What needs fixing for V26

ls612

Deity
Moderator
Joined
Mar 10, 2008
Messages
8,288
Location
America
Same as my thread for the previous version, This is to make sure that we can find and fix as many small (and large for that matter) bugs as possible to make the release of V26 as stable as possible. Currently these are the bugs I can think of off the top of my head.

  • [*]The TH era is still in a bit of a mess. (Vokarya will hopefully commit the second half of his tech changes before we release)
  • There is a very rare WfOC error regarding unit grouping (this may not get fixed until after we release)
    [*]The PDB & DLL archive on the SVN is outdated.
  • There is a crash in the caching for modular loading when adding a new module, this won't affect the release version.
  • Fix the Python Error that cropped up in a recent SVN revision.

If anyone has something else that I forgot, I'll add it and cross things off of the list when they get fixed. I think that SO is planning to release next Tuesday, so that is our deadline for fixing the biggest errors in that list.
 
I just wish that more content could be put into V26. I don't want to rush the modders, though.
 
I just wish that more content could be put into V26. I don't want to rush the modders, though.

It was mainly a balance and stability development cycle, which I don't feel was necessarily a bad thing. Occasionally we need to slow down and tidy things up before moving on, and this was one of those times. Viewport stability has also been improved, which is another plus. Hopefully we'll have something very big for everyone in V27.
 
Hydro's and Preatyres building changes Are major changes. New building chokepoints and Must have buildings to unlock buildings you Used to have free access to. Not any more. It's a Major twist in how things used to be done.

As for More content, No, Please Not before there is some serious balancing to Air, Water pollution, Disease, and yes Crime.

Oops there I go again! :p

All most forgot, the AI is Not picking up Religions like it had been. In current game I've founded 5 and I could found 5 more if I wanted to. Something changed this version.

JosEPh :mischief:
 
I am about half way through "fixing" the volcano events. As you know the event(s) are triggered by a player (and city) but the volcano may actually be on the other side of the planet. This lads to you being told of a volcano event where you can't see it or not told of an event that happens right next to your city.

All I am changing is who gets the messages. Only players who have explored the plot will get the messages, and all of who have explored them will. I have almost done the secondary messages, need to find the correct city rather that the event city.

There is about a days work with testing. Should I try for v26? I have not examined the view port interaction yet.
 
I am about half way through "fixing" the volcano events. As you know the event(s) are triggered by a player (and city) but the volcano may actually be on the other side of the planet. This lads to you being told of a volcano event where you can't see it or not told of an event that happens right next to your city.

All I am changing is who gets the messages. Only players who have explored the plot will get the messages, and all of who have explored them will. I have almost done the secondary messages, need to find the correct city rather that the event city.

There is about a days work with testing. Should I try for v26? I have not examined the view port interaction yet.

I don't think that SO plans to release until next Tuesday at the earliest, so you can try.
 
Same as my thread for the previous version, This is to make sure that we can find and fix as many small (and large for that matter) bugs as possible to make the release of V26 as stable as possible. Currently these are the bugs I can think of off the top of my head.

  • The TH era is still in a bit of a mess. (Vokarya will hopefully commit the second half of his tech changes before we release)

Is it OK to post changes like that during the freeze? I was holding off because I thought we didn't do anything except fix bugs during the freeze time. I have a lot of the XML ready to go.
 
Is it OK to post changes like that during the freeze? I was holding off because I thought we didn't do anything except fix bugs during the freeze time. I have a lot of the XML ready to go.

Go ahead, the worst it can do is cause XML errors, and it will make V26 more polished.
 
Hydro's and Preatyres building changes Are major changes. New building chokepoints and Must have buildings to unlock buildings you Used to have free access to. Not any more. It's a Major twist in how things used to be done.

All most forgot, the AI is Not picking up Religions like it had been. In current game I've founded 5 and I could found 5 more if I wanted to. Something changed this version.

JosEPh :mischief:

I agree with both of these. I like some of the building changes, but they have created a couple of problems. For example, when you discover pottery, this obsoletes the storage pit, same as always. However now this means that any new city you build can't access a number of buildings, like the storyteller's hut, unless you build a barter post, which is very, very expensive for a new city. For those that aren't using barter, it's even worse because the only other building which serves is the trading post, which is both very expensive for a new city and doesn't come for some time after pottery.

The AI doesn't seem to like founding religions in my games, especially if it already has a religion. I feel it should prioritise it more.
 
The sioux flag is pink.
Siouxbutton.dds is in the art\interface\teamcolor folder not in the art\Interface\Buttons\Civilizations\ inside the c2c.fpk
Either fpk or xml change needed.

Also a lot of negative traits are pink (Progressist, politician, anti clerical, cruel ...)
 

Attachments

  • siouxpink.JPG
    siouxpink.JPG
    286.7 KB · Views: 100
Finish the traits:
Finish implementing a negative aspect into the original traits. Pollution modifiers and additional crime modifiers, negative improvement modifiers (similar to nomads +1food but -)

Finish the traitsPedia - which describes each trait in detail, outlying possible strategies etc.

The Property modifier \ Buildings modifiers used need to be fixed so they show up in the civilopedia.

This all needs to done or alternatively a quickfix implemented - such as giving out a bunch of -1 health -1 happy etc so its at least playable & somewhat fair.
__________________
 
Hydro's and Preatyres building changes Are major changes. New building chokepoints and Must have buildings to unlock buildings you Used to have free access to. Not any more. It's a Major twist in how things used to be done.

As for More content, No, Please Not before there is some serious balancing to Air, Water pollution, Disease, and yes Crime.

Oops there I go again! :p

All most forgot, the AI is Not picking up Religions like it had been. In current game I've founded 5 and I could found 5 more if I wanted to. Something changed this version.

JosEPh :mischief:

Completely agree with this. AI definetly needs to prioritise Religion more. I deliberately dont go for religions as would end up founding most of them. Would also like to see a more detailed info screen regarding crime etc.
 
Mapster corporation not working. I have 7 hit singiels, movies and musicals but after i found Mapster HQ i takes money -37 :gold: but not give me any bonus (should give happy faces)
 
Would also like to see a more detailed info screen regarding crime etc.

In the pedia to explain the system or otherwise? There's already a tab in the city screen that can help a lot.
 
While playing today I noticed a lot of icons that were pink. I was starting up a new game so I know that some of the prehistoric tech icons are pink also a lot of the trait icons in the civopedia are pink

One more thing does advanced realistic and modern corporation options work together
 
While playing today I noticed a lot of icons that were pink. I was starting up a new game so I know that some of the prehistoric tech icons are pink also a lot of the trait icons in the civopedia are pink

One more thing does advanced realistic and modern corporation options work together

No tech should have a pink icon so post any that do to the bug thread.

Yes they are supposed to. One is a way of founding them the other is just more of them. ;)
 
Back
Top Bottom