want to overwrite my original CvGameCoreDLL.dll so I asume that simply putting (only) Solver's CvGameCoreDLL.dll in Custom Assetts would do the job?
 
So I do not need to worry about the folders within the UnofficialPatch folder that are titled...
CvGameCoreDLL
PublicMaps
Assets

You can ignore all those folders if you want, I believe. But they fix other aspects of the game so can be handy. I thought there was an XML folder as well.

I really don't want to overwrite my original CvGameCoreDLL.dll so I asume that simply putting (only) Solver's CvGameCoreDLL.dll in Custom Assetts would do the job?

The DLL must go in Assets; it won't work in CustomAssets. Just add ".old" to your existing DLL and put this one in its place.
 
Just got a quick question about AI tech paths with this mod after my last game. Does this mod alter their decisions on what to research?

Only reason I ask is that I won the race to Liberalism (but the other Civs weren't that far behind at that point) and then proceeded to go to Rifling and then watched as every other AI went straight up to Scientific Method (some were dabbling in Nationhood and Divine Right) and slowly up those paths. Point is I had Infantry and was well on my way to Tanks before the AI even had even begun researching Rifling. This was 18 Civs on a huge map so I didn't expect them all to do this. No doubt as you can guess it was a trivial win with such tech superiority.
 
I posted this to the BTS Bug Reports forum and was asked to post it to this thread, too:

The spaceship success probability is not shown when a part is completed. This is very wrong because that window also contains the launch-button. People can and will launch the ship completely unaware that it is very likely that their mission will fail. See this post for screenshots.
 
Hi all-

Thanks for the patch. I was reading the first page of this thread, and I thought I saw that one of the things addressed was collateral damage for things like tanks and trebs. I installed the patch, but still seem to be having that issue. Was this something that was rolled back? I checked the last couple of pages, but couldnt find anything.

Is there an existing patch that addresses this problem?

Thanks.
 
What problem ?

The problem was that barrage promotions were not working. It was changed in a way so that they work, but tanks cannot get access to them.

If your game is not working that way, please describe the problem and/or provide a save.
 
...but tanks cannot get access to them.

That's the problem. Tanks launching large shells at a target is sure to cause collateral damage. The city raider promo should have been taken away. This is the #1 reason I haven't dL 3.17 yet. I have a D2D version of BTS which means that unless I want to mess with coding, I have to get the patch from D2D (meaning no more collateral for tanks). Forget that man.
 
That's the problem. Tanks launching large shells at a target is sure to cause collateral damage. The city raider promo should have been taken away. This is the #1 reason I haven't dL 3.17 yet. I have a D2D version of BTS which means that unless I want to mess with coding, I have to get the patch from D2D (meaning no more collateral for tanks). Forget that man.
....or you could download a mod that already incorporates the fixed code, like Wolfshanze's mod.
 
@blitzkrieg1980 - If you use grumbler's installer, it has an option to turn on Tank Barrage promotions when you install it.
 
1) I don't like MODs

2) As already stated, I have the D2D version of BTS which requires me to download the D2D version of the patch. Can this installer be utilized with the D2D version (without editing any code)?
 
Back
Top Bottom