A New Dawn Beta Builds

Don't vote so eagerly for new versions of Better AI/BUG/BULL and RevDCM to be merged into AND.
Devil only knows how many bugs will that bring. At this moment we have a nice, playable, fast version of AND. Enjoy, folks :)
 
Don't vote so eagerly for new versions of Better AI/BUG/BULL and RevDCM to be merged into AND.
Devil only knows how many bugs will that bring. At this moment we have a nice, playable, fast version of AND. Enjoy, folks :)

But....the new version of BAI runs faster. :lol:
 
An update of what has been consuming my dev time:

I've been rebuilding the settings page from scratch to create one that works perfectly in MP. I found out that my current implementation only works for SP, and will cause OOS even if only the host adjusts options. The new implementation will allow for players to adjust all the options on the fly in MP. Certain ones will still be controlled by the host only, but those are much fewer than before.

I also plan on making abandoning cities and selling buildings MP compatible.
 
An update of what has been consuming my dev time:

I've been rebuilding the settings page from scratch to create one that works perfectly in MP. I found out that my current implementation only works for SP, and will cause OOS even if only the host adjusts options. The new implementation will allow for players to adjust all the options on the fly in MP. Certain ones will still be controlled by the host only, but those are much fewer than before.

I also plan on making abandoning cities and selling buildings MP compatible.

So I should not base the screen for Religion Decay on your settings page just yet.

If you could explain what it is about the Abandon City/Sell Buildings mod that makes it not MP compatible then maybe I could fix it. After all I am familiar with the code. I was thinking about converting it to the new BUG form anyway. I seem to be fairly good at doing that ;)
 
If you could explain what it is about the Abandon City/Sell Buildings mod that makes it not MP compatible then maybe I could fix it. After all I am familiar with the code. I was thinking about converting it to the new BUG form anyway. I seem to be fairly good at doing that ;)

Pretty much everything about it breaks MP. Keep in mind MP works by giving each player their own instance of the game. So whenever a human player does something in MP, the humans actions must be updated for all the other players.
 
Pretty much everything about it breaks MP. Keep in mind MP works by giving each player their own instance of the game. So whenever a human player does something in MP, the humans actions must be updated for all the other players.

So there is something that needs to be "sent" to the other players. The abandon city function calls the generic "raizeCity" event so that should be passing the information to MP on that. Does it also need to "send" info on units built and buildings destroyed and money received? How is such info "sent" can it be done by raising an event?

OK creating units can't be breaking MP because it uses the same code as in WarPrizes. So I don't have to worry about "Subdue Animals" then. Or is WarPrizes not MP compatible?

Is there a tutorial or example on making Python MP compatible.

PS converting it to the new BUG way will be a bit more challenging than I thought, but doable.
 
So there is something that needs to be "sent" to the other players. The abandon city function calls the generic "raizeCity" event so that should be passing the information to MP on that. Does it also need to "send" info on units built and buildings destroyed and money received? How is such info "sent" can it be done by raising an event?

To understand what has to be changed, you have to know how MP works. Each client is running on it's own. So when a human does something with the interface, you will need to send a ModNetMessage to other computers, and when they get it, interpret the results of the message into what the human did.

OK creating units can't be breaking MP because it uses the same code as in WarPrizes. So I don't have to worry about "Subdue Animals" then. Or is WarPrizes not MP compatible?

Not so fast. You can't break it down like that. Warprizes uses random numbers to determine what happens. The human has no interaction with it. You will need to tell other computers what occurred if the human interact with an interface.
 
Afforess, I might be wrong but I thought you posted somewhere that you change it so global warming wouldn't happen pre-Industrial Revolution... if so, as of Patch J it still happens (happened just now in the Renaissance Era), if I'm wrong then just ignore this.
 
I lowered the odds of it occurring from 20% to 13% of the time in the global defines. Feel free to play with the values further.
 
An update of what has been consuming my dev time:

I've been rebuilding the settings page from scratch to create one that works perfectly in MP. I found out that my current implementation only works for SP, and will cause OOS even if only the host adjusts options. The new implementation will allow for players to adjust all the options on the fly in MP. Certain ones will still be controlled by the host only, but those are much fewer than before.

I also plan on making abandoning cities and selling buildings MP compatible.

I have a large pool of potential beta testers very interested in this. And I want to thank you for letting MP considerations consume dev time - I know that can be pretty low on developer's mental lists.
 
In your To Do list you have the following which are of interest to me because of my support for the (AAranda's) extra religions.

For 1.74:
_ Dedicated Religious Tech AI
I probably don't have to say anything here but just to be sure. You wont be hard coding the techs-religion information but getting it from the data (XML), wont you?

X Better RoM Religions

Don't remember seeing any discussion on what this is. Does it have any effect I should consider?

1.74 ChangeLog:
Better RoM Change: New religions spread faster than older ones.

This will have no "real" effect since in RoM only one religion will "naturally" spread to a new city after that you will need a missionary to get the second etc. religion there. Also doesn't RoM include the mod that means that the settler is most likely to take the major religion from the city it was created in? Or are you implementing religion spread as in Eusebius' World Religion mod where more than one religion can spread "naturally" to a city.

Btw not sure what X or _ mean.
 
I probably don't have to say anything here but just to be sure. You wont be hard coding the techs-religion information but getting it from the data (XML), wont you?

No. I avoid hard coding whenever possible. It always comes back to bite you in the @ss.

Don't remember seeing any discussion on what this is. Does it have any effect I should consider?
All it was was that I altered the default spread rates for religions. Early religions spread slowly, late ones, faster.

This will have no "real" effect since in RoM only one religion will "naturally" spread to a new city after that you will need a missionary to get the second etc. religion there.

Good point. Want me to change that?

X - Completed
_ - Unstarted or In-Progress.
 
No. I avoid hard coding whenever possible. It always comes back to bite you in the @ss.

Good, who said the young can't learn.:mischief:

This will have no "real" effect since in RoM only one religion will "naturally" spread to a new city after that you will need a missionary to get the second etc. religion there.

Good point. Want me to change that?

Not sure since it is a major change to the game play. I know that in the original RoM Zappara tried to implement religion spread as in Eusebius' World Religion mod where more than one religion can spread "naturally" to a city. That method meant that every religion spread via trade routes to all cities very fast if you were running "Free Religion" or any religion civic that allowed religions to spread. personally I like the idea.

Of course it means that I would need to do something different in the Religion Decay mod.:eek:
 
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