1.19 beta

Xyth

History Rewritten
Joined
Jul 14, 2004
Messages
4,106
Location
Aotearoa
It's been far too long coming but here, finally, is a beta version of 1.19. This release has focused more on fixes and reorganization than new content or features but I hope it's been worth the wait regardless. As always, some things got cut or unintentionally overlooked but since this will be in beta for at least a week or so, this thread is the place to report any bugs or oversights (old or new) and I'll see if I can get them in for the stable release.

Probably the biggest feature of 1.19, certainly the one that took the longest to implement, is dynamic city naming. Note that while the mechanics are done, defining cities for every civilization has barely begun. The only civilizations I consider completely finished are Greece, Phoenicia, Egypt, Nubia, Mali, Swahili, Sumer, Amurru, Assyria, Kushan, and Indonesia. Several are well underway (Germany, Russia, Berbers, Hatti, Polynesia, Aztec), while most others only have leader appropriate capitals assigned. A few don't even have that yet. I enjoy working on city definitions and things should get more and more fleshed out with every new version of HR. I'll start up a feedback thread specifically for city definitions so people can contribute if they're interested.

The other hugely time-consuming task in 1.19 is one that most people won't notice - in order to get cross-platform multiplayer (PC <-> Mac) to work without OOS errors I had to completely reorganize much of HR's file structure.

Anyway, thanks in advance for your feedback and I hope you enjoy it :)


Civilizations
&#8226; Capital and city naming can now vary by leader and era (work in progress)
&#8226; Phoenicia: War Harbour (UW) redesigned as a Naval Arsenal replacement
&#8226; Portugal: Torre de Belem (UW) redesigned as a Naval Arsenal replacement
&#8226; Polynesia: Marae (UB) also provides an artist specialist
&#8226; Tamil: Dharani (UU) redesigned as a Dromon replacement

Leaders
&#8226; New Leader: Abbas
&#8226; Harun al-Rashid: new art (old art used for Abbas)
&#8226; Reassigned favourite civics for many leaders

Civics
&#8226; New Civics: Centralization, Proclamation
&#8226; Removed Civics: Barbarism, Bureacracy
&#8226; Starting civic in each category now have effects
&#8226; Numerous changes and rebalances to civics to accommodate new starting civics

Technology
&#8226; New Techs: Chivalry, Welfare
&#8226; Removed Techs: Archery, Stirrups
&#8226; Numerous adjustments to tech prerequisites; several bottlenecks resolved

Buildings
&#8226; Aqueduct: Reservoir feature should no longer be removed from captured cities
&#8226; Courthouse: Maintenance reduction reduced to 25%, espionage increased to 4
&#8226; Jail: Grants -25% maintenance instead of war weariness reduction, espionage lowered to 2
&#8226; Monument: UB variants no longer obsolete
&#8226; Shipyard: no longer appears in build lists of landlocked cities
&#8226; Water Well: now gives +1 health normally, +2 health under Agrarianism

National Wonders
&#8226; New National Wonder: Naval Arsenal
&#8226; Palace: commerce and happiness bonuses shifted to starting civics
&#8226; Seasonal Palace: now requires Castles instead of Courthouses
&#8226; Hurry costs should now be more consistent

World Wonders
&#8226; New World Wonder: Jetavanaramaya
&#8226; Nazca Lines: Great Prophets from this wonder can now found religions
&#8226; Pyramids: also allows cities to grow while training Workers and Labourers
&#8226; Shwedagon Paya: also causes Missionaries to always succeed
&#8226; Statue of Liberty: can now be built in coastal cities only
&#8226; Hurry costs should now be more consistent

Units
&#8226; Workboat: no longer classed as a military unit

Religion
&#8226; Non-state religions now cause unhappiness in cities
&#8226; Fixed religious influence display in victory screen
&#8226; Zoroastrianism: fixed a few audio bugs

Corporations
&#8226; Active executive limit lowered to 3
&#8226; Corporation HQs no longer lose culture when conquered

Terrain
&#8226; Pollution should no longer destroy Flood Plains or Wetlands
&#8226; Chopping production adjusted
&#8226; Tribal Islands (goody huts) can now be found at sea

Resources
&#8226; Adjusted yields: Cotton, Flax, Incense, Olives, Silk, Sugar, Tobacco
&#8226; Fish: now revealed by Fishing tech
&#8226; Several enabling techs reassigned
&#8226; Reduced clumping of certain resources

Events
&#8226; Numerous compatibility fixes to the standard BTS events (thanks Nightstar!)

Interface
&#8226; Leaders now sorted alphabetically in custom game screen
&#8226; Several Hotkeys reassigned (see Pedia for details)
&#8226; Several Civilopedia texts added or updated
&#8226; Dotmap layer should no longer crash or behave strangely

Misc
&#8226; Free happiness from difficulty level reduced
&#8226; Minor tweaks to how number of free units is calculated
&#8226; Espionage slider no longer available before Politics is researched
&#8226; Cross-platform multiplayer should hopefully now be error free
&#8226; Fixed a crash caused by broken/missing colour definitions




Download

Link removed due to the release of 1.19!
 
Woohoo, a new version of one of my faviourite mods.

First bug report: Tribal islands still spawn with the "no tribal villages" option checked. Also the cyan circles suggest you should move your scout to them even though he is quite incapable of walking on water.
 
Woohoo, a new version of one of my faviourite mods.

First bug report: Tribal islands still spawn with the "no tribal villages" option checked. Also the cyan circles suggest you should move your scout to them even though he is quite incapable of walking on water.

I've fixed the former but I'm not sure I can do anything about the latter. Investigating.
 
I'm into (as time permits) a modified trial run. Being one that found one or two cosmetic things with early versions of 1.18, it looks like this one (with the abovementioned exception around island goody huts) is quite ready. Thank you!

edit: is the attached notice of any interest?
 

Attachments

edit: is the attached notice of any interest?

Ah, that's caused by a logic error that handles the chopping bonus for Industrialism. Fixed, thanks.
 
Very excited to see a 1.19 but will wait until you add in 2nd UUs. I am using a heavily modified version of 1.18 that I have implemented a number of other features as well as a 2nd UU for every culture.

This new version does look very exciting, however.

Troy
 
Very excited to see a 1.19 but will wait until you add in 2nd UUs. I am using a heavily modified version of 1.18 that I have implemented a number of other features as well as a 2nd UU for every culture.

This new version does look very exciting, however.

Troy

I'm planning to make 2nd UUs the major feature of 1.20.
 
Overall, I really like the changes and additions, especially to the tech tree. My first test game never got out of the Ancient era, but even there the pacing and progression seemed to flow much more smoothly.

I have, however, encountered some issues (of course, that's why it's a beta release).

First screenshot attached shows my initial starting location. Note the Tribal Islands. In addition to the already noted issue of the highlighting circles, there's also the fact that there's two of them on adjacent tiles, something I've never seen with land-based huts. Also, after regenerating the map I never saw another one, so they may be getting lost in the regeneration process.

When I finally got a starting location I felt I could live with and settled my capital, I encountered the next issue, as illustrated by the second attached screenshot (specifically, it's only generating *one* point of commerce). Fortunately, the 8 extra commerce from Redistribution showed up once I advanced the turn, and I got the appropriate amount of research from the first turn, so I'd classify this one as a cosmetic issue.

The third issue (shown in screenshots 3-5) appears to be worker related and may be the same one wanderm already reported.

The fourth and final problem I encountered before throwing in the towel and going to bed (screenshot #6) occurred after the Maya declared war on me and razed Boston, generating an "Error in cityAcquired event handler" message.
 

Attachments

  • Adjacent Sea Huts.jpg
    Adjacent Sea Huts.jpg
    84.9 KB · Views: 111
  • One Commerce.jpg
    One Commerce.jpg
    88 KB · Views: 97
  • Improvement Error 1.jpg
    Improvement Error 1.jpg
    103.2 KB · Views: 104
  • Conquest Error.jpg
    Conquest Error.jpg
    132.7 KB · Views: 112
  • Improvement Error 3.jpg
    Improvement Error 3.jpg
    132.4 KB · Views: 113
  • Improvement Error 2.jpg
    Improvement Error 2.jpg
    90.2 KB · Views: 93
Overall, I really like the changes and additions, especially to the tech tree. My first test game never got out of the Ancient era, but even there the pacing and progression seemed to flow much more smoothly.

I put a lot of time and testing into the techtree for 1.19, to get all the snarls and bottlenecks out. The modern era still needs some refinement but all the earlier eras are flowing much better.

First screenshot attached shows my initial starting location. Note the Tribal Islands. In addition to the already noted issue of the highlighting circles, there's also the fact that there's two of them on adjacent tiles, something I've never seen with land-based huts.

Ah yeah, they shouldn't be appearing next to each other. I'll get it fixed. I also have some concerns about units granted by Tribal Islands. Barbarians get converted to triremes or pirates, but Settlers and other free units should get 'ported' to the nearest land tile. This feels weird for mid-ocean tribal islands, and I need to come up with a better solution.

Also, after regenerating the map I never saw another one, so they may be getting lost in the regeneration process.

There is a bug in BTS where regenerating the map doesn't trigger a number of important events that it should. There's nothing I can do to fix this, and it probably causes all sorts of other problems with the new terrains and resources as well. Regenerating the map should be avoided.

When I finally got a starting location I felt I could live with and settled my capital, I encountered the next issue, as illustrated by the second attached screenshot (specifically, it's only generating *one* point of commerce). Fortunately, the 8 extra commerce from Redistribution showed up once I advanced the turn, and I got the appropriate amount of research from the first turn, so I'd classify this one as a cosmetic issue.

This will also happen on the first turn for a newly founded or conquered city. The civic updates at the start of a turn so it won't notice cities founded or conquered mid-turn, though since income/upkeep/research/etc is also handled at the start of turns, it will calculate properly. It's probably fixable, I just need to figure out an efficient way of doing so.

The third issue (shown in screenshots 3-5) appears to be worker related and may be the same one wanderm already reported.

Most probably the same error, but to be sure, please post your PythonErr.log.

The fourth and final problem I encountered before throwing in the towel and going to bed (screenshot #6) occurred after the Maya declared war on me and razed Boston, generating an "Error in cityAcquired event handler" message.

That's a new error, I'll need the extra information from your PythonErr.log to see what's going on there.
 
I put a lot of time and testing into the techtree for 1.19, to get all the snarls and bottlenecks out. The modern era still needs some refinement but all the earlier eras are flowing much better.

One thing I noticed, though, is that it's now possible to get Alchemy (and Dromons) without *any* other naval techs, not even Fishing! Adding an additional requirement for the Dromon (probably Shipbuilding or Navigation) would address this.

There is a bug in BTS where regenerating the map doesn't trigger a number of important events that it should. There's nothing I can do to fix this, and it probably causes all sorts of other problems with the new terrains and resources as well. Regenerating the map should be avoided.

Darn. I like to customize my games (raging barbs, fewer religions, etc.) and having to start over completely and reset all the options again just because the initial starting location is bad really sucks. In the past I've usually regenerated four or five times before getting something I considered even tolerable.

That's a new error, I'll need the extra information from your PythonErr.log to see what's going on there.

Attached below.
 
The fourth and final problem I encountered before throwing in the towel and going to bed (screenshot #6) occurred after the Maya declared war on me and razed Boston, generating an "Error in cityAcquired event handler" message.

I think I get this related message, generated when the raging barbarian hordes sack a city.
 

Attachments

One thing I noticed, though, is that it's now possible to get Alchemy (and Dromons) without *any* other naval techs, not even Fishing! Adding an additional requirement for the Dromon (probably Shipbuilding or Navigation) would address this.

The Dromon is meant to require Shipbuilding as well, guess I forgot to link it up. Fixed, thanks.

Darn. I like to customize my games (raging barbs, fewer religions, etc.) and having to start over completely and reset all the options again just because the initial starting location is bad really sucks. In the past I've usually regenerated four or five times before getting something I considered even tolerable.

Actually, upon review it may not be a problem after all. Over the last few versions I've moved a lot of code out of the event in question, so other than tribal islands, regenerating the map shouldn't cause any issues (well, it will on the included real word maps but I assume there's no point to regenerating the map on those anyway).

I'll shift the tribal island code too, and that will be that solved.

I think I get this related message, generated when the raging barbarian hordes sack a city.

Turns out the error was caused by a misnamed variable in a routine related to Clan Warfare's new bonus. Easy fix, but its position in the code may mean that that bonus, the Aqueduct and the Hagia Sophia won't function properly until I post a fix or second beta.
 
Is this log also relevant? I can't tell how it relates to the previous ones...

It shows both the previous errors, thanks though!

Since these two errors are going to occur a lot, I've attached a replacement CvEventManager file. It needs to go in /History Rewritten/Assets/Python/. Replacing this file will not break any games in progress and it should fix the following reported issues:

• Tribal Islands not obeying the 'No Tribal Villages' game option
• The error generated whenever a worker builds an improvement
• The error generated whenever a city is captured or razed​


Attachment removed - no longer needed
 
Two things so far on my first beta test:

One, I built the Brandenburg Gate while under Warrior Code and didn't get the short Golden Age. (Kinda the same problem I had with Nazca Lines)

Two, There seemed to be a lot of Tribal Islands. But the thing was I had to explore the ocean myself because the ships auto-explore wouldn't prioritize them. Only marginally annoying.

Also, is the Caravel classified as a scout or military unit? Because at least 70% of those Islands were hostile (producing Triremes that were stuck in the ocean)
 
Another thing I think is a bug. Roads are not supposed to remove prime timber from a tile, right?
 
Two things so far on my first beta test:

One, I built the Brandenburg Gate while under Warrior Code and didn't get the short Golden Age. (Kinda the same problem I had with Nazca Lines)

Ah yes, same solution too. Fixed.

Two, There seemed to be a lot of Tribal Islands. But the thing was I had to explore the ocean myself because the ships auto-explore wouldn't prioritize them. Only marginally annoying.

There's seperate frequencies for Tribal Islands on coast and ocean. Some maptypes and the extended coastal waters option may make them a bit too common. I'll keep tweaking it.

I'm not sure if there's anything I can do about auto-explore at sea as I think it's all handled in the SDK. Will investigate though.

Also, is the Caravel classified as a scout or military unit? Because at least 70% of those Islands were hostile (producing Triremes that were stuck in the ocean)

Seems my ship-conversion code isn't working properly, Triremes should only spawn on coastal tiles. Looking into it. Caravels don't have the same 'No bad goodies' flag that Scouts and Explorers do. Easily rectified.

Another thing I think is a bug. Roads are not supposed to remove prime timber from a tile, right?

Definitely not. However, was the Prime Timber in a Forest or Jungle before you built the road? If it was on unforested terrain then that's due to a map generation bug I haven't been able to fix yet. Any such Prime Timber will vanish if anything is built on its tile. What mapscript were you using?
 
Yup, it was on an unforested hill. Map script was fractal.
All prime timber I've seen so far have been on unforested tiles.
 
Yup, it was on an unforested hill. Map script was fractal.
All prime timber I've seen so far have been on unforested tiles.

Okay that's strange. I just generated 10 different Fractal maps in a row and not one had a single Prime Timber on an unforested tile. I do see the occasional one on Terra maps though, and I'm still trying to figure out why. But yeah, not on Fractal. Do you still have an autosave for the first turn? If so, could you load it up and look in the worldbuilder to see if those unforested Prime Timbers are present from game start?

Also do they all occur near Savannah by any chance?
 
Just found a cosmetic issue with the Thai, presumably caused by the changes to color definitions. The color of their borders, graph lines, and the like is the same bright orange as in 1.18 (matching the color of their flag), but the color of the Nationality %, the scoreboard listing, and leader name on the graphs is a dark forest green.
 

Attachments

  • Screen shot 2012-11-21 at 8.13.15 PM.jpg
    Screen shot 2012-11-21 at 8.13.15 PM.jpg
    98.3 KB · Views: 117
Back
Top Bottom