AND SVN Build Thread

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.

And growing from 2 pop to 3 is 489 :food:. The ratio of food needed to grow has increased too much. 900AD cities at pop 5 and 6 on Epic. And the AI in my game was still at 1-3 cities at this time. I had 4 cities and I'm an EXpansionist player. Then the Barb hordes came a rampaging and I went down to 2 cities then back to 3 after I re-captured my 2nd largest city.

On Epic, food requirement to grow are too high along with :hammers: requirements to build even the simplest Bldg.

JosEPh
 
I have a bit of an issue. When I try to install this (using installjammer) I get an error. can't set "::InstallJammer::InstallCommandLineOptions": parent namespace doesn't exist.

Good lord, I am an idiot. Turns out I was just using a really outdated version of Installjammer.
 
On Epic, food requirement to grow are too high along with :hammers: requirements to build even the simplest Bldg.

On Marathon, with the new civics, the food requirements are huge. It took me a very long time to get to size 6 or so and I had the super-special advantage of finding a Settler in a hut!
 
rev654

  • Fixed AI not attacking non combatant units
  • Fixed wrong specialists bonus calculation
  • Fixed wrong buildings bonus calculation (forge, butchery, etc)
  • Imported code up to C2C rev5664, introducing multithreading
  • Corrected some weird diplomacy text
  • Removed some wrong turn limit in a couple of maps (game was ending after 600 turns)
  • Some more CTD fixing

I've been busy in fixing these bugs because they were game-breaking, now I'm back on working on balancing issues.
 
FYI: I get some python errors with the latest revision but I get no crash nor I see any practical problem beside the annoying thing of seeing those error messages. I'll look again at the code.

rev657
  • Corrected some python errors
 
Why not just do daily update posts, so you won't run into situations like this? :)

You might want to include the revision number beside the downloadable file for those not using the SVN.
 
Because usually daily updates don't work. I upload files when I'm certain everything works but since I've tried uploading the latest revision last night and upload failed, when I've uploaded the latest revision this morning I've mistakenly left out some files. :) It wouldn't have happened, had I been able to upload everything yesterday.

Edit: Moreover, I don't know the revision number of the full installer: it depends on when the updating scripts run; it could be the latest revision or the previous one.
 
If I use the full installer, can I install it over the older version or should I unistall it first?
 
If I use the full installer, can I install it over the older version or should I unistall it first?

I would uninstall it first, i.e. I would delete the Rise of Mankind - A New Dawn folder inside Mod folder. Just make sure you check your previous BUG settings when you reinstall the new version
 
Update on project status: I'm currently testing a couple of games and it looks like everything is working. Almost no CTD and no problems that I've noticed until now. So in the next days I plan to release what should finally be AND 2.1; during the last days I've solved some more CTD and bugs and imported some bug fix from C2C as well. Balancing is also being tweaked and looks fine until now. I've said almost no CTD because I've had a couple of repeatable CTD that I haven't been able to fix because the minidump was empty and logs weren't much useful as well. But as a suggestion to other people having the same problem, I've been able to pass this CTD by simply recalculating, i.e. ctrl+shift+T. Gold and science were a bit off for a couple of turns but in the end I was able to continue playing.

There's something more I have in mind but I would probably delay it for AND 2.2 beta (the new revision with Vokarya's new tech tree): I'd like to change the graphic of some units, i.e. subs (I've always thought that attack subs and missile subs should have exchanged graphics - you can see vertical missile silos on the attack sub while there's none on the black missile sub) and transhuman era fighters/bombers because they really looks to similar to each other. Nothing critical, but something I'd like to change. :)
 
rev658

  • Moved ability to build underwater tunnel from Civil Engineering to Nanotechnology
  • Reduced cost for Constructor Ship
  • Increased espionage cost for planting nukes and for bribing cities
  • Reduced gold received for disbanding units
  • Fixed many CTD and more code imported from C2C for bugfixing
  • Balancing work for handicap, mapsize and gamespeed (will need more work but probably will be delayed after AND2.2)
    Advanced start balancing will also be delayed until next stable version

This revision should be pretty stable; I had a few crashes over many test games, some have been fixed, a few others were solved by simply reloading the game. I need some feedback as this might become AND2.1 final with a few tweaks if/where necessary. Thank you. :)

Edit: Just a suggestion: clear your cache before starting a game with this revision if you were playing with older revisions. And if you want to try balance of the latest revision, just start a new game. Of course you can play games started with older revisions but it terms of balancing it's always better to start a game from scratch.
 
:clap::woohoo:

New version!

JosEPh :D
 
SVN 659 is up.

Just some very minor Tabbing corrections in the XML->Events file that I came across today.

Edit: It will still read/display in the game the last SVN version because I forgot to update the Mod Name files. (duoh!) :p

JosEPh
 
SVN 659 is up.

Just some very minor Tabbing corrections in the XML->Events file that I came across today.

Edit: It will still read/display in the game the last SVN version because I forgot to update the Mod Name files. (duoh!) :p

JosEPh

That shouldn't be necessary; mod name should be automatically updated. I'll check what's wrong with the code.
 
I plan some very minor fix to the code for the next revision and then I think we could finally add Vokarya's changes. I can add that minor patch anytime but first I want to be sure there are no major problems arising. There are still some CTD from time to time, but until now I haven't found anything game-breaking. I've also encountered a couple of repeatable CTD which I still haven't been able to fix, but I noticed they can be solved by simply recalculating (ctrl+T). So please, let me know if you find anything strange. I'd say that if no major problems arise, we could add Vokarya's changes by sept 1st (if that's ok with him too).

P.S. One more thing: I recently had some issues with OOS in multiplayer; but at the moment I'm not sure if it could depend on my home network which is causing me troubles. I'll check in the next days. If necessary, major fixes in multiplayer will probably be delayed after we've added the new tech tree. I guess we're all tired of delaying this update. ;)
 
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