A New Dawn Beta Builds

When I automate my Explorers they just go straight for a stack of my own units and incorporates itself in it. If that happens to be a stack of fortified town guards, it goes straight to them and joins their group, waking them up.

Pretty damn annoying...

Also if I have a single Explorer selected on the same tile as other units, if I tell the Explorer only to 'Explore' the other units go with him.

Also pretty damn annoying...

@Koshling: Sure, if you can link me to a list of the tweaks or name them I can keep them in the back of my mind while playing and compare it with what I am used to.

I have a very powerful PC so I play with the biggest maps I can find. I can already tell you guys made some solid turn time fixes. I seriously can't wait until the new patch with the speed boost for developed games.

Quick question: What does (<SHIFT+ALT> to Prepare for War) do? I mouse over an AI Civ's name on the leaderboard, hold SHIFT+ALT and click, a yellow (WAR) shows up, but what does it actually do?

Patrician Civic has a typo, it says ++1 Gold per Merchant. Extra +
 
@PacMang

Preparing for war does nothing, except if you have any vassals, and it gives them a heads up on your plans so they can beef up their army.

I'll take a long at the automation issues.
 
@Koshling: Sure, if you can link me to a list of the tweaks or name them I can keep them in the back of my mind while playing and compare it with what I am used to.

I have a very powerful PC so I play with the biggest maps I can find. I can already tell you guys made some solid turn time fixes. I seriously can't wait until the new patch with the speed boost for developed games.

Quick question: What does (<SHIFT+ALT> to Prepare for War) do? I mouse over an AI Civ's name on the leaderboard, hold SHIFT+ALT and click, a yellow (WAR) shows up, but what does it actually do?

Patrician Civic has a typo, it says ++1 Gold per Merchant. Extra +

there are quite a few. In the beta already released it's as follows (as far as I recall as I write this, because I'm not at the computer right now):
  • Significant speedup of ai what-to-build decisions
  • Caching of many internally used values such as plot yields etc.
  • Optimization of path generation for unit moves
  • Optimization certain python callbacks

Not yet released but it's way are:
  • Significant speed improvements to ai worker allocation
  • More efficient/reduced recalculation of trade networks

Obviously I'm still working on other optimizations also, but you should see another 20-25% next release.
 
hey guys,

latest revision(452) wont compile - there was no update to cvteam.h (missing game option divine prophets).

cheers.


**************
another thing:

when barbarian civ option is on - i get these python errors upon game start:

Spoiler :

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I'm getting the same BUGmod options error as some other people, but aside from that, I'm really liking the changes that have been made so far, especially to the civics. My only concern is that the 3 city limit for chiefdom might be a little harsh, or at least create less practical choice over what to research early on.

Maybe a +1 unhappiness in all cities per city beyond the first would be appropriate, or if that's too hard on the AI's expansion plan, raising the limit to 5 or so.
 
hey guys,

latest revision(452) wont compile - there was no update to cvteam.h (missing game option divine prophets).
Compiled, installed, and ran fine... (ver 452). Still got the previous build errors.

You night want to do a full refresh of your svn folder... also be sure to delete the files under trunk>build before compiling a new version...
 
dudeSDCA hi,

well up until now i haven't had problems with my merges,

i double checked and im sure i didnt miss nothing, but if you say yours did work - then ill do it again.

on another note - afforess,
since revision 447 or 479 - i started getting a memory allocation error that cannot be passed,
i have rarely ever got maf errors - not with any mod i ever tried.
so i rolled back to the former revision (before youve made the revision with the stuff in the cvolot files - its just some of the changes i remember from it),
and i didnt get the maf no more.
maybe its worth checking out.

cheers.
 
dudeSDCA hi,

well up until now i haven't had problems with my merges,

i double checked and im sure i didnt miss nothing, but if you say yours did work - then ill do it again.

on another note - afforess,
since revision 447 or 479 - i started getting a memory allocation error that cannot be passed,
i have rarely ever got maf errors - not with any mod i ever tried.
so i rolled back to the former revision (before youve made the revision with the stuff in the cvolot files - its just some of the changes i remember from it),
and i didnt get the maf no more.
maybe its worth checking out.

cheers.

Getting them on game iit, save game load, or during play? If during play at a consistent point or randomly? Since you're building your own DLL (I assume?) can you try the debug build with the debugger attached and get a specific point of failure?
 
Currently, all AI can really do is war each other, and it determines who to war off of the relative power of a civilization. For example, I am playing as the Romans in the GEM 30 Preset Civ, and Alexander and I have the two strongest armies, he is sending his into Arabia, conquering the near to middle east (sound familiar?) and I am sending my armies into Europe and Prussia. I used Alex for my Trade Caravans to fund my armies, and his bright yellow smile indicated he didn't mind at all.

In this game there was a 4,000 year stalemate between Spain and Portugal which resulted in a massive arms buildup. The two desperately wanted to declare war on each other, but couldn't muster a strong enough force (relative power) to accomplish the task as they both had the same agenda.

After I killed both Spain and Portugal, my armies were a bit weak, and Alexander then declared on me, despite our 6,000 years of peace, prosperity, and success in both fronts.

One might say that this could be considered a 'clever plan' by the AI.

No, it wasn't. They always react the same way. After I lost over half of my army in a costly assault for the last city in my way, I glanced at my power relative to Alexanders, and proceeded to move my army next to his territory. I knew it was coming.

Even if I conceited that it was a clever plan, the adjective clever would not apply as he had his armies near India at the time. Thanks for the free cities Alex, you really are a good team mate.

I quickly claimed his most precious cities before he would agree to a cease-fire (also heavily based on a Civ's power) so I could finally concentrate on building up my newly conquered cities.

Now what I propose is an addition to Advanced Diplomacy. Something along the lines of an option to "Agree to Corroborate Against 'x'".

The way it would work is each Civ can choose 1 other Civ to create a "mini-team" against another Civilization. There are a few ways you could do this. I think the simplest and best would be each Civ can only have a single Corroboration Agreement at a time, that way you won't find yourself in a position where you were asked to corroborate, and agreed, then you were either asked again by someone else, or started your own Corroboration with another Civ after the fact.

If there was such a system in ROM:AND, the previous two scenarios would have played out accordingly:

Firstly, Spain and Portugal could agree to corroborate against... Well... Who cares, anyone else besides each other. That would mean the arms buildup between the two never would have taken place, and both countries would be free to either set their eyes on their target, or any other Civ besides themselves.

Next, when I built my army and started to determine which cardinal direction was a good one to 'point' in, I noticed that everyone west of me was weak, and Alex had the second strongest army, closely following my own. The choice would be clear, corroborate with Alex, probably against Germany as they were the 3rd strongest, then proceed to massacre.

(Mental note, remove Portugal at the start of my next game so Spain will try a different strategy, as 1 city and 1000+ Javelineer's doesn't seem to cut it)

Also, keep up on those speed tweaks. Those are probably the only thing standing in between ROM:AND and perfection.

The more I think on this, the more I like this idea. Basically, it steals one of the good ideas from Civ5, declaring support for or against Civ's, and adds on it (secretly allying against a particular civ/group of civs).

I'm going to release Beta 2 soonish tonight, but I will work on adding this for beta3 for next weekend. ;)
 
dudeSDCA hi,

well up until now i haven't had problems with my merges,

i double checked and im sure i didnt miss nothing, but if you say yours did work - then ill do it again.
Hi Keldath,
Apologies! I think I misunderstood you -- you were talking about DLL compile errors; I was talking about the installjammer exe compile (which was still working for me). Looks like Afforess fixed this in 453, so hopefully we're all good :-)
 
@ Afforess

There's something strange with the city build queues. It's letting me add multiple copies of the same buildings; buildings aren't graying-out when I add them to the queue, the building list doesn't update except after each turn. For instance, I used a scribe to spread religion, but the temples didn't show up as an option to be built until the next turn.

This was true in rev 448 and rev 452.

I can provide logs and screenshots if you're not seeing it...
 
@ Afforess

There's something strange with the city build queues. It's letting me add multiple copies of the same buildings; buildings aren't graying-out when I add them to the queue, the building list doesn't update except after each turn. For instance, I used a scribe to spread religion, but the temples didn't show up as an option to be built until the next turn.

This was true in rev 448 and rev 452.

I can provide logs and screenshots if you're not seeing it...

I just noticed that buildings that should show weren't until the next turn also. I got a tech from a goody hut and the new buildings did not show until the next turn.
 
@DudeSDCA & Dancing Hoskuld

It's due to Koshling's canConstruct caching. I'll see what I can do it fix it.

Also, It seems I am going to miss the Beta 2 update. I have everything ready, but I found a critical CTD in the DLL that appears within 300 turns. Koshling and I are working on a fix, and should have a release before Wend.
 
@DudeSDCA & Dancing Hoskuld

It's due to Koshling's canConstruct caching. I'll see what I can do it fix it.

Also, It seems I am going to miss the Beta 2 update. I have everything ready, but I found a critical CTD in the DLL that appears within 300 turns. Koshling and I are working on a fix, and should have a release before Wend.

Thanks for the update! I bow to you and Koshling's coding wizardry. Said it before, but its nice to have you back :goodjob:
 
hey koshling, afforess,

well, its official - im getting mafs, i never ever got mafs before i used the and dll.

i indeed use a custom dll - but i added just a few few mod parts - that ive been using for years now - like jculture control, some stuff from dune wars and 2-3 new xml tags, thats all.

my mod isnt heavy on arts, for example - all the buildings i added are only using the civ4 vanilla buildings art, i dont have a lot of new buttons, i have much much less stuff then rom and.

i have tried doing that 3gb suggestion to start my windows with it - but i still get mafs.

i lowered my graphics to medium even - and still no luck.

my cpu specs:
amd athlon 64 processor
3500+
2.21 ghz
2 gb of ram

i know its not the best system to run large scale mods,
but the game i play:
standard map size
14 civs
windowed mode
and the only think that i can think that may add to the problem -
is that i added and option for lower water then the low default in civ 4 - meaning i get a lot of land percentage in a standard map.

i been starting to get these mafs from the latest revisions.

anyone can help me?

this is what the app.log says:
Spoiler :
[7910.406] FBMode = FBMODE_MULTISAMPLES_2
[7917.125] CvApp::OnActivate
[8012.609] CvApp::OnDeactivate
[8021.421] CvApp::OnActivate
[8183.484] CvApp::OnDeactivate
[8186.781] CvApp::OnActivate
[8522.515] ERR: Memory allocation failure - exiting program.
Reason:bad allocation
[8522.515] CvApp::OnDeactivate
[8716.718] CvApp::OnActivate



p.s.
i cant convert to a religion after i found one (i use limited religion option) anypne have this as well??
 
Hey Guys good work again.

But there is one question left you wrote of speed improvements in 1.76b.
For me it would be important why in the late games of huge maps with 12 civs the roundtime takes about 2 minutes ?

e.g yesterday I started a LAN Game with a mate on a huge map 12 civs including my mate and me.
In the year 2004 the game started getting slower and slower in the year 2020 it took 2 minutes at least for each round.

I know you guys workin a lot on that.

PC:

Phenom X4
4GB Ram
 
well, its official - im getting mafs, i never ever got mafs before i used the and dll.

i have tried doing that 3gb suggestion to start my windows with it - but i still get mafs.

i lowered my graphics to medium even - and still no luck.

my cpu specs:
amd athlon 64 processor
3500+
2.21 ghz
2 gb of ram

i know its not the best system to run large scale mods,
but the game i play:
standard map size
14 civs
windowed mode
and the only think that i can think that may add to the problem -
is that i added and option for lower water then the low default in civ 4 - meaning i get a lot of land percentage in a standard map.

i been starting to get these mafs from the latest revisions.


Need at a minimum of 3 GB RAM, would help also to have a 1GB graphics card.
 
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