AND SVN Build Thread

As these units represent different Eras it makes me wonder if the Era <iTrain> value is all set the same?

JosEPh

It doesn't matter. As Sgtslick explained, <iTrain> only affects games that started in that era. If you start in ancient and iTrain is set to 50, it will stay 50 for the entire game, no matter what era you're currently in. It works as you think it does for iGrowth only; iTrain works differently.
My above answer stands; for the moment, it will stay this way.
 
Any possible way i can change it in my already started game? Or in new game at least. It really ruins the gameplay for me, i feel now you just can build a legion of warriors at start, and only upgrade it for low cost, almost never again having to build new units.
 
Any possible way i can change it in my already started game? Or in new game at least. It really ruins the gameplay for me, i feel now you just can build a legion of warriors at start, and only upgrade it for low cost, almost never again having to build new units.

You can change the base cost in Globaldefines.xml, changing the value of BASE_UNIT_UPGRADE_COST. As for the upgrade cost in the "old style", that requires dll coding, I'll look at it once we have AND2.2 beta up and running.
 
can you add graphic paging by Koshling to AND. IT makes viewport obsolete and saves a lot of RAM memory
 
can you add graphic paging by Koshling to AND. IT makes viewport obsolete and saves a lot of RAM memory

Not in AND2.1. As I've explained, it will go in AND2.2 beta, probably during this/next month. I don't want to postpone AND2.2 and the new tech tree anymore and the new feature hasn't been tested enough to make sure it doesn't cause any trouble. So there will be a final (finally) rev661 with some minor tweak and fix which will be AND2.1 before the end of this week (as soon as I have time to check everything is working and upload the updated files); then in the next days we'll add Vokarya's tech tree and changes. After that, we'll start testing the new game and I'll consider adding this new feature from C2C if it doesn't cause any major issue in AND (it shouldn't, but I want to test it myself).
 
Hello there. :) I was lurking on the forum long enough, so it's time to finally reveal myself. :P

And I do this because in the discussion on a page back, an early era problems showed up, I wasn't sure if my ideas are worthy of a new thread. :) I can't say much about balancing issues, but as I read about beelining to Writing, I come up with this: what if we could take early game 'technology' as a bit more general 'development'? That is, if there would be not only actual techs in there, but also concepts-turned-techs, like Prestige and Fame (which would allow the Civ to go from minor to normal, instead of Writing) or even stuff like Mercy or Justice (not exactly those, if necessary, but I think you get this). If we add a bunch of those, and spread whatever buildings/units/etc. techs give now to bigger number of them, it should help with beelining. It would require some more balancing for sure, but maybe keeping the sum of all tech costs constant would be enough for starters. Also some of the concept-techs could open the way to certain unit promotions (existing or new ones), or lead to much later techs. For example, Monotheism could require Justice. I'm making this up without looking at the tech tree, so forgive me if I mess real bad. ;) Some similar techs are already in place in more modern days, like Nationalism and some such - maybe we could think about that?

Thanks for listening to me. :) While I have really little time on my hands right now (it's going to be a crazy year) and thus I probably won't be able to help with programming or similar things, I'm always happy to conduct some research and come up with new ideas, most of which would be probably crazy to useless, but some might benefit us all. :)
 
Its not a bad idea blindkitty, its definitely a more dynamic and interesting way of no longer being considered 'minor'. The issue I think is that its not really a small tweak, or something that is easily implemented. Since its mainly just the one guy working on it, as you can imagine - he has his own priorities and I think just getting it (AND2) to a workable/balanced place is the goal.

Caveman2cosmos is more about implementing ideas such as this, it has a much larger team of programmers and are always happy to listen to new ideas. C2C also has the start as minor system fyi.
 
After one of your cities reaching a certain culture level (Or entering a certain era it's forced on you) you're no longer "Minor" - Might be an idea, but yeah - there are more important things to balance and get down first before new features and concepts are added.


I do like the pollution idea from C2C though, but how well it'd work in AND I don't know.
 
I concur with Sgtslick; as for pollution (and crime and other C2C features), I've mostly imported the code into the dll, so that it can be used when we choose to do so.
Anyway at the moment I don't want to add such features to AND: in first place because I don't want AND to be a copy of C2C; secondly because it alters greatly gameplay. And finally because there are more issues on the priority list and I prefer fixing broken things than adding new features that can break something else. If everything works as expected, tomorrow I'll upload the last files for AND2.1 final.

[And I feel that if it doesn't work as expected, that will be AND2.1 final anyway so that we can move on to AND2.2 beta and the new tech tree]
 
The only way I'd agree to adding Crime/Disease/Pollution to AND would be for a Very, very stripped down model. IMHO they are Bloated pigs in C2C's performance.

And Yeah! AND2.1 this week end! :D

JosEPh
 
AND 2.1 Final revision (rev661)

  • Fixed some CTD (code imported from C2C rev6043 and others)
  • Addressed some balancing issues when changing era


This is the final version before adding the new tech tree by Vokarya (and the new memory saving changes by Koshling from C2C). Things have still to be improved and balanced, but I feel this version is good enough with very few CTDs. There might be some OOS issues in multiplayer games, hopefully they will be addressed in some future revision.

Beware that the "full installer" version will be updated 12-24 hours after SVN revision. You can check if you have the final version by hovering your mouse over the flag near the minimap. It should say "AND 2.1 Final revision (rev661)".

A new development cycle will start next week with the new tech tree. I hope you all enjoy this final (for now) version. :)
 
At least on my system, this version of AND is unplayably crashy. I'm trying to get a savegame for 45 to look at, but the crashed are so bad that the autosaves crash on load up, so you can't even see what's going on.

This is with a pristine install, no personal modifications at all. No one else is reporting issues, let alone ones this severe, so maybe the problem is with my system? Is anyone else getting persistent CTDs? I'll try and create a savegame, but so far I haven't been able to, that's how bad the problem is.
 
At least on my system, this version of AND is unplayably crashy. I'm trying to get a savegame for 45 to look at, but the crashed are so bad that the autosaves crash on load up, so you can't even see what's going on.

This is with a pristine install, no personal modifications at all. No one else is reporting issues, let alone ones this severe, so maybe the problem is with my system? Is anyone else getting persistent CTDs? I'll try and create a savegame, but so far I haven't been able to, that's how bad the problem is.

Did you clear the cache before you started the game?

JosEPh
 
Actually, where's AND's cache located in? Is it in the standard BTS cache or it has it's own separate cache folder (like C2C does)?
 
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