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[*]Civilizations without cities or any land fighting units will die after 10 turns
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Thinking about it, what about excluding settlers/colonists/pioneers too? In theory, I could have a wandering settler trying to settle far away from my enemies
 
45°38'N-13°47'E;13618009 said:
Thinking about it, what about excluding settlers/colonists/pioneers too? In theory, I could have a wandering settler trying to settle far away from my enemies

Somehow I'm recalling the "Settler on a Galley" scenario from Civilization III when you say that :lol:
 
45°38'N-13°47'E;13618009 said:
Thinking about it, what about excluding settlers/colonists/pioneers too? In theory, I could have a wandering settler trying to settle far away from my enemies

I didn't include them, but it could easily be added. In the new section of code, where it checks if a unit can attack, you could add an or check for if it can found.
 
Revision 864

  • Updated translations. Thanks to the translators :)
  • Launcher updated to 1.03:
-> Fix the mighty update error on some W7 / W8.1 64 bits systems.
-> Autostart the mod with the game from the launcher start button,
independently from the autostart option choice.
-> Detect duplicate mods presence in base game and my documents and warn
the user.
-> Reimplemented behavior for Blue Marble, Formations and Color UI options.
-> Fixed "exclude files" button size.
-> Reverted TODO list
-> Removed unused DLL​

Important notice: For those who can't update via the launcher because of a looping error message. Try to update the launcher manually via the forum thread (or use svn to update). The error should be fixed after this manual update.
 
Revision 865

  • Add sanity check in Revolution code in event a civilization has missing unique building for a building type
  • Enforce a min of 4 oil per map
  • Enforce a min of 2 uranium per map
  • Enforce a min of 2 rubber per map
  • Enforce a min of 3 bauxite per map
  • Enforce a min of 2 marble per map
  • Enforce a min of 2 salt per map
  • Enforce a min of 1 gem per map
  • Increase the number of minimum city defenders based on game era
  • Add check for units that can attack or found a city when sanity checking whether a player is alive
  • AI now tracks how much territory they have claimed and will not claim more tiles then they have cities
  • AI now verifies they actually need to claim resources if they already have them, and are at war.
  • Import some tweaks to AI mission logic from thunderbrd
  • Increase strength of groups that escort settlers, and allow the possibility of larger group escorts, from thunderbrd
 
Are those minimum resource numbers tweakable somewhere in the xml?
 
Great, thanks!
 
Revision 865

Thanks, this sounds lovely.
Just one thing I'm not too sure about:

  • AI now tracks how much territory they have claimed and will not claim more tiles then they have cities

Shouldn't a one- or two-city civilization still be able to claim two or maybe even three resources? What happens if such a civ loses a city?

I don't think the AI claimed too much tiles, IMHO that's fine. It simply used way too many units to guard/defend these tiles (in comparison to the number of units left to guard its cities). As long as claimed territory is not adjacent to enemy territory (being at war), a single unit should be a feasible minimum. Then again, I don't know how many cpu-cycles one can/should spend on such things, but it could be nice to see some dynamic in defence with respect to such things (e.g. movement of more defenders to such tiles upon declaration of war).

Anyways... now that there will be (potentially) less tiles claimed by AI, will it simply use the same number of units (i.e. way too much) to guard/defend less tiles, resulting in even larger stacks? (pardon my ignorance; I don't know anything about the inner workings of the AI and unit allocation)

Well, we'll see how this works out. :)
 
Revision 866
Launcher updated to 1.04:
- Updated all the executables to the latest cygwin version (should fix curl errors and ease maintenance)
- Updated Blue Marble option algorithm

EDIT: The following page allow to track the number of times the launcher is downloaded: LINK. The launcher v1.03 was downloaded 56 times before the counter was reset because i renamed it.
 
Revision 865

  • Enforce a min of 4 oil per map
  • Enforce a min of 2 uranium per map
  • Enforce a min of 2 rubber per map
  • Enforce a min of 3 bauxite per map
  • Enforce a min of 2 marble per map
  • Enforce a min of 2 salt per map
  • Enforce a min of 1 gem per map

Another question about these limits: can I set min/max numbers for other resources as well, or only for these?

In the civ4bonusinfos.xml I notices the <minimuperworld> and <maximumperworld> tags appear only on these resources, classed "Infrastructure - essential" in the xml - the Strategic resources of the Civilopedia, iirc.
 
@team: I'm currently repacking RomPak.FPK to extract terrain style definition to allow switching to original terrain / And terrain / Blue Marble and i wonder if it wouldn't be better to repack all the art definition in a logical way which will be easier to maintain:
- interface.fpk >> folders: buttons, interface, aco, bug, plotlistenhancements, eventimages
- effects.fpk >> effects
- leaders.fpk >> leaderheads
- movies.fpk >> movies
- structures.fpk >> structures, civics_buildings
- terrain.fpk >> terrain (except textures to allow switching)
- units.fpk >> units, guild master
- wonders.fpk >> rommodularwonders
- shared.fpk >> afforess (to sort out between units and structures ?), shared, vincentz_corporations

I think about including the pak_layout files to be able to easily add/remove files from pak files without the need to re-add all the files each time.

What do the team think about that ?
 
Ok. The work is done. I also repacked unpacked art files and sorted terrain textures. I'll code a dropdown box in the launcher to select between original textures (with new ones like marsh, etc.), and textures and blue marble. It all works :)

I'm just waiting for Vokarya's approval.
 
Please do NOT INCREASE the number of FPK files. I want to keep the total number of FPK files to a minimum. I remember that there is a limit to the number of FPK files that a mod can have before it starts to break down and I'd rather not see that, and we also need flexibility in order to allow for future modmods. I have three in mind that I want to do, and I want to keep them independent.

I wouldn't mind seeing ANDPak1.FPK and RevDCM.FPK consolidated into the other FPK files. If you can keep the number of FPK files constant or reduce it, that would be fine. I can appreciate the idea of reorganizing the artwork, but I know C2C ran into problems with too many FPK files, so I don't want to run into that again.

The movie files were giving me problems (not working at all) if they were packed into an FPK, so I would really recommend leaving them unpacked.

I'm not finished yet with adding stuff, so please don't mess with my FPK for the moment. I'll probably be done once the last 13 techs are brought up to the two-trick threshold.
 
Please do NOT INCREASE the number of FPK files. I want to keep the total number of FPK files to a minimum. I remember that there is a limit to the number of FPK files that a mod can have before it starts to break down and I'd rather not see that, and we also need flexibility in order to allow for future modmods. I have three in mind that I want to do, and I want to keep them independent.
I understand your concern about messing your work and i don't want that. Actually, the 5 fpk were repacked into 10 fpk (the categories in my previous post). I've tested on a 2h game and i've no problems so far (except movies that you pointed out). With that info in mind, i'll try to investigate on the C2C side.
About the flexibility, it seems that packing art files doesn't have any impact, as the modmod will be modular and replaces the default files; isn't it ?

I wouldn't mind seeing ANDPak1.FPK and RevDCM.FPK consolidated into the other FPK files. If you can keep the number of FPK files constant or reduce it, that would be fine. I can appreciate the idea of reorganizing the artwork, but I know C2C ran into problems with too many FPK files, so I don't want to run into that again.
The goal is more to sort art files than to reduce the number of files. After looking into art definition files, it seems that there are no real sorting logic because the old rom files are packed in a fpk, some new and files into AndPak0, yours into Vokarya, etc.

The movie files were giving me problems (not working at all) if they were packed into an FPK, so I would really recommend leaving them unpacked.
Thank you for pointing that out. It seems these aren't played when packed. I'll try to sort that out.

I'm not finished yet with adding stuff, so please don't mess with my FPK for the moment. I'll probably be done once the last 13 techs are brought up to the two-trick threshold.
No problem. There's no hurry in doing that work. However, i'll might extract terrain texture from RomPak FPK to allow the switch between original textures, AND textures and Blue Marble.

@team: BTW, has anyone a drawsheet with shortcuts for debug mode ? i try to learn how to debug python in-game.
 
dbkblk you can enable the python console in-game, if you have the chiptole cheat code on. For US keyboards, the key to open the console is shift AND '~'
 
About the flexibility, it seems that packing art files doesn't have any impact, as the modmod will be modular and replaces the default files; isn't it ?

No, the extra FPK's will be added to the existing ones. That's how modmods work; you add the modmod files to the Modules folder and update the loading controls file. That's why we need to keep the total number of FPKs down, so we have flexibility if we want to add more.

If you just want to extract terrain, that shouldn't cause problems as long as you roll ANDPak1 into the FPK with the new terrain files, because that pack is only terrain. Whatever is done inside the FPK's is pretty much irrelevant as long as the art definitions work; it's the total number of FPK files we have in the mod that we need to keep down.
 
@Afforess: Thank you for the tip. My first try will be to improve syntax on DynamicCivNames in French.

@Vokarya: So i'll merge RevDCM and AndPak1 into AndPak0 (except terrain textures) and we'll have a new fpk which will be else BlueMarble or AND textures or no textures except new ones like marsh (so original will be loaded). This way, we'll have one fpk less.
NOTE: For your next update, you can remove the folder Art/Terrain in your FPK as it is already in the textures set (the files were also in RomPak and in AndPak).
 
I wonder if modern flags could be made optional on install, just like formations and blue marble. I don't really like them being mandatory, especially with MCP that mixes modern and BTS style flags. I find BTS flags much more eyecandy.
 
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