AND SVN Build Thread

45°38'N-13°47'E;12577869 said:
rev651

  • Sources and dll updated to fix the language bug (only english was displayed in rev650)
  • number of turns / years reworked and some more balance work for different gamespeeds
  • state church civic tweaked to give science and culture bonus to Statue of Zeus and Karnak because they don't produce gold and can't benefit of scc +25% gold

I've realized that I still have to post rev650 changelog; since it's a huge changelog I need some time to write down every change that was imported from C2C

Ok, thank you very much for fixing the language. Now I can put it in Spanish. Anyway, still fails something. The original game, BTS, is able to read accentuation symbols of words, accents (widely used in Spanish and in other languages) and also the letter ñ. However, the mod can not read these. The same applies to other symbols from other languages​​, which were previously read by BTS. Earlier versions of ROM-AND could read these symbols. It is curious that all this is because of the code of C2C. C2C reads seamlessly accents and the letter ñ.

Thanks for your dedication to the mod, and thanks for so quickly fix the reported bugs.;)

EDIT: An example image:

The accents do not appear, and the font changes when there is a symbol that is not recognized. From the unrecognized symbol ( ¿, ¡, ´ ), the font of the phrase changes. And sometimes the phrase seems crazy. The same happens in other languages ​​with different symbols.



 
Ok, thank you very much for fixing the language. Now I can put it in Spanish. Anyway, still fails something. The original game, BTS, is able to read accentuation symbols of words, accents (widely used in Spanish and in other languages) and also the letter ñ. However, the mod can not read these. The same applies to other symbols from other languages​​, which were previously read by BTS. Earlier versions of ROM-AND could read these symbols. It is curious that all this is because of the code of C2C. C2C reads seamlessly accents and the letter ñ.

Thanks for your dedication to the mod, and thanks for so quickly fix the reported bugs.;)

Encoding of some files was changed in C2C too, I guess it has something to do with encoding in UTF-8 / other encoding method. I'm willing to solve this as the problem is present in italian too (I'm from Italy), although I always play in english. :)
 
45°38'N-13°47'E;12579035 said:
Encoding of some files was changed in C2C too, I guess it has something to do with encoding in UTF-8 / other encoding method. I'm willing to solve this as the problem is present in italian too (I'm from Italy), although I always play in english. :)



Ok, thank you very much. One question:

CIV4EraInfos.xml of rev651 has been revised and balanced, or is still a test? I see enormous changes in many entries that drastically change many things, when compared with the rev648. After recalculating my game started with the rev648, troops built 3 or 4 times faster and my maintenance expenses are multiplied by 5.

Can we use it without any problems the CIV4EraInfos.xml of rev648?
 
Ok, thank you very much. One question:

CIV4EraInfos.xml of rev651 has been revised and balanced, or is still a test? I see enormous changes in many entries that drastically change many things, when compared with the rev648. After recalculating my game started with the rev648, troops built 3 or 4 times faster and my maintenance expenses are multiplied by 5.

Can we use it without any problems the CIV4EraInfos.xml of rev648?

Erainfos should be fine, but other balanced is required for other files so some minor tweak could be necessary in the end for Erainfos.xml too. Don't worry anyway, you can play perfectly fine with erainfos from rev648.

As for characters and typos, I'm still looking into it.
 
45°38'N-13°47'E;12579206 said:
Erainfos should be fine, but other balanced is required for other files so some minor tweak could be necessary in the end for Erainfos.xml too. Don't worry anyway, you can play perfectly fine with erainfos from rev648.

As for characters and typos, I'm still looking into it.



Very well, I hope raring the balance. I have a test game with the rev651, and I had to abandon it due to boredom. Prince difficulty, gigantic map, 38 civs, Epic speed. After 600 turns, 850 AD, I have 4 cities (I have not tried very hard), I know 25 civs, of which only 4 exceed 100 points, and 20 of them only have a city with almost no (or none) improvements. 17 of them are my vassals, who continually ask me to join my empire to disappear because of their weakness. I have only six archers and a warrior, and yet I have twice as many troops that all civs. I have double points than the second civ, which is Russian and has 5 cities (and two vassals with one city) but almost no troops. The civs declare war, but do not send any troops. Normal, only has 3 or 4. It is the second time the same thing happens with the latest revisions. Come on, a pity.

I remember games, 2 or 3 months ago, in which the AI had cities everywhere and numerous troops. That if it was difficult. The stability and performance of the mod is greatly improved , but now lacks balance and difficulty. I eagerly await your improvements. I'm sure you'll do a great job. ;)
 
rev652

  • Further fix to different languages and fonts display, dll updated
  • Fixed Aluminum Factory (was oscillating between functioning / not functioning due to removing bauxite ore when built
  • Dynamic Great Wall turned off by default
 
Very well, I hope raring the balance. I have a test game with the rev651, and I had to abandon it due to boredom. Prince difficulty, gigantic map, 38 civs, Epic speed. After 600 turns, 850 AD, I have 4 cities (I have not tried very hard), I know 25 civs, of which only 4 exceed 100 points, and 20 of them only have a city with almost no (or none) improvements. 17 of them are my vassals, who continually ask me to join my empire to disappear because of their weakness. I have only six archers and a warrior, and yet I have twice as many troops that all civs. I have double points than the second civ, which is Russian and has 5 cities (and two vassals with one city) but almost no troops. The civs declare war, but do not send any troops. Normal, only has 3 or 4. It is the second time the same thing happens with the latest revisions. Come on, a pity.

I remember games, 2 or 3 months ago, in which the AI had cities everywhere and numerous troops. That if it was difficult. The stability and performance of the mod is greatly improved , but now lacks balance and difficulty. I eagerly await your improvements. I'm sure you'll do a great job. ;)

I know, for testing purposes almost only Blitz-Large-Noble is balanced enough, or at least it should be. Everything else is still a work-in-progress and I need a few days to balance the game properly (or at least I hope so).
 
45°38'N-13°47'E;12580174 said:
rev652

  • Further fix to different languages and fonts display, dll updated
  • Fixed Aluminum Factory (was oscillating between functioning / not functioning due to removing bauxite ore when built
  • Dynamic Great Wall turned off by default

CURRENTLY UPLOADING


Wow, how quickly. Thank you very much! You're a crack! As it becomes available, I'll play another game. Let's see if I have better luck this time. :goodjob:

45°38'N-13°47'E;12580186 said:
I know, for testing purposes almost only Blitz-Large-Noble is balanced enough, or at least it should be. Everything else is still a work-in-progress and I need a few days to balance the game properly (or at least I hope so).

I'll try to play with that configuration. Thank you very much!
 
Is there a way to fix the aluminium factory bug without installing the new revisions?

What is the concern about using the newest version? It is the closest to the upcoming release of AND2.1.

Are you concerned about being able to continue your current game? Max Compat Save format (which we use) allows you to continue saves thru newer versions.

JosEPh
 
Is there a way to fix the aluminium factory bug without installing the new revisions?

IIRC, open with an editor Buildinginfos.xml and change Aluminum Factory tag <NoBonus> from what it is to <NoBonus>NONE</NoBonus>.

Edit: of course using the latest revision is the best solution as Joseph suggested; there should be no incompatibility issues.
 
Just a quick update on project status; I'm still balancing the game but I'm also doing some small dll changes because it's probably there that the problem is found of AI not developing very well at the start of the game and barbarians not attacking your units. At the same time, I've imported (I think) succesfully multithreading by Koshling. I hope to release a new revision in the next days. Once I'm satisfied especially with barbarian behaviour and AI development at the start of the game, I'll wait for all of you to test the game for 1 week. If no big problems arise, that will be AND 2.1.
 
45°38'N-13°47'E;12601632 said:
Just a quick update on project status; I'm still balancing the game but I'm also doing some small dll changes because it's probably there that the problem is found of AI not developing very well at the start of the game and barbarians not attacking your units. At the same time, I've imported (I think) succesfully multithreading by Koshling. I hope to release a new revision in the next days. Once I'm satisfied especially with barbarian behaviour and AI development at the start of the game, I'll wait for all of you to test the game for 1 week. If no big problems arise, that will be AND 2.1.

AND 2.1 will contain Vokarya's tech changes, right?
 
AND 2.1 will contain Vokarya's tech changes, right?

That's coming after we release 2.1. I'm making a lot of changes, so I want to make the monster release the beginning of a development cycle to catch everything I've missed. For example, I've been playing some test games on v648 (mostly because I don't want to have to re-apply my own changes after updating) and I've noticed that the AIs seem to universally beeline Mathematics. Even the first round of Ancient Era techs are getting cast aside as they race for Math. I don't have a clue why.
 
Great Wall because Barb spawn is up. Even though the barbs are not attacking the AI are reacting to their increased presence. At least that's what I'm seeing during game play.

JosEPh
 
I have a slight problem as of the installation of the newest rev.

Most notably, during the Ancient Era on Earth2/Large/Noble/Epic, from pop 1 to pop 2 it costs 284 :food:. You know, the usual stuff as from rev649...

However, imposing the rev648 EraInfos caused all kinds of calamities, most notably, an incremental increase of :hammers: required for worker - 324 :hammers:. Other than that, a increase in :hammers: for units (A Warrior isn't supposed to cost 81 :hammers:, right?). Not sure about buildings. Also, again, :food: required for pop increase was still large - 251 :food:.

EDIT: I just entered Worldbuilder and it seems this does not affect AIs - they grow as normal.
 
I have a slight problem as of the installation of the newest rev.

Most notably, during the Ancient Era on Earth2/Large/Noble/Epic, from pop 1 to pop 2 it costs 284 :food:. You know, the usual stuff as from rev649...

However, imposing the rev648 EraInfos caused all kinds of calamities, most notably, an incremental increase of :hammers: required for worker - 324 :hammers:. Other than that, a increase in :hammers: for units (A Warrior isn't supposed to cost 81 :hammers:, right?). Not sure about buildings. Also, again, :food: required for pop increase was still large - 251 :food:.

EDIT: I just entered Worldbuilder and it seems this does not affect AIs - they grow as normal.

I know, it's probably normal. Parameters are changing greatly in my efforts to balance the game, so this kind of things can happen while switching from one rev to another. I'm trying to solve some balancing problems but all I can do is try different settings.
 
45°38'N-13°47'E;12611075 said:
I know, it's probably normal. Parameters are changing greatly in my efforts to balance the game, so this kind of things can happen while switching from one rev to another. I'm trying to solve some balancing problems but all I can do is try different settings.

I see. Can we expect the next rev to fix (or, at the very least, slightly make it easier) these problems?

Also, which parameters are in the most need of balancing?
 
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