A New Dawn Beta Builds

Would you say that your latest game speed roughly reflects history? ie No planes in the 1500's. Coupled with this i always play on a giant earth map. I did actualy like the pace of your 5700 turn setup but have not had a chance to observe late game "correctness". Your thoughts.

I test with Huge 3 preset Civs Map, starting with Settler but with Flexible Difficulty on.

So I would say that the years would be slower compared to my game because of Giant Map Earth's research rate being much more larger than Huge (GEM is a gigantic size).

As for 5700 turns, thanks. I nolonger support it but if you like it, use it. I personally have Snail at 3400 turns now, IIRC. I am hoping after I play with Marathon and fine-tuning gamespeed for that speed, I will work with Snail speed and reduce the turns to 3000 as Default but with better date compatibility. But with various research rates for various GameSpeeds AND! map sizes, the dates would be different for each of these combos.

So my final version of Revised GameSpeeds will be based off my personal Huge map size research rate. All of GameSpeeds will be tested on that eventually. Like I said before, 3 or so versions will be uploaded before the Final Release.
 
Massive bug...

Appalling number of population here and it is in mid-Classical era.

And I got weird feeling that the research rate was way too fast. May be just me....

Anyway, here is the screenshot of the city with too high population for that era....
 
In the Dog Breeder, dont you think that alittle excess for amount of time:confused:

You will have to take up that with Hydro. It was his modmod (ideas, Afforess made it a reality). Afforess promised Hydro a modmod according to Hydro's image fully, because Afforess credited Hydro for other things.

So you may need to PM Hydro and negotiate with him to see if he can modify his Domesticated modmod to better scale with the game. I even have ideas to trim down on some buildings to cull out redundant ones. But it is better done in PM because... :shrug: Because :).
 
Playing beta5:

Marathon / Huge Perfectworld 2/ Monarch

my first city is over 40 population now (750 turns / year 1530 ~)

Research rate seems to be a little high! Only 2-3 turns for everything.

I have the feeling that this is somehow weired even if I am the world hegemon and even if I have nearly all my cities over 20 population now.

Just had my first MAF... hope they don´t increase. The turn speed was fine until now.


ok: I think some modifiers are totally broken... I can research everything in 1 turn, I make 800 + money per turn and I get more money from colonies (not liberated) instead of the other round.

short: too fast to much money and growth and resulting from that much too fast research all in all...
 
@ Os79

Re: game speed.

Ok, thanks i see what you mean. I only play on genghis gigantic earth with 37 civ so my ability to research, as a planet, is much greater then your huge map, hence for accurate scaling my iResearch multiplier should be much higher then yours, even if we are using the same game speed, correct? I also noticed that Afforess set his research to 1200% for his 4800 eternity speed, so would you estimate that the 5700 turn speed needs a rate of about 1600% (just a rough guess) on the gigantic earth map?
 
Playing beta5:

Marathon / Huge Perfectworld 2/ Monarch

my first city is over 40 population now (750 turns / year 1530 ~)

Research rate seems to be a little high! Only 2-3 turns for everything.

I have the feeling that this is somehow weired even if I am the world hegemon and even if I have nearly all my cities over 20 population now.

Just had my first MAF... hope they don´t increase. The turn speed was fine until now.

I have been running two games of autoplay, and I have to concur.

Game 1 -- Snail speed -- large map, custom install with a handful of items installed - mostly the civics and graphics options, outside of castle enhancements, none of the new options with buildings.

Made it to the modern era in the first 30% of the game. City sizes in the 80s already.

Game 2 -- Normal speed -- normal sized map, again, custom install with a handful of items installed, mostly the civics and graphics options, outside of castle enhancements, none of the new options with buildings.

Currently in late modern era, about 45% of the way through the game. Some civilizations have largest cities with population in the teens, the Inca have a 107 sized and a 98 sized city. Carthage is a 90 sized population.

Research also seems way too quick -- several technologies being discovered in the same turn. And this is with no technology brokering. Maybe it is that it is spreading too quickly -- I may try a game without technology spread.

A few other items:

1. Frame rate still is sluggish, and crawls when you show the scoreboard....it appears to be still slightly slower than normal when you minimize the scoreboard -- esp. vs. the previous version of AND. I'm running an i7 with 4 GB, Win 7, 1GB video -- and had silky smooth performance on the previous version of AND.

2. For some reason, the background music is not playing. I wonder why.

3. I cannot specifiy for certain, but the new formations seem to cause the game to run a bit slower. Maybe it is my imagination here.

4. No MAFs or CTDs yet, which is good (and why I always run a few betas autoplays before getting going with a game).

Obviously, haven't played with some of the newer features in beta 5 -- just wanted to share some irregular observations. Might start a real game later tonight or tomorrow.
 
You will have to take up that with Hydro. It was his modmod (ideas, Afforess made it a reality). Afforess promised Hydro a modmod according to Hydro's image fully, because Afforess credited Hydro for other things.

So you may need to PM Hydro and negotiate with him to see if he can modify his Domesticated modmod to better scale with the game. I even have ideas to trim down on some buildings to cull out redundant ones. But it is better done in PM because... :shrug: Because :).

The reason its expensive is because it a building that lasts until the trans-human era. It gets affordable around say medevil era. However if you can get it early it really will give your city a big boost.

As for redundant, I don't think they are redundant now since each require a resource to make (except for the dog breeder). Thus unless you have ALL the resources you are not going to have access to some of the other animals. For example I had no sheep, hemp or silk, but I had cows. In which case I built a yak farm and was able to make wool. I would like to have them have their own unique map resource however for now its limited to existing ones (ex. Monkey Breeder requires banana resource).
 
I have done German translations for Beta5, fortunately there were only 2 files with very little changes! I won´t be able to do any new translations before mid of march, of course I wouldn´t mind if someone else would want to step in and translate future changes or the still missing pedia and strategy entries ;) ...

K, thx. ;)

How come my city only gains +1 health from the civilization, when I'm playing Hittite ans Suppiluliuma is supposed to give +2 health per city?

I'm using beta5

Not a bug, more of an oversight by Firaxis. What is happening is that your civilization is giving +2 health, but you are using a civic that subtracts 1 health. Firaxis decided not to make the text distuingish between the two, so overall it's a net change of 1.

However, seeing that this is rather confusing, I have broken the text apart for the next beta, so you will see 2 from your traits and -1 from the civic instead. :)

I count 5700 when using this bit from Modules/os79/RevisedGamespeeds/Civ4Gamespeedinfo.xml
Was a clean RoM2.81 Full with AND Beta5 install.

Spoiler :
<Type>GAMESPEED_SNAIL</Type>
<GameTurnInfos>
<GameTurnInfo>
<iMonthIncrement>108</iMonthIncrement>
<iTurnsPerIncrement>600</iTurnsPerIncrement>
</GameTurnInfo>
<GameTurnInfo>
<iMonthIncrement>24</iMonthIncrement>
<iTurnsPerIncrement>600</iTurnsPerIncrement>
</GameTurnInfo>
<GameTurnInfo>
<iMonthIncrement>36</iMonthIncrement>
<iTurnsPerIncrement>300</iTurnsPerIncrement>
</GameTurnInfo>
<GameTurnInfo>
<iMonthIncrement>12</iMonthIncrement>
<iTurnsPerIncrement>300</iTurnsPerIncrement>
</GameTurnInfo>
<GameTurnInfo>
<iMonthIncrement>3</iMonthIncrement>
<iTurnsPerIncrement>600</iTurnsPerIncrement>
</GameTurnInfo>
<GameTurnInfo>
<iMonthIncrement>2</iMonthIncrement>
<iTurnsPerIncrement>3300</iTurnsPerIncrement>
</GameTurnInfo>
</GameTurnInfos>

This is a case of obsolete files being forgotten by me. I forgot that I even was installing those. I have a more up to date copy in the Afforess folder, but it's being overwritten by this one. Will correct that.

With a fresh new RoM and AND Beta5 i still got the same bug where no buildings show up. Here is a screenshot. You can tell its beta5 because I am on Eternity speed (see the really expensive settler?).

I have been unable to reporduce it. As soon as I can, I will track the bug down...

I seem to have a problem when I start a new AND game. I don't have any icons (see attached screen shot). I guess it's because the CvScreensInterface fails. My info:

RoM 2.81 full + AND standard
Windows 7
Manually cleared cache

Any ideas to what can be wrong?


Can you upload your PythonErr.logs?

Yeah, i got the same thing, again. (It has to be something that you did in 4.5, cause thats when it all stated with the buildings:() Plus a few bugs:

Palisade and Frontier Outpost give no bonuses for defense?
Error when i entered the town.

Each one is marked if you just hover over image.


EDIT: Found out that Palisades and Fortified Outpost works, only if its the first wall(s) installed, if not then No it doesn't work correctly.

This isn't a bug, it's the way culture and defense mechanics work in Civilization 4.

Quick explanation. Defense = max of (Culture or Building Defense) + Civics + Resources + Wonders. Go read up on it if you are confused, it's slightly strange, I realize.

:coughcough:

Well, two or so things:

1. PLE still doesn't give horizontal grouping of unit types.

2. In my latest Revised Gamespeeds, Snail and other Gamespeeds are supposed to end at 2200 CE. What you have there (5700 turns) is old version that ends at 2500 when I thought I had to conquer everyone. Now I know I can use Domination and revise its XML to dominate 100% of land so I can have vassals and win. That meant I changed back to 2200 (default is 2100 but it is not realistic, imo).

I "included" your latest gamespeeds, but they got put in the Afforess folder and are being over-written by the obsolete ones in the Os79 one... :sad: I have corrected the situation though.

As for PLE, I included the most up-to-date version of BUG that exists. It's straight from there SVN as of 2 days ago. Go talk in Ruff's thread in the BUG forum if you have complaints.

AND 160Beta5
It's probably a BUG mod thing but I see the following:
Under BUG Mod Options > City Screen > Building Actual Effects the following text looks out of place: Missing MiscHover__BuildingAdditionalDefense

Thanks, I'll squash that...

Massive bug...

Appalling number of population here and it is in mid-Classical era.

And I got weird feeling that the research rate was way too fast. May be just me....

Anyway, here is the screenshot of the city with too high population for that era....

Playing beta5:

Marathon / Huge Perfectworld 2/ Monarch

my first city is over 40 population now (750 turns / year 1530 ~)

Research rate seems to be a little high! Only 2-3 turns for everything.

I have the feeling that this is somehow weired even if I am the world hegemon and even if I have nearly all my cities over 20 population now.

Just had my first MAF... hope they don´t increase. The turn speed was fine until now.


ok: I think some modifiers are totally broken... I can research everything in 1 turn, I make 800 + money per turn and I get more money from colonies (not liberated) instead of the other round.

short: too fast to much money and growth and resulting from that much too fast research all in all...

I have been running two games of autoplay, and I have to concur.

Game 1 -- Snail speed -- large map, custom install with a handful of items installed - mostly the civics and graphics options, outside of castle enhancements, none of the new options with buildings.

Made it to the modern era in the first 30% of the game. City sizes in the 80s already.

Game 2 -- Normal speed -- normal sized map, again, custom install with a handful of items installed, mostly the civics and graphics options, outside of castle enhancements, none of the new options with buildings.

Currently in late modern era, about 45% of the way through the game. Some civilizations have largest cities with population in the teens, the Inca have a 107 sized and a 98 sized city. Carthage is a 90 sized population.

Research also seems way too quick -- several technologies being discovered in the same turn. And this is with no technology brokering. Maybe it is that it is spreading too quickly -- I may try a game without technology spread.

A few other items:

1. Frame rate still is sluggish, and crawls when you show the scoreboard....it appears to be still slightly slower than normal when you minimize the scoreboard -- esp. vs. the previous version of AND. I'm running an i7 with 4 GB, Win 7, 1GB video -- and had silky smooth performance on the previous version of AND.

2. For some reason, the background music is not playing. I wonder why.

3. I cannot specifiy for certain, but the new formations seem to cause the game to run a bit slower. Maybe it is my imagination here.

4. No MAFs or CTDs yet, which is good (and why I always run a few betas autoplays before getting going with a game).

Obviously, haven't played with some of the newer features in beta 5 -- just wanted to share some irregular observations. Might start a real game later tonight or tomorrow.


The Insane Growth is do to a bug where buildings with static resource boosts were not correctly fixed and grow out of control. I am working on it.
 
I'm running RoM 2.81 with everything in AND 1.60beta5 (except for sea monsters, guilds and corps(cause I got the modulars up and running, and half the guilds so far)) on a win7 64 bit system with i7 920 cpu, 6 gigs ram and a ATI Radeon HD 4870x2 with the gig of ram. Fairly beefy (I custom built it last January), could use improvement here and there.

These thumbnails should show all the problems I'm having.. this is the 5th install of AND 1.60beta5, and it's the same in each install.
 
Thanks for finding all the missing TXT_KEYS, CivTBone. Now I need to go track all those down... *sigh*.

I figured out the bug with Buildings & Static Resource Yields. It was one of those :facepalm: errors...

Also, I fixed the issue with the City screen Revolution bar hover text.

Oh, and I've corrected all the music and gamespeed stuff.

Let's make sure I've got all the remaining bugs right:

  • (lots of) Missing Text Entries
  • Odd # of Troops with Minor Civs
  • (rare) bug where no Buildings can be constructed
Anything else? If not, I'll tackle these then release beta6.
 
Thanks for finding all the missing TXT_KEYS, CivTBone. Now I need to go track all those down... *sigh*.

I figured out the bug with Buildings & Static Resource Yields. It was one of those :facepalm: errors...

Also, I fixed the issue with the City screen Revolution bar hover text.

Oh, and I've corrected all the music and gamespeed stuff.

Let's make sure I've got all the remaining bugs right:

  • (lots of) Missing Text Entries
  • Odd # of Troops with Minor Civs
  • (rare) bug where no Buildings can be constructed
Anything else? If not, I'll tackle these then release beta6.


sounds great! Ready to tackle beta6 now... woohoo I love these sundays :goodjob:
 
I am also having the problem with icons disappearing, and the scoreboard, too. I'm including the pythonerr.log. I hope it helps...

Spoiler :
sys.path = ['..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\email', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\encodings', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\build', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\lib', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\py', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\tools', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\lib\\colourchooser', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\lib\\editor', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\lib\\floatcanvas', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\lib\\masked', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\lib\\mixins', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\lib\\ogl', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\af', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\ca', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\cs', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\da', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\de', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\el', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\es', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\eu', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\fi', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\fr', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\hi', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\hu', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\id', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\it', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\ja', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\lv', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\nb', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\nl', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\pl', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\pt_BR', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\ru', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\sl', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\sv', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\tr', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\uk', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\zh_CN', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\zh_TW', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\af\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\ca\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\cs\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\da\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\de\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\el\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\es\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\eu\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\fi\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\fr\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\hi\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\hu\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\id\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\it\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\ja\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\lv\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\nb\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\nl\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\pl\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\pt_BR\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\ru\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\sl\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\sv\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\tr\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\uk\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\zh_CN\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\zh_TW\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\py\\tests', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\tools\\XRCed', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\tools\\XRCed\\src-images', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM']

sys.modules = {'zipimport': <module 'zipimport' (built-in)>, 'signal': <module 'signal' (built-in)>, '__builtin__': <module '__builtin__' (built-in)>, 'sys': <module 'sys' (built-in)>, '__main__': <module '__main__' (built-in)>, 'exceptions': <module 'exceptions' (built-in)>, 'CvPythonExtensions': <module 'CvPythonExtensions' (built-in)>}

sys.builtin_module_names = ('CvPythonExtensions', '__builtin__', '__main__', '_bisect', '_codecs', '_codecs_cn', '_codecs_hk', '_codecs_iso2022', '_codecs_jp', '_codecs_kr', '_codecs_tw', '_csv', '_heapq', '_hotshot', '_locale', '_multibytecodec', '_random', '_sre', '_subprocess', '_symtable', '_weakref', '_winreg', 'array', 'audioop', 'binascii', 'cPickle', 'cStringIO', 'cmath', 'collections', 'datetime', 'errno', 'exceptions', 'gc', 'imageop', 'imp', 'itertools', 'marshal', 'math', 'md5', 'mmap', 'msvcrt', 'nt', 'operator', 'parser', 'regex', 'rgbimg', 'sha', 'signal', 'strop', 'struct', 'sys', 'thread', 'time', 'xxsubtype', 'zipimport')
load_module CvEventInterface
load_module BugEventManager
load_module CvEventManager
load_module CvUtil
load_module traceback
load_module PyHelpers
load_module CvScreensInterface
load_module CvMainInterface
load_module ScreenInput
load_module CvScreenEnums
load_module time
load_module BugDll
load_module BugUtil
load_module ColorUtil
load_module RevInqUtilities
load_module BugCore
load_module BugOptions
load_module BugConfig
load_module BugInit
load_module BugPath
load_module BugConfigTracker
load_module BugTypes
load_module xmllib
..\WARLORDS\ASSETS\PYTHON\SYSTEM\xmllib.py:9: DeprecationWarning: The xmllib module is obsolete. Use xml.sax instead.
04:58:55 DEBUG: BugConfig - registering xml handler BugConfig.RootHandler
04:58:55 DEBUG: BugConfig - registering bug handler BugConfig.BugHandler
04:58:55 DEBUG: BugConfig - registering load handler BugConfig.LoadHandler
04:58:55 DEBUG: BugConfig - registering config handler BugConfig.ConfigHandler
04:58:55 DEBUG: BugConfig - registering arg handler BugConfig.ArgHandler
load_module configobj
load_module __future__
load_module codecs
load_module validate
validate import failed
load_module cPickle
load_module RevInquisitor
load_module RevInquisition
load_module RevInstances
load_module RevDCM
load_module Popup
04:58:55 INFO : BugCore - creating uninitialized mod RevDCM
load_module CityUtil
04:58:55 INFO : BugCore - creating uninitialized mod Revolution
04:58:55 INFO : BugCore - creating uninitialized mod NJAGC
04:58:55 INFO : BugCore - creating uninitialized mod Scores
04:58:55 INFO : BugCore - creating uninitialized mod MainInterface
04:58:55 INFO : BugCore - creating uninitialized mod CityScreen
load_module ReligionUtil
load_module FontUtil
load_module MonkeyTools
load_module AStarTools
04:58:55 INFO : BugCore - creating uninitialized mod PLE
load_module UnitUtil
load_module PlayerUtil
load_module TradeUtil
load_module DiplomacyUtil
load_module AttitudeUtil
load_module GameUtil
load_module Scoreboard
load_module DealUtil
load_module BugUnitPlot
load_module ReminderEventManager
load_module SdToolKit
load_module autolog
load_module CvModName
04:58:55 INFO : BugCore - creating uninitialized mod Autolog
04:58:55 INFO : BugCore - creating uninitialized mod Reminder
load_module GGUtil
load_module GPUtil
load_module ProgressBarUtil
load_module PLE
load_module RawYields
load_module CvTechChooser
load_module TechPrefs
04:58:55 INFO : BugCore - creating uninitialized mod Advisors
load_module CvForeignAdvisor
load_module math
load_module CvExoticForeignAdvisor
load_module IconGrid_BUG
load_module DomPyHelpers
load_module TechTree
load_module FavoriteCivicDetector
load_module CvReligionScreen
load_module CvCorporationScreen
load_module CvCivicsScreen
load_module CvVictoryScreen
load_module TechUtil
load_module CvEspionageAdvisor
load_module SpyUtil
load_module BugScreen
04:58:55 INFO : BugCore - creating uninitialized mod BetterEspionage
load_module CvOptionsScreen
load_module CvReplayScreen
load_module CvHallOfFameScreen
load_module CvDanQuayle
load_module CvGameUtils
load_module CvUnVictoryScreen
load_module CvDawnOfMan
load_module CvTechSplashScreen
load_module CvTopCivs
load_module random
load_module CvInfoScreen
load_module CvIntroMovieScreen
load_module CvVictoryMovieScreen
load_module CvWonderMovieScreen
load_module CvEraMovieScreen
load_module CvSpaceShipScreen
load_module SevoScreenEnums
load_module CvWorldBuilderScreen
load_module CvWorldBuilderDiplomacyScreen
load_module CvDebugTools
load_module CvDebugInfoScreen
load_module CvMapGeneratorUtil
load_module CvGFCScreen
load_module CvPopupInterface
load_module CvScreenUtilsInterface
load_module CvOverlayScreenUtils
load_module CvDotMapOverlayScreen
load_module CvStrategyOverlay
load_module SdToolkit
04:58:55 INFO : BugCore - creating uninitialized mod StrategyOverlay
load_module CvScreenUtils
load_module InputUtil
04:58:55 INFO : BugCore - creating uninitialized mod CustDomAdv
04:58:55 INFO : BugCore - creating uninitialized mod TechWindow
init-ing world builder screen
load_module CvWBPopups
load_module CvCameraControls
load_module CvAdvisorUtils
04:58:56 DEBUG: BugEventManager - adding event 'PreGameStart'
04:58:56 DEBUG: BugEventManager - adding event 'BeginActivePlayerTurn'
04:58:56 DEBUG: BugEventManager - adding event 'SwitchHotSeatPlayer'
04:58:56 DEBUG: BugEventManager - adding event 'LanguageChanged'
04:58:56 DEBUG: BugEventManager - adding event 'ResolutionChanged'
04:58:56 DEBUG: BugEventManager - adding event 'PythonReloaded'
04:58:56 DEBUG: BugEventManager - adding event 'unitUpgraded'
04:58:56 DEBUG: BugEventManager - adding event 'unitCaptured'
04:58:56 DEBUG: BugEventManager - adding event 'combatWithdrawal'
04:58:56 DEBUG: BugEventManager - adding event 'combatRetreat'
04:58:56 DEBUG: BugEventManager - adding event 'combatLogCollateral'
04:58:56 DEBUG: BugEventManager - adding event 'combatLogFlanking'
04:58:56 DEBUG: BugEventManager - adding event 'playerRevolution'
04:58:56 DEBUG: BugInit - global context not ready
PY:OnInit
load_module CvAppInterface
 
A few other items:

1. Frame rate still is sluggish, and crawls when you show the scoreboard....it appears to be still slightly slower than normal when you minimize the scoreboard -- esp. vs. the previous version of AND. I'm running an i7 with 4 GB, Win 7, 1GB video -- and had silky smooth performance on the previous version of AND.

This may have been posted elsewhere, I did find a fix to this without minimizing the scoreboard. If you go into the scoreboard options, if you deselect something to the effect of "advanced presentation" (I don't have the game up in front of me, I cannot remember the specific selection) -- it will change the scoreboard presentation to not be tabbed neatly. However, it will fix the frame rate issue completely -- in fact, better than when you had the "advanced" scoreboard minimized.

Silky smooth movement across the map, etc., and with effectively the same data being presented (except not as nice looking).
 
Thanks for finding all the missing TXT_KEYS, CivTBone. Now I need to go track all those down... *sigh*.

I figured out the bug with Buildings & Static Resource Yields. It was one of those :facepalm: errors...

Also, I fixed the issue with the City screen Revolution bar hover text.

Oh, and I've corrected all the music and gamespeed stuff.

Let's make sure I've got all the remaining bugs right:

  • (lots of) Missing Text Entries
  • Odd # of Troops with Minor Civs
  • (rare) bug where no Buildings can be constructed
Anything else? If not, I'll tackle these then release beta6.

Good job :goodjob: I always cheer you up!
 
Afforess,

Any chance you can give us the code that will fix the Buildings and Static Resource Yields error? If it's something I can fix myself, I'd like to do that. Thanks!
 
Afforess,

Any chance you can give us the code that will fix the Buildings and Static Resource Yields error? If it's something I can fix myself, I'd like to do that. Thanks!

Yeah, but you will need to start a new game, I can't "undo" effects that have already occurred.

Just replace your CvGameCoreDLL with this one...
 

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Yeah, but you will need to start a new game, I can't "undo" effects that have already occurred.

Just replace your CvGameCoreDLL with this one...


If I install this one, can i consider this will be beta 6 (with fixes from 5) or is there more comming with the next release?
 
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