AND SVN Build Thread

And another revision:

Rev 673: The Paper Chase

Added Paper resource: 50% faster production of School of Scribes, Scriptorium, Library, University, Printer, Press Agency, Publishing House, and School.

Added Paper Mill National Wonder: requires Paper tech and river access, +1 :yuck:, 3 Paper resource.
 
Great addition Vokarya!

I'm going to release a new revision in the next days as soon as I have some free time (I had some busy days with family). French translation will be included (thank you dbkblk), but mostly it's about some more bugfixing, including some OOS bugs. I'd really like to smash all those bugs, right now there's a bug I'm hunting but I've not been able to track it down completely. Thanks to AIAndy & Thunderbrd some OOS bugs have been fixed anyway; I've tested the game a bit and it looks far more stable than it used to be in multiplayer
 
Thanks to both of you ! Your updates are fantastic :)

I'll begin to fix some strings once you'd updated the game !
 
@45°: Here's an french translation update to integrate into the next revision. This way, i could send you patch files to make small fixes on translation next time, instead of send you full files (easier to you).
Link

The last file i have to work out is just about Sid advises, but i'll try to finish it soon or later.
 
@45°: Here's an french translation update to integrate into the next revision. This way, i could send you patch files to make small fixes on translation next time, instead of send you full files (easier to you).
Link

The last file i have to work out is just about Sid advises, but i'll try to finish it soon or later.

Got the update, thank you. It will be up with the next revision, probably before the weekend. :)
 
rev674
  • Espionage Costs for swithing civics/religion cut to 1/2
  • Small reduction in iresearch for Quick gamespeed
  • Imported some more revisions from C2C dll up to rev6954
  • EoT hang and CTD fixed
  • UN Option doesn't trigger Diplomatic Victory anymore when Diplomatic Victory is turned off
  • Corrected bug when Civilopedia was not displaying civics correctly when in Main Menu before game start (caused by city limit scaled by mapsize)
  • Visibility code changed a bit (imported from C2C)
  • Fixed multiple Wonders bug
  • Missing and corrected french translations by dbkblk
  • Lots of OOS bugs fixed for MP (more will follow)

Sorry for delay guys, I had a busy time lately but I keep working on fixing bugs ;)
 
45°38'N-13°47'E;13047644 said:
rev674
  • Espionage Costs for swithing civics/religion cut to 1/2
  • Small reduction in iresearch for Quick gamespeed
  • Imported some more revisions from C2C dll up to rev6954
  • EoT hang and CTD fixed
  • UN Option doesn't trigger Diplomatic Victory anymore when Diplomatic Victory is turned off
  • Corrected bug when Civilopedia was not displaying civics correctly when in Main Menu before game start (caused by city limit scaled by mapsize)
  • Visibility code changed a bit (imported from C2C)
  • Fixed multiple Wonders bug
  • Missing and corrected french translations by dbkblk
  • Lots of OOS bugs fixed for MP (more will follow)

Sorry for delay guys, I had a busy time lately but I keep working on fixing bugs ;)

Currently uploading

Good work! I am closely following this thread which you have opened in C2C forums:

http://forums.civfanatics.com/showthread.php?t=519472

I do not lose hope that AND is increasingly stable in multiplayer! Thank you so much for your hard work! ;)
 
Good work! I am closely following this thread which you have opened in C2C forums:

http://forums.civfanatics.com/showthread.php?t=519472

I do not lose hope that AND is increasingly stable in multiplayer! Thank you so much for your hard work! ;)

I've been able to play up to 300/600 turns with my wife with blitz speed until early Renaissance with few OOS. Now the game is going OOS too often because there's something in the movement of caravels causing OOS.
 
rev675

  • Added Advanced Cargo Mod (by Thomas SG)
  • Artic and City Park, Meteorology and ACM options made active by default and hidden
  • Fixed a bug in pedia (was crashing when displaying Foundling Hospital or other Team Wonders)

I've decided together with Vokarya to make some options like default options and hide them because the game already has many options and these don't change greatly gameplay and I think mostly they are used by default. They're still option (for the moment at least, for testing purposes they will stay that way for a while), and can be deactivated in GameOptionInfos.xml if you know what you're doing. :)
 
Remind me, what is the ACM Option?

JosEPh
 
45°38'N-13°47'E;13055496 said:
I've decided together with Vokarya to make some options like default options and hide them because the game already has many options...

Nice idea, i also think there are too many options.

In a other side, would it be possible to simplify this subforum to keep only essential thread sticky:
Main information (What the mod change, the team, etc.)
How to download (Current stable and how to use the dev version).
Bugreport and feedback (only one thread)
How to help (How to contribute, what need to be done, etc.. [BTW, where can i read your todo list?])
FAQ (+ add tips and tricks like the interface color).

Unstick the others thread ?

Also, it would be nice to get a separate subforum in "Civ4 - Project & Mod Development" root because the mod is really different from RoM right now.

I can help to acheive that.
 
45°38'N-13°47'E;13055496 said:
rev675

  • Added Advanced Cargo Mod (by Thomas SG)
  • Artic and City Park, Meteorology and ACM options made active by default and hidden
  • Fixed a bug in pedia (was crashing when displaying Foundling Hospital or other Team Wonders)

I've decided together with Vokarya to make some options like default options and hide them because the game already has many options and these don't change greatly gameplay and I think mostly they are used by default. They're still option (for the moment at least, for testing purposes they will stay that way for a while), and can be deactivated in GameOptionInfos.xml if you know what you're doing. :)

Ewwww... I would have you rather removed Arctic and City Park rather than making it the default setting. I don't think it adds much to the game and some of the arctic stuff simply isn't realistic or doesn't make sense.
 
Ewwww... I would have you rather removed Arctic and City Park rather than making it the default setting. I don't think it adds much to the game and some of the arctic stuff simply isn't realistic or doesn't make sense.

The only things it affects are Igloo, Ice Storehouse, SnowCastle of Kemi, Grove, Castle Garden, and City Park. I would really like to keep the Parks and the SnowCastle. The Ice Storehouse is probably a little too powerful, but I don't think it's that bad and it makes arctic cities a little more equal with everything else.
 
The only things it affects are Igloo, Ice Storehouse, SnowCastle of Kemi, Grove, Castle Garden, and City Park. I would really like to keep the Parks and the SnowCastle. The Ice Storehouse is probably a little too powerful, but I don't think it's that bad and it makes arctic cities a little more equal with everything else.

I think "Arctic and City Park" and "Early Buildings" make an essential part of the game. Is there anyone playing without them?
If everyone use these options they could be mandatory and the option could be simply removed, I think.

Maybe Igloo could be just an improvement?
 
Ice Storehouse doesn't even need to be a true arctic/tundra city either to take advantage of its bonuses. I was able to build both the Igloo and Ice Storehouse in this city I have selected despite there being no ice nor snow in its vicinity :confused:

Unless one of the tiles is buried under that peak there, but when the rest is plains and grasslands it seems a bit out of place :lol:
 
Ice Storehouse doesn't even need to be a true arctic/tundra city either to take advantage of its bonuses. I was able to build both the Igloo and Ice Storehouse in this city I have selected despite there being no ice nor snow in its vicinity :confused:

Unless one of the tiles is buried under that peak there, but when the rest is plains and grasslands it seems a bit out of place :lol:

It depends on latitude, not on presence of ice/snow/tundra. Your city is north enough. ;)
 
The only things it affects are Igloo, Ice Storehouse, SnowCastle of Kemi, Grove, Castle Garden, and City Park. I would really like to keep the Parks and the SnowCastle. The Ice Storehouse is probably a little too powerful, but I don't think it's that bad and it makes arctic cities a little more equal with everything else.

I think the Ice Storehouse is about right for the range you are allowed to use it in. You have to remember that when it was made the Maps in use at that time had lots more Ice and Tundra than some of the "newer" Maps available now.

I agree with 45* and Vokayra on making those options On by default and Hidden.

JosEPh
 
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