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1.22 development

Discussion in '[MAC+WIN] Civ4 - History Rewritten' started by Xyth, Mar 19, 2014.

  1. Xyth

    Xyth History Rewritten

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    The only effects Slavery should have on dissent is from the civic itself (high dissent), and dissent from the unhappiness generated by whipping. I'm guessing that dissent is lower in the city because you're killing most of your unhappy citizens. Check the dissent advisor - which column is showing lower dissent when you whip?

    Overall dissent is pretty low on Warlord difficulty, wouldn't surprise me that it's possible to have games without civil wars there with the current settings.

    I'm currently working on ways to make breakaway civilizations less 'diplomatically isolated'. Sometimes the AI is going to be stupid no matter what though.
     
  2. Nightstar

    Nightstar Prince

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    Some of these may have already been caught and corrected in 1.21.1.

    1. A city revolting to barb status inheriting a UU.
    2. A city captured from a Philosophical leader retaining its free specialists.
    3. The Corporation advisor glitching when under the Social Welfare civic (might also happen with the Environmentalism civic, but I switched to them at the same time and Happiness is listed before Health).
     

    Attached Files:

  3. Xyth

    Xyth History Rewritten

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    Should be fixed in 1.21.1.

    Strange, I thought specialist are usually cleared on capture. I'm probably going to redesign Philosophical again, but I'll have to investigate this for Financial.

    The error is related to Social Welfare but a near identical error will also occur for Enviromentalism. Fixed for the next version.
     
  4. gatinho65

    gatinho65 Chieftain

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    I think the Faith and Tenets ideas are excellent, very much looking forward to seeing them in the game. Not everyone seems to like playing with religions but I think it adds something vital (although I'm an atheist in RL lol) so just letting you know there are people hoping these complex additions are worth your time to develop.

    I also have noticed that the rebel civ's seems to be very short lived or become vassals of the original civ within only 2-3 turns. And almost all of them seem to start out more hostile to me than any other existing civ. I tend to play for cultural victories and work to make friends early on using lots of trade, so at the time of the rebellions it is odd to see the infant civ's so hostile to me, especially in light of their struggle to survive and the fact that all other civ's including their original civ was at worst cautious towards me. Was this intended?

    It might make it interesting to have the new civ's look for new friends right away rather than make enemies, especially if there are some shared traits/civics. Only one single time did a friendly rebel civ reach out to me within one or two turns of rebelling for help or friendly relations, even offering to convert to my religion. This rebel civ was about as far away from me as possible, no shared borders and no open border nearby civ's either. Not sure if that was an intended factor. The rebel civ's that spawn barbarians attacking me (and not the original civ) have all been on my borders.

    I've been playing Warlord level. Hope the details of how things are working out in game are helpful.
     
  5. wanderm

    wanderm Chieftain

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    I'm enjoying 1.21.1, and really appreciate the evolution of the mod.

    That said the thought occurred to me that I'd like to both try the (possibly radical) reworking of Faith in 1.22 and easily go back to 1.21.1 given the system is, I suppose, closer to BTS.

    Will it be possible to have both versions available concurrently, rather than swapping HR folders?

    Perhaps I'm misreading what is on the agenda?
     
  6. Xyth

    Xyth History Rewritten

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    Rebel civs start out with a -5 attitude penalty towards their parent civilization. If another civilization had a positive attitude towards the parent civilization, they are more likely to have a negative attitude to the rebel civilization. And vice-versa: if a civilization has a negative attitude towards the parent civilization, they are more likely to have a positive attitude towards the rebel civilization.

    So because you're on good terms with the parent civilization, the rebel civs dislike you, preferring to cosy up with civs that also dislike the parent civ.

    I didn't want to make it too complex to begin with so distance, religion, and other such factors are not considered yet. A lot of room for improvement and nuance here, so suggestions like these are welcome.

    Yes, but a few things need to be renamed and/or edited. I can guide you through it when the time comes.

    It's all still evolving so don't read too much into anything yet. I'm a fair way into coding it all, but in the process I inevitably come across design flaws and technical limitations that cause me to rethink certain aspects. Once I've ironed out the most significant of these issues I'll post more detailed information.
     
  7. AluminumKnight

    AluminumKnight Conquistador

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    I just want to echo this sentiment. This mod is extremely well done and I love all the improvements you've been making (islands? Cool!).

    About the rebel civs, Xyth had mentioned that the rebellions were intended mostly to slow down expansive civs, not necessarily always create a new civilization. That being said, I had a great experience with a rebellion I wanted to share:

    In my Monarch game (I'm playing Americans), I shared a small continent with Portugal and the Ottomans. The continent was shaped like a fat C, with Portugal and I on the "ends" of the C and the Ottomans in the middle basically as far away from me as possible. Noticing the Ottomans expanding rapidly, I made an effort to expand as quickly as possible up the coast along the inside edge of the C, trying to deny them access to my coast of the continent.

    I did get a border with Portugal, and even pushed them back a city to secure a city containing gold and Uluru :viking: . Then, the Ottomans DOW'd Portugal and I figured I was in trouble. So I also DOW'd and took two cities straight north to effectively cut off the Portuguese heartland (quickly becoming Turkish) from the existing Turkish territory.

    I had cut off ~4-5 cities from the Turkish main territory, and when revolution broke out in the former Portuguese territory, I bit the bullet and revoked Open Borders. It actually worked! The Persians took the 4-5 cities from the Ottomans and at least evened my score with them. Now I must plot the destruction of Turkey with my new friends :)
     
  8. The_Athenian

    The_Athenian Chieftain

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    I love hearing the story from AluminumKnight, and i have a similar positive experience from the new Civil War feature.

    I usually play on the Huge map of Earth. One of the issues going back to vanilla Civ IV BTS, is that inevitably China becomes a massive hyper-power. The only way in the past to control this was to ensure there were enough other Asian civs around them at game start to keep them in check. The extra competition meant that some Civs would get quickly gobbled up, and when you are limited to only 18 civs on the real world map it really sucks to lose a couple early on.

    Now with civil wars, as China grows dominant new Civs pop up. I just had a game where I had barely even made contact with China, and it was already starting to run away with the game. Suddenly…civil war, eventually Tibet AND Korea popped up. Both countries far friendlier to me than China, and provided me with useful open border agreements.

    What I have started to do is begin the game with just 16 starting civs, early civilizations, Celts, Egyptian, Greeks and so on. As history progresses these nations experience civil wars and inevitably new, more modern nations begin to spring up. Which is pretty awesome! Thanks Xyth!

    When do you think 1.22 will be ready? I am incredibly excited for the new religion system.
     
  9. Xyth

    Xyth History Rewritten

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    Thanks for sharing your civil war experiences. Just the sort of effects I hoped civil wars would bring to the game. Always some tweaks and improvements that can be made, but overall I'm really pleased with how it's turn out.

    I'm hoping to have the first beta out for testing next month.
     
  10. Skidizzle

    Skidizzle Gameshow Host

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    For what it's worth, I went into the XML and revived the pirate unit with no ill effects.

    One thing I do miss from the domestic advisor is seeing the given experience to unit types in the military tab.
     
  11. Xyth

    Xyth History Rewritten

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    I intend to eventually split the current 'Overview' tab into 'Society' and 'Military', which will make room for info such as that.
     
  12. cpease61

    cpease61 Chieftain

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    Referring back to when i mentioned Slavery promotes Loyalty. Near as i can tell the major effect of using Slavey to hurry production is it reduces unhealthiness due to overcrowding which in turn deceases dissent
     
  13. The_Athenian

    The_Athenian Chieftain

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    Cpease,

    When playing odyssey length games you can frequently get cities of 20+ pop very early on, and there are no buildings to mitigate the resulting health and unhappiness. So brutal authoritarian slave conditions is the only way to maintain order.
     
  14. Nightstar

    Nightstar Prince

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    I'm still playing a long, slow game with this version, and I just ran into a weird bug with Espionage. Last turn the Espionage screens showed Hannibal having *no* EP output, as if he were in anarchy (though if there was a notice of him switching civics or religion, I can't find it in the event log). Then on the current turn his EP shoots up to *insane* levels, and applies them retroactively at that. Screenshots attached.
     

    Attached Files:

  15. Dancing Hoskuld

    Dancing Hoskuld Deity

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    I got two errors. The last one went on forever - or as long as I had patience for anyway;)

    Code:
    Traceback (most recent call last):
    
      File "CvScreensInterface", line 729, in handleInput
    
      File "CvMainInterface", line 4593, in handleInput
    
      File "BugOptionsScreen", line 40, in showOptionsScreen
    
      File "BugCore", line 139, in __getattr__
    
    AttributeError: setShowOptionsKeyReminder
    ERR: Python function handleInput failed, module CvScreensInterface
    Traceback (most recent call last):
    
      File "CvScreensInterface", line 774, in forceScreenRedraw
    
      File "CvMainInterface", line 1058, in redraw
    
      File "CvMainInterface", line 2455, in updateGameDataStrings
    
    NameError: global name 'localText' is not defined
    ERR: Python function forceScreenRedraw failed, module CvScreensInterface
    Traceback (most recent call last):
    
      File "CvScreensInterface", line 774, in forceScreenRedraw
    
      File "CvMainInterface", line 1058, in redraw
    
      File "CvMainInterface", line 2455, in updateGameDataStrings
    
    NameError: global name 'localText' is not defined
    
    EDIT I was able to fix it by changing localText to CyTranslator() on line 2455. localText is the BUG version of CyTranslator.
     
  16. Nightstar

    Nightstar Prince

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    Was that with this older version, or the more current 1.21.1? If the latter, it should probably be in the thread for that version.
     
  17. Dancing Hoskuld

    Dancing Hoskuld Deity

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    I just downloaded and installed the mod, it is 1.21.1 as far as I can see. OK I'll post there, sorry.

    I wanted to look at the graphics for island, atol, reef and coral to see if they were better than what we had in C2C and see what had been done with the goody island idea.
     
  18. stoferb

    stoferb Prince

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    I really like the goody islands being exclusive to islands and atolls, but the problem there is that if it happens to spawn "hostile villagers" I get a CTD. First a bunch of land unit barbarians surround my boat walking on water and then the game crashes. That's something that needs a fix.
     
  19. Dancing Hoskuld

    Dancing Hoskuld Deity

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    I reported this and found why the crash is probably happening on the 1.21 thread:D
     
  20. Xyth

    Xyth History Rewritten

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    Hmm. Does the advisor show Hannibal's EP output returning to more normal levels on subsequent turns? Or does it remain high? Not really sure what could be causing this, but my first instinct is that it's a UI miscalculation of some sort. I've not made any changes to the Espionage Advisor. It's the one from BUG, but I'll probably replace it with Platyping's version at some point.

    That was indeed the problem. Some files use localText as an alias for CyTranslator(). I prefer the latter and convert files I've been working on to use it, but I missed that particular instance for some reason.

    I'd already made patches available for this issue and the one above. I appreciate the report regardless though. For future reference, you can check the Troubleshooting thread when you encounter a bug or a crash. Any 'between version' fixes I make are linked to in the first post. Always worth checking there first.

    I haven't looked at C2C for a while, were they better?

    Only thing I'm not happy with about my implementation of Goody Huts on Islands is how free units are handled. They're ported to the nearest valid land plot, which is fine if near the coast, but a bit unpredictable and unrealistic if out in the open ocean. I need to go back and do some further refinements to that at some point.
     

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