AND SVN Build Thread

I will probably step in my mess kit here, but I find it interesting that Val who has posted 23 times and joined the forum in June this year has such adamant strong opinions compared to Afforess with his 11,193 posts joining in June 2007.

Of course even newbies can make valid observations and hope Val won't be discouraged in anyway.

BTW although I have only posted 266 times, I have been hanging around since Dec 2001.
 
I will probably step in my mess kit here, but I find it interesting that Val who has posted 23 times and joined the forum in June this year has such adamant strong opinions compared to Afforess with his 11,193 posts joining in June 2007.

Of course even newbies can make valid observations.

BTW although I have only posted 266 times, I have been hanging around since Dec 2001.

Let's not confuse post count with knowledge. An empty barrel makes the most noise.
 
There is discussion, right here. That's what I want. It's better to make changes, test, and discuss than sit around in a committee all day theorizing about what might or might not work. We can test what works, change back what doesn't. We use source control (svn), history of changes are never lost.

I didn't expect that point of view...But in that case...
So, may be we need then two versions - one for bug-fixing and one for testing new ideas?
Right now, there is a large bug in 765 with production overflow that broke my current game.
It is fixed in 772, but also in 772 there is your "testing changes", so I can't simply load 772 for current game. Because this is OCC ( one city challenge ) game, and it completely have no sense with this changes. I will try to take .dll from 772, and .xml "buildingsInfo" from 765, but may be it is a good idea in future to separate fixing bugs and huge untested modifications of balance?

Performance was the least of the problems with trade routes. The largest problem was that it was an opaque, hidden mechanic that gave players no control.

About control - my understanding is right opposite. I know, that I will have a big values of trade routes when my cities is big size, when I in good relationship ( open borders, peace ) with neighbours, especially advanced neighbours, especially overseas. It is control - to enlarge your cities and have peace and good attitude with other civs. If you go for war - you trade values is decreased, sometimes very significantly, if it was a most advanced neighbour. That is control and diplomacy. Like in real world - you don't war with good trade partner.
But in connectness you have no control at all. Have you 20 connected foreign cities or 50 - no matter. Are they big or small, are you cities big or small - no matter. If you declare war - so, 50 will decrease to 40, but - no matter, because even 40 is more then needed. If you have no wonders even 20 is more than you needed. You have no control, all is the same. Yes, it is equalization, but ... not interesting equalization.
About hidden mechanics - it is not hidden, you have hint in city screen, you can read articles or look into the code. There are many such places in civilization, we can not just remove them all.

I know for myself, that I never once considered the diplomatic value of trade routes until after I had removed them and a few players complained

That is the power of forum and discussing - when people notice side, that you never noticed.

Maybe you should run a poll, and find out if anyone other than yourself actually cared?

I think it is a good idea if this poll will have meaning.

From my experience smaller civilizations tend not to keep up in terms of city size and specialization, so flat commerce and yield benefits them more than a multiplier would. Yes, the multiplier reduction hurts big cities. It was ridiculous to have cities with +200% or +150% and +150% . I didn't remove all multipliers because, as you say, it would defeat specialization. It is still very attainable to have +100% or +100% , just harder.

The game is much more balanced now. Before these changes it was necessary to give smaller civilizations 100's or 1000's of free science beakers a turn by tech diffusion just to keep up. Now they can get a fraction of that and still maintain pace.

So, it was my misunderstanding. When you spoke about "small civilizations" I imagined civilization with few cities, but you've meant civilization that behind technological. It was not the same in versions 765 or earlier, because you may have few cities, but with all of this multipliers they can get enough science not to fall behind.
But in current revisions - big cities lost all their strength ( especially science), so you now have only one option - get more cities to win. If there is no place for new cities - then, war. That I meant when said that now game will be more "warmonger".
 
I will probably step in my mess kit here, but I find it interesting that Val who has posted 23 times and joined the forum in June this year has such adamant strong opinions compared to Afforess with his 11,193 posts joining in June 2007.

Of course even newbies can make valid observations and hope Val won't be discouraged in anyway.

BTW although I have only posted 266 times, I have been hanging around since Dec 2001.

Yeah, I have no respect to authority, only to logic and truth ))
But I'm very value work that Afforess, Vokaria, 45°38'N-13°47'E and hundreds ( i suppose ) of others done. This mod just awesome, and I want it to get better :)
I think my respect of this good people should not prevent me to have my own opinion...And I always change it when I see good arguments.

Also, if you will feel better - i'm playing civ4 about 7 years ( with intervals), and have victories on deity on huge maps as in Vanilla as in ROM.
 
I didn't expect that point of view...But in that case...
So, may be we need then two versions - one for bug-fixing and one for testing new ideas?
Right now, there is a large bug in 765 with production overflow that broke my current game.
It is fixed in 772, but also in 772 there is your "testing changes", so I can't simply load 772 for current game. Because this is OCC ( one city challenge ) game, and it completely have no sense with this changes. I will try to take .dll from 772, and .xml "buildingsInfo" from 765, but may be it is a good idea in future to separate fixing bugs and huge untested modifications of balance?

A stable vs experimental branch? It's not really worth the effort, the community here is too small. Everyone would end up on the experimental branch anyway, since that is where the bugfixes would end up first, and then there would be no point to the stable branch. Maybe if we had a 1000 active users, but I suspect it is much closer to 50-100.

BTW you can absolutely use the newer DLL with the older XML.


About control - my understanding is right opposite. I know, that I will have a big values of trade routes when my cities is big size, when I in good relationship ( open borders, peace ) with neighbours, especially advanced neighbours, especially overseas. It is control - to enlarge your cities and have peace and good attitude with other civs. If you go for war - you trade values is decreased, sometimes very significantly, if it was a most advanced neighbour. That is control and diplomacy. Like in real world - you don't war with good trade partner.
But in connectness you have no control at all. Have you 20 connected foreign cities or 50 - no matter. Are they big or small, are you cities big or small - no matter. If you declare war - so, 50 will decrease to 40, but - no matter, because even 40 is more then needed. If you have no wonders even 20 is more than you needed. You have no control, all is the same. Yes, it is equalization, but ... not interesting equalization.

I feel like you could swap the two arguments and make exactly the same case, for the opposite point of view.
About hidden mechanics - it is not hidden, you have hint in city screen, you can read articles or look into the code. There are many such places in civilization, we can not just remove them all.

Yeah.... if your argument for the fact trade routes are not a hidden mechanic is to say "read the code", you're wrong. Maybe 0.1% of users have the technical knowledge to read the code. Maybe 0.01% will. That's the very definition of a hidden mechanic. You have made my case for me. :p
So, it was my misunderstanding. When you spoke about "small civilizations" I imagined civilization with few cities, but you've meant civilization that behind technological. It was not the same in versions 765 or earlier, because you may have few cities, but with all of this multipliers they can get enough science not to fall behind.
But in current revisions - big cities lost all their strength ( especially science), so you now have only one option - get more cities to win. If there is no place for new cities - then, war. That I meant when said that now game will be more "warmonger".

Small civilizations don't have to be technologically behind, but there is a strong correlation between the two.

I am making an effort to create civics to encourage smaller civilization's success, but that is not yet completed.
 
Yeah, I have no respect to authority, only to logic and truth ))
But I'm very value work that Afforess, Vokaria, 45°38'N-13°47'E and hundreds ( i suppose ) of others done. This mod just awesome, and I want it to get better :)
I think my respect of this good people should not prevent me to have my own opinion...And I always change it when I see good arguments.

Also, if you will feel better - i'm playing civ4 about 7 years ( with intervals), and have victories on deity on huge maps as in Vanilla as in ROM.

My hat's off to you (seriously):hatsoff:
 
The only thing that comes to mind regarding a stable vs experimental branch (which isn't a good idea to me, btw), is to release some kind of "stable" version before we try any radical change like the TR removal. I know that you can always revert back to an older revision with SVN but maybe not everyone is able or wishes to do so; so we could just say, rev xyz is the last one before radical changes, so we can save a full installer somewhere for people to download. I don't think it's really that important, but if someone is so upset with some changes, they can always play with the latest revision before radical changes are applied.
 
45°38'N-13°47'E;13370706 said:
The only thing that comes to mind regarding a stable vs experimental branch (which isn't a good idea to me, btw), is to release some kind of "stable" version before we try any radical change like the TR removal. I know that you can always revert back to an older revision with SVN but maybe not everyone is able or wishes to do so; so we could just say, rev xyz is the last one before radical changes, so we can save a full installer somewhere for people to download. I don't think it's really that important, but if someone is so upset with some changes, they can always play with the latest revision before radical changes are applied.

That's a good idea I support, if it's not too time consuming to do (thus eating away from more important work).
 
Revision 776

Revert revision 775 - restore open borders trade value to BTS defaults

I realized the changes I made don't work the way I expected yesterday and I don't have time to fix them for a while. I might as well remove the changes and revisit at a later date when I have more time. The only reverted change is the tweak to AI behavior. AI now treats open borders just like vanilla BTS does.
 
Revision 776

Revert revision 775 - restore open borders trade value to BTS defaults

I realized the changes I made don't work the way I expected yesterday and I don't have time to fix them for a while. I might as well remove the changes and revisit at a later date when I have more time. The only reverted change is the tweak to AI behavior. AI now treats open borders just like vanilla BTS does.

Afforess, for you and anyone else upgrading to the latest revision, rev 776 makes savegames incompatible. Savegame attached if you want to check.
 

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45°38'N-13°47'E;13370977 said:
Afforess, for you and anyone else upgrading to the latest revision, rev 776 makes savegames incompatible. Savegame attached if you want to check.
It's actually Rev 775 that is incompatible. Rev 775 broke save compatibility, Rev 776 is compatible with 774 and older. Rev 775 stands alone...in incompatibility. :p

Skip Rev 775.
 
It's actually Rev 775 that is incompatible. Rev 775 broke save compatibility, Rev 776 is compatible with 774 and older. Rev 775 stands alone...in incompatibility. :p

Skip Rev 775.
Lol, ok, got it. I've chosen the wrong revision for testing purposes but it's ok. :p
 
Revision 777

Save compatibility with 775 as well as older revisions

There ya go, 45*. :p
 
I will crash a Boeing in my borders and allow your workers access!
 
What do you think?

Edit: Maybe I should move the name just a bit to the right.
 

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Try having Rise of Mankind and A New Dawn on two separate, right-justified, lines. See what that looks like.
 
45°38'N-13°47'E;13371924 said:
What do you think?

Edit: Maybe I should move the name just a bit to the right.

Or make this way:

Rise of Mankind -
A New Dawn
 
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