1.21 beta

So, here is the list of capital locations changes and 1 minor terrain change.
Some of these are changes that I've decided to change after the first list, some of these are misplaced and some of these are new locations placed by you.
I don't know when I'll have some time to place the NW.

Celts
• Gergovia – Vercingetorix - 2S
• Tara - Brian Boru – 7N6W

Germany
• Aachen – Karolus – 1S5W
• Vienna – Maximilian – 3S

Russia
• Sankt-Peterburg - Peter – 3N5W

Phoenicia
• Tyre – Hiram – 12S9E
• Carthage - Dido, Hannibal – 1S15W

Spain
• Madrid – Filipe – 1S

Portugal
• Olisipo – Viriato – 1N
• Lisbon - Henrique, Joao – 1N

Egypt
• Waset – Hatshepsut – 1E

Ethiopia
• Aksum – Ezana – 1S1E

Mali
• Koumbi Saleh – Dinga Cisse – 1N1W

Zulu
• Ulundi – Cetshwayo – 2W

Amurru
• Ebla - Ibrium – 1S

India
• Delhi – Gandhi – 1W

Angkor
• Angkor - Suryavarman, Jayavarman – No changes. Remove the wetlands here.

China
• Nanjing – Hongwu – 1W

Polynesia
• Hawai'i – Kamehameha – 29N23W

America
• Washington - Lincoln, Roosevelt – 1W

Aztec
• Teotihuacan – Topiltzin – 1S1E
• Tenochtitlan – Montezuma – 1S1E
 
I set it to scale with map size in one of the recent updates. There's only so many player slots and I don't want to use them all up on minor rebellions. May make it scale with population instead.

Would more player slots be available with this procedure?

I regret I haven't been able to test this myself through the betas: can only hope to find time at a later stage. That said I'm always looking forward to the new features!
 
Xyth, I took a look at the event manager in your mod and uncommented out the platy lines and closed the self.events dictionary properly. The landmarks captions worked fine and I tested quickly the slave event also and it seemed fine (not sure about the others).

In my mod I didn't have to do anything special to make those features work with BUG, it was just the python widgets that didn't respond.

Heh, they do work after all. They were definitely throwing errors around when I last tried so I guess I must have done something between then and now that resolved the issue. Thanks for checking and letting me know!

So, here is the list of capital locations changes and 1 minor terrain change.
Some of these are changes that I've decided to change after the first list, some of these are misplaced and some of these are new locations placed by you.

Thanks for these. Turns out many of the mistakes were down to misspelled leader names rather than incorrect coordinates. I set it up so each civilization has a default location, so that's why Brian Boru was in France and Peter was at Moscow, for example. Everything adjusted now.

I don't know when I'll have some time to place the NW.

No worries. It's something we can work on after 1.21 is finished and we know what the final form of the Natural Wonders is (working on this right now actually).

Would more player slots be available with this procedure?

Yes, but I'll need to check if my code allows for it. Thanks for the reminder.
 
Any idea what might have caused this? It never went away no matter how many times I clicked the OK button.

The only thing I'd changed from the last patch was to reduce the civil war culture transfer from 50% to 10%, but I wouldn't think that would have anything to do with this.
 

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Can you release it on Sunday so that I have time to finish the list of NW locations?

I'll upload it later today, but don't worry if your list isn't finished. They can still be added before the stable release. Note that almost all the Natural Wonders are impassable, so it may be that some just aren't practical to add to the real world maps.

Any idea what might have caused this? It never went away no matter how many times I clicked the OK button.

The only thing I'd changed from the last patch was to reduce the civil war culture transfer from 50% to 10%, but I wouldn't think that would have anything to do with this.

It's caused by a random event. I came across it myself when testing someone's saved game last week. All fixed for next beta.
 
Here is the list. Some facts:
1) Eisriesenwelt hasn't got graphics.
2) Don't forget to change the terrain. 1 or 2 resources must be moved as well.
3) I don't know exactly where Aurora should be...
4) I'm not sure that everything is located absolutely correctly.
5) Some wonders (Great Barrier Reef and Lake Baikal) are more than 1 tile on the map. I've tried to represent it by making one tile of the GBR as a NW and representing all others as reefs (looks good) and by replacing one water tile by the NW (doesn't look good).
6) Victoria Falls looks a little bit wierd.
7) Kilimanjaro and Ngorongoro are on neighbouring tiles.
Aurora – 89, 86
Auyantepui – 32, 30
Barringer Crater – 16, 47
Dead Sea – 74, 38
Eisriesenwelt – 61, 49
Great Barrier Reef – 116, 20
Kilimanjaro -72, 23
Lake Baikal – 100, 54
Mount Everest – 95, 41
Mount Fuji – 114, 45
Ngorongoro – 71, 23
Pamukkale – 69, 43
Uluru – 110, 16
Victoria Falls – 65, 16
Yellowstone – 14, 46
 
Eisriesenwelt hasn't got graphics.

It does, but it has to be placed on a mountain to be visible, and without another mountain in front.

I don't know exactly where Aurora should be...

Somewhere in Greenland or Svalbard maybe. Haven't looked at the map yet though, so not sure how feasible those locations are. Would be cool to have one in the Arctic and one in the Antarctic, but no good locations down there I suspect.

Some wonders (Great Barrier Reef and Lake Baikal) are more than 1 tile on the map. I've tried to represent it by making one tile of the GBR as a NW and representing all others as reefs (looks good) and by replacing one water tile by the NW (doesn't look good).

The GBR is a multi tile wonder. On random maps the largest reef generated gets completely converted to the GBR, yield and effects are balanced accordingly. I might have a go at converting Lake Baikal to a 2-tile wonder too, some technical challenges with that though.

Victoria Falls looks a little bit wierd.

It's meant to have a fresh water lake under it, on random maps one is created wherever it is placed.

Aurora – 89, 86
Auyantepui – 32, 30
Barringer Crater – 16, 47
Dead Sea – 74, 38
Eisriesenwelt – 61, 49
Great Barrier Reef – 116, 20
Kilimanjaro -72, 23
Lake Baikal – 100, 54
Mount Everest – 95, 41
Mount Fuji – 114, 45
Ngorongoro – 71, 23
Pamukkale – 69, 43
Uluru – 110, 16
Victoria Falls – 65, 16
Yellowstone – 14, 46

I'll look at adding these after I've got the final beta out (meant to upload it last night but discovered a small design flaw, so tonight instead). Thanks!
 
Eisriesenvelt, Victoria Falls: That's why I said to change the terrain.
Great Barrier Reef: Then, the whole reef near Australia should be converted.
Aurora: Move it to the place where you think it would fit the best.
 
Decided that since this is a beta, I should try something other than my usual Huge Earth games. So I went back to my previous preference, the Terra map type.

I'm guessing no one else has tried playing this map type since the start of the beta:
 

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Decided that since this is a beta, I should try something other than my usual Huge Earth games. So I went back to my previous preference, the Terra map type.

I'm guessing no one else has tried playing this map type since the start of the beta:

Ugh. I can see the problem but I have no idea how that particular section of code is meant to work. Something to do with placing rivers in the Himalayas. This error has probably been around for quite a while, last time I did anything to the Terra map script was back when I introduced reefs and wetlands. Won't be fixing this for 1.21.
 
Beta 3 is now available from the first post. Tons of changes and fixes, easier to list what isn't finished than what is:

  • New leaders are still missing most diplomacy text
  • Some pedia entries need to be updated
  • Conquered cities are still gaining dissent too quickly
  • Uncertain if OOS in multiplayer has been resolved
 
If you click Resources in worldbuilder the game crashes.
I unpacked the FPKs, but I doubt that would cause it.
A side note: This version of Platy's worldbuilder is more heavy-duty, but also a lot more cumbersome to use – particularly moving units around. I started a huge earth game, and Byzantium and Turkey were both on Byzantinoplestanbul. It was easier to delete everything there and then replace it than to move the Turkish units.


Edit:
On the victory conditions screen, CyGame object has no attribute getCultureThreshold. Line 1361 of CvVictoryScreen. Doesn't display anything past cultural. Not even the other tabs.

Edit 2:
Replace CyGame().getCultureThreshold with GameUtil.getCultureThreshold (Both instances of it – do a search to find the other one) and add import Gameutil near the start of the file to fix it.
 
If you click Resources in worldbuilder the game crashes.
I unpacked the FPKs, but I doubt that would cause it.

It was a fault in Platy's original code, I've let him know. See here if you want to fix it yourself in the meantime. I merged his most recent update this morning too.


Edit:
On the victory conditions screen, CyGame object has no attribute getCultureThreshold. Line 1361 of CvVictoryScreen. Doesn't display anything past cultural. Not even the other tabs.

Edit 2:
Replace CyGame().getCultureThreshold with GameUtil.getCultureThreshold (Both instances of it – do a search to find the other one) and add import Gameutil near the start of the file to fix it.

That error happens if you're running BTS 3.17. You need to update to 3.19.
 
Here's a 3 file patch for beta3. Everything goes in /History Rewritten/Assets/Python/. Fixes some bugs and contains what I hope is the final iteration of the Civil War module for 1.21.

Two big changes to how dissent works: nationality is no longer quite as crucial to suppressing dissent, and cities now have an 'escalation period'. Basically there's a modifier that starts at -100% when a city is first founded or acquired, and gradually increases each turn until eventually the city is affected by all the dissent it generates. This replaces a few other mechanics from the previous versions, and solves the problem where conquered cities and cities founded later in the game would rapidly and repeatedly rebel. Numerous smaller tweaks too.

Now to finish writing all these diplotexts and pedia entries written, and then 1.21 should be ready for release! :)
 

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