.

I've found a bug. It seems giving Mathematics to the AI causes the game to crash. See the attached save, if you load it up and just hit end turn then the game proceeds no problem. But if you trade (or gift) Mathematics to any AI then end the turn, the game will crash.

Bugs aside, this is a really great mod. Vanilla Civ4's economy bored me too, it's like all you have to do is build cottages and then just wait while they automatically make you an economic powerhouse. Anything that adds more strategy is a welcome addition.

Edit: I played around with the mod a bit more and it looks like my game crashes whenever any AI civ gets Mathematics under any circumstances. Is this a problem affecting only me?
 

Attachments

ps: I noticed that all the DLL exports had vanished on going from 3.17 to 3.19, does that mean that they're not needed any more at all?

No, sometimes they still are nessecary. But only when, as I understand it, you need the .exe to run something, like graphics, or sound.

In your case, I just removed them all.

Perhaps investment could give a defence bonus to improvements outside the city?

Perhaps Investment could cause improvements to deal minor damage (1-2%) to passing enemy troops...
 
No, sometimes they still are nessecary. But only when, as I understand it, you need the .exe to run something, like graphics, or sound.

In your case, I just removed them all.



Perhaps Investment could cause improvements to deal minor damage (1-2%) to passing enemy troops...

nah, we wait till someone develop a militia slider that deals with that when we are at war.
 
I vote for Construction to unlock the Investment/Public Works bar. :)
 
Quick question, Lord Olleus,

I merged your gamefonts in with the one's Rise of Mankind uses, and so I couldn't use exactly the same spot as it was in yours. Where in the code does it specify which box in the gamefonts to use?
 
I noticed that all the DLL exports had vanished on going from 3.17 to 3.19, does that mean that they're not needed any more at all?

DLL Export is only needed by functions called by the EXE. Since the EXE doesn't know of any functions you've added for your mod, there's no need to have it on any new functions. Do not remove it from existing functions, however. Only Firaxis knows exactly which DLL functions their EXE calls.
 
I downloaded and gave it a try, but got a slight problem, the dawn of man screen doesn't show, instead it gives a python exception: unidentified C++ exception. No idea what it means.

Another note, from the way you are making this Mod, I guess you are aiming at a complete Modpack rather than a component. I like it. Making a Modpack with your own idea is not very easy, so take care.
 
Oh, one thing I thought that could really make a huge difference in this mod is if you went through every commerce tag that was for beakers, commerce, espionage... and added a 5th one for investment. That would really give you a lot more freedom.
 
I've found a bug. It seems giving Mathematics to the AI causes the game to crash. See the attached save, if you load it up and just hit end turn then the game proceeds no problem. But if you trade (or gift) Mathematics to any AI then end the turn, the game will crash.

Bugs aside, this is a really great mod. Vanilla Civ4's economy bored me too, it's like all you have to do is build cottages and then just wait while they automatically make you an economic powerhouse. Anything that adds more strategy is a welcome addition.

Edit: I played around with the mod a bit more and it looks like my game crashes whenever any AI civ gets Mathematics under any circumstances. Is this a problem affecting only me?

I can confirm this. I will upload my save if you want it too. Give the AI math, and try to go to the next turn. It causes an instant CTD.
 
Sorry, patch will be delayed, I've narrowed the problem down to a single function in CvPlayerAI.cpp. Strangest thing is that it works fine on my desktop but crashes everytime on my laptop. The only difference I can see between the two is my pc is on XP while my laptop is on Vista. I checked to see if the unmodded game files where any different but they are not.
I've never been so confused in my life.

Vista is more stringent on the rules of programming. What used to be okay in XP doesn't always work in Vista. There was a thread discussing this a while ago, I forget where.
 
I'm sorry, I can't help you with the gamefont file, I did that months ago and I remember having difficulties getting it to work properly. Most of the changes to that file comes from BBAI anyway, I only added a single icon on the commerce row and I believe that order is imperative in that situation. As for the XML tag anything that was in an array can automaticaly accomodate investment. ie if it has 3 rows of <iCommerce>x</iCommerce> you can add 2 more and it should work. Its what I did for colosseums and town halls.

That's okay, I got the gamefonts successfully modified.

So, if you add a 5th icommerce tag, it acts as an investment tag? Awesome.
 
XP is a little more lax with some things that will cause Vista to crash. The best way to diagnose the issue would be to compile a Debug DLL and run with that. Even if you don't attach to the game with the Visual Studio debugger, you will probably see a failed assertion that is indicative of the problem.

Just note that some assertions fail in the unmodded SDK because their functions were changed to handle the failed case but the assertion wasn't removed. This happens when an assertion checks against a pointer being NULL followed by normal code that handles the NULL case gracefully.
 
If you're using the makefile, just use "nmake Debug" in your tool, be it Visual Studio, Code::Blocks, or the command line. If you followed Refar's guide, you should already be set up to do it. Just select "Debug" as the build profile in Visual Studio.
 
Any progress with this mod? Development seems to have stopped, but it's a very interesting and one-of-a kind mod...
 
i don't know, therefore I think it has stopped since I have not see this thread with multiple comments to keep it up on the front page. it was a pretty good idea on trying to make evolving improvements on everything, and i wish all mods got something like what he has, from everything.
 
Figure I'll bump this for being a cool idea. Anyone know if it's stable enough to play with?
 
Hey, how are ya?!
I have a question more on the technical side, how did you implement the investment slider?
I have a pretty similar idea that focus development on cities also, first i need to implement something like a tax slider.
I already know how to implement the GameCore part. Could you provide any tips on it?
If you like to see more the thread links are on my signature.

About your mod, how is it coming, development stopped?
 
Link is down....anyone have an old or improved copy of this kicking around?
 
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