Beta Testers Needed!

So what you are saying is that there is no point in having the civics buildings:mischief: since you will be changing civics often. Do they reappear if you go back to that civic?

Yes.

If they always worked, it would be too easy to exploit it, and get all the civic buildings. This way, you still can, but they will stop working. In order to balance them, I may reduce their costs a bit.
 
Now that you mention that... I was using golden ages + rushing buildings to swap to the different civics for 2 turns and build that civic's buildings, then at the end of the GA switch out to the civics I wanted to stick with.
 
Now that you mention that... I was using golden ages + rushing buildings to swap to the different civics for 2 turns and build that civic's buildings, then at the end of the GA switch out to the civics I wanted to stick with.

See? That's too hax, especially with powerful buildings like the Missile Silo or Festival.
 
Yeah it was absurdly powerful. The buildings will need rebalancing for your method tho, right now the buildings can have positive/negative effects when you're in another civic, shouldn't be anything too major.
 
Also, please, don't ask to be "debugger" unless you can get the RevDCM source code compiling with MS Visual Studio 2008. That's going to be a prereq, since Divide by Zero errors will still CTD without any warning without the working source code.

If you can compile the RevDCM source code, great, I'll any help I can get.
 
Yeah it was absurdly powerful. The buildings will need rebalancing for your method tho, right now the buildings can have positive/negative effects when you're in another civic, shouldn't be anything too major.

Mine give happiness/healthiness bonuses depending on which civic is run. Having the Parliament have the Power causes Polling Places to provide much more happiness, where as allowing a Dissident Press in a Fascist government is going to cause unhappiness (unless you through enough Propaganda out there (Culture Rate)).
 
Mine give happiness/healthiness bonuses depending on which civic is run. Having the Parliament have the Power causes Polling Places to provide much more happiness, where as allowing a Dissident Press in a Fascist government is going to cause unhappiness (unless you through enough Propaganda out there (Culture Rate)).


That's a good way around some of the issues. However, I feel that they would be even better if they were controlled all by XML, so that's what I'm attempting to do, now.

However, it seems no good idea is without some hurdle. I discovered that the order in which the game loads XML files is important, and it's causing me some headaches over in the SDK/Python forum. I suppose most of you wouldn't understand, but trying to read the Civic XML, before the XML has actually been loaded is well, troublesome, to say the least.
 
Afforess - I'll confirm that I can get that working, tho I'm fairly confident that I can handle it. Guess I won't be running civ on linux after all.

Generalstaff - The only issue with that is if you plan your buildings/civics right, you'll just avoid building all those unhappy faces and have lots of benefits. I think there were only a couple that had effects on civics in the same category, so it would just be minor adjustments for Afforess's method IMO. Also, with his redone civics (released the day after Duke Nukem Forever) are you going to make civics buildings for them, or leave that for him and have yours be for normal RoM?
 
Afforess - I'll confirm that I can get that working, tho I'm fairly confident that I can handle it.

It isn't too hard, but it can be annoying for first-timers. Follow Rafer's guide, it's the best and most up to date one.

are you going to make civics buildings for them, or leave that for him and have yours be for normal RoM?

That's so far ahead in the future that I don't think anyone needs to worry about it. There would have to be a massive breakthrough on that end for anything to happen.
 
You obviously haven't learned from Blizzard how to deal with questions on when features will be implemented Afforess. The key is to always imply that it will be in the next update without actually saying as much, and if directly questioned your answer can be "soon" if it will be done before the end of time, and "very soon" if it might even be done in your lifetime. Always make it seem like whatever is being mentioned is right around the corner! Starcraft: Ghost and Diablo 2 are perfect examples.









Can you tell that my turn wait times have gone up? :crazyeye:
 
You obviously haven't learned from Blizzard how to deal with questions on when features will be implemented Afforess. The key is to always imply that it will be in the next update without actually saying as much, and if directly questioned your answer can be "soon" if it will be done before the end of time, and "very soon" if it might even be done in your lifetime. Always make it seem like whatever is being mentioned is right around the corner! Starcraft: Ghost and Diablo 2 are perfect examples.

*slaps forehead*

Sorry, I can't believe I was giving people realistic time schedules. Genius takes time, after all, and Genius of my magnitude will take a long time.

Here's a new legend for my timetables, in C++, for thrills.
Code:
String NextWeek, Soon, Tomorrow, Eventually, VerySoon;
NextWeek = "By Next Summer";
Soon = "When Hell Freezes over*";
Tomorrow = "Next Month";
Eventually = "In a few lifetimes";
VerySoon = "When I feel like it.";

* Hell freezes over every year in Michigan.


In all reality though, the next beta will be when I can get the new Civic Prerequisite tags working in the XML, and GeneralStaff's buildings merged. Probably next weekend.
 
Also, please, don't ask to be "debugger" unless you can get the RevDCM source code compiling with MS Visual Studio 2008. That's going to be a prereq, since Divide by Zero errors will still CTD without any warning without the working source code.

If you can compile the RevDCM source code, great, I'll any help I can get.

With that, I am going to remove myself from running debug. I probably would be asking too many questions about what you needed done and how to do it to be of any help.

I will still continue to beta test for you, and help anyway I can, but that seems like it needs more expertise than I have.

I will look over some of the guides in the mean time, and when I feel ready I will offer my services again.
 
I get these, dont know if they mean anything or not?

Spoiler :


[47164.046] SetGlobalClassInfo (Civ4UnitInfos/UnitInfos/UnitInfo)
[47164.046] info type not found, Current XML file is: modules\Afforess\Ice Breaker\Ice_Breaker_CIV4UnitInfos.xml

All civs included just a sample below:
[47165.812] SetGlobalClassInfo (Civ4CivilizationInfos/CivilizationInfos/CivilizationInfo)
[47165.812] info type not found, Current XML file is: modules\Custom ArtStyles\Viking\Viking_CIV4CivilizationInfos.xml

[47165.828] SetGlobalClassInfo (Civ4CivilizationInfos/CivilizationInfos/CivilizationInfo)
[47165.843] info type not found, Current XML file is: modules\Afforess\MilitaryCivics\MILITARY_CIV4CivilizationInfos.xml

[47165.906] SetGlobalClassInfo (Civ4CivilizationInfos/CivilizationInfos/CivilizationInfo)
[47165.906] info type not found, Current XML file is: modules\Afforess\Ideology Civics\Ideology_CIV4CivilizationInfos.xml
 
I get these, dont know if they mean anything or not?

Spoiler :


[47164.046] SetGlobalClassInfo (Civ4UnitInfos/UnitInfos/UnitInfo)
[47164.046] info type not found, Current XML file is: modules\Afforess\Ice Breaker\Ice_Breaker_CIV4UnitInfos.xml

All civs included just a sample below:
[47165.812] SetGlobalClassInfo (Civ4CivilizationInfos/CivilizationInfos/CivilizationInfo)
[47165.812] info type not found, Current XML file is: modules\Custom ArtStyles\Viking\Viking_CIV4CivilizationInfos.xml

[47165.828] SetGlobalClassInfo (Civ4CivilizationInfos/CivilizationInfos/CivilizationInfo)
[47165.843] info type not found, Current XML file is: modules\Afforess\MilitaryCivics\MILITARY_CIV4CivilizationInfos.xml

[47165.906] SetGlobalClassInfo (Civ4CivilizationInfos/CivilizationInfos/CivilizationInfo)
[47165.906] info type not found, Current XML file is: modules\Afforess\Ideology Civics\Ideology_CIV4CivilizationInfos.xml

No, they are standard WoC messages. They aren't errors.
 
Just a minor request:

Can you post what revision of RevDCM, BBAI, BUG and BULL from SVN you are using in your beta builds? Just in case you are using more advanced bases over what is already in the original RoM.

It just will satisfy my trivial curiosity :lol:.
 
Just a minor request:

Can you post what revision of RevDCM, BBAI, BUG and BULL from SVN you are using in your beta builds? Just in case you are using more advanced bases over what is already in the original RoM.

It just will satisfy my trivial curiosity :lol:.

Beta1 has no special changes. I haven't included those yet. Beta 2 will...
 
Beta1 has no special changes. I haven't included those yet. Beta 2 will...

Should you? Would it be better to wait for 1.6 before doing that?
Otherwise, from the beta testers here, it seem to be going somewhat well :). Looking forward to the final version, but busy with my present excellent RoM plus 1.4 version :D.
 
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