1.24 Released!

Why was the correctly named Astronomy tech renamed incorrectly to Astrology?

Astrology is the more correct term for the era, encompassing both the scientific and mystical aspects. These didn't start to diverge until the 10th century in the Islamic World, and not until the 17th century in Europe. Nowadays Astrology is a purely mystical term, but for most of history it was the entire field of study, and Astronomy was just one component of that. I don't have dedicated Astronomy tech in the tree (tried, but just didn't work) but it's emergence as a discipline in its own right is represented by Optics -> Scientific Method + Geography -> Physics.

EDIT: The reason why there was an Astronomy tech in the Ancient Era prior to 1.24 is that there was also a Divination tech. That's gone now though, so the broader definition of Astrology was needed.
 
Last edited:
Ok, that's understandable, but why then change the quote associated with it? Plato never said 'astrology compels the soul...'
 
Ok, that's understandable, but why then change the quote associated with it? Plato never said 'astrology compels the soul...'

Whoops, that'll be due to overzealous search/replace. Suggestions for a more appropriate quote are welcome.
 
I'm really enjoying this superb mod. Thank you very very much Xyth!!!!

Here's a small bug, I think : Foreign Advisor Screen is not wide enough to show all the Civics and Tenets in Info tab. So the last entries of Tenets are cut off(e.g. Insularity and Idolatry) Screenshot attached.
A smaller bug : At the start of a turn, the upper screen massage said "Will sign peace treaty : XXX". But when I met him, he said to me "go away". Screenshot attached too.

Civ4ScreenShot0001.JPG refuse.JPG
 
For me also the Foreign Advisor screen is cut.
Anyway, I get to see this information starting a negotiation with a leader. As you can see in the screenshot of the Hittite leader, at the top, after the name of the leader, these small icons provides the information that is missing on the foreign advisor
 
This 1.24 release is amazing, many thanks Xyth!
(I also have both small bugs that @dripdrip mentions...)
Yeah, I forgot to report this, but I also encountered that issue on many occasions.
The notifications from BUG were usually messed up regarding AI willingness for peace.
 
Glad you're all enjoying 1.24!

Here's a small bug, I think : Foreign Advisor Screen is not wide enough to show all the Civics and Tenets in Info tab. So the last entries of Tenets are cut off(e.g. Insularity and Idolatry) Screenshot attached.

This is on my todo list. The Foreign Advisor needs a bit of work but it's a massive amount of code so I'm prioritising a couple other advisor screens first. Working on the Financial Advisor at the moment, next will be the Info Screen. Then the Foreign Advisor.

A smaller bug : At the start of a turn, the upper screen massage said "Will sign peace treaty : XXX". But when I met him, he said to me "go away". Screenshot attached too.

Yeah, I forgot to report this, but I also encountered that issue on many occasions.
The notifications from BUG were usually messed up regarding AI willingness for peace.

I'll investigate. I've never looked into that particular BUG module before, so it might take me a while to figure out what's happening.
 
The 'XXX will sign peace treaty' is easy to replicate:
- start a war
- save game
- load game
- see 'XXX will sign peace treaty' but XXX refuses to talk.
 
Hi Xyth, here a Python exception I've got just in the moment when loading a saved game. This is on a Windows.

Only time to time I've the chance to try this mod on a Windows (at my home I have a Mac). It's quite impressive the difference with the K-mod being active. Much more difficult, and playing against an AI much more aggressive and behaving coherent. I really have to play 2 difficult levels below of what I'm used in a Mac. Is not posible to include at least some of this changes on the AI to the Mac version?

Thanks for keep improving this great mod.
 

Attachments

  • IMG_20161124_105120.jpg
    IMG_20161124_105120.jpg
    3.5 MB · Views: 227
Hi Xyth, here a Python exception I've got just in the moment when loading a saved game. This is on a Windows.

Hmm. That seems to be a problem with landmark signs, trying to save or load an unsupported character. Have you placed any such signs? What are they displaying? As far as I can tell this error occurred in regular BTS code, not in anything changed or added for HR.

Only time to time I've the chance to try this mod on a Windows (at my home I have a Mac). It's quite impressive the difference with the K-mod being active. Much more difficult, and playing against an AI much more aggressive and behaving coherent. I really have to play 2 difficult levels below of what I'm used in a Mac. Is not posible to include at least some of this changes on the AI to the Mac version?

Not really. Most AI changes are spread across multiple functions in the DLL and there's no way I can replicate that in Python. Even for changes contained in a single function it's not ideal because I can't just replicate the K-mod changes, I have (usually) have to replicate the entire function – unchanged sections included. This can be noticeably slower, sometimes impossible due to limitations of the Python API, and there's a only limited number of such functions that I can override in this way. For example, I was able to replicate K-Mod's meltdown mechanics for Mac, and at some point I want to try and replicate its custom Great Spy AI. But thats pretty much the scale I'm limited to.
 
Hmm. That seems to be a problem with landmark signs, trying to save or load an unsupported character. Have you placed any such signs? What are they displaying? As far as I can tell this error occurred in regular BTS code, not in anything changed or added for HR.

Ok. Yes, I always use landmark signs... a lot of them. I don't know what character could have caused the exception, but I'm not really worried about that. From now I will try to avoid the sensible ones (accents, ç, signs...) Thanks!!
 
Would the 40civs DLL conflict now that K-mod is included?

No. I'd have to recompile HR's DLL to allow more than 18 civs. I didn't want to do that in 1.24 because I want to be sure that everything is as stable and bug free as possible first. Maybe in 1.24.1.

(Also since the site migrated I can't get the forum to work on the tapatalk app if anyone can help me there)

CivFanatics doesn't support Tapatalk anymore. Apparently the plugin it was causing bugs and slowdowns across the site. New site works on mobile much better than the old site, so they want us to use that instead.
 
Xyth, any ETA on the next release?

Sometime in the next couple of weeks. Working on the Financial Advisor has uncovered a few mismatched calculations that I need to fix, mostly related to how inflation is applied. It'll be a minor release, new Financial Advisor plus a few small fixes and tweaks.
 
Sometime in the next couple of weeks. Working on the Financial Advisor has uncovered a few mismatched calculations that I need to fix, mostly related to how inflation is applied. It'll be a minor release, new Financial Advisor plus a few small fixes and tweaks.

Great! Nice to see the financial advisor getting some attention. Hopefully that minimap tweak will make it too ;)
 
Great! Nice to see the financial advisor getting some attention. Hopefully that minimap tweak will make it too ;)

It will. I'll probably make culture on water more transparent though, rather than hiding it altogether.
 
Last edited:
Sometime in the next couple of weeks. Working on the Financial Advisor has uncovered a few mismatched calculations that I need to fix, mostly related to how inflation is applied. It'll be a minor release, new Financial Advisor plus a few small fixes and tweaks.

Yippie... :D
that 400% inflation was totally pain.
It was something i have problem sooner on beta.
 
Hi Xyth,

I've noticed that the naval movement works different in Mac and Windows.
I'm used to play on a Mac, and the first boats (not allowed to access oceans) can move to the coast, and any island or reef connected to the coast (but not necessarily being on the coast). While in Windows, those boats can not enter to islands and reefs if they are placed on the ocean.
 
Back
Top Bottom