Beta Testers Needed!

Hey O79. I am playing with the Eternal/Gosmaker option, you converted. But it has one flaw: The years pass by as if it would be normal speed. I am now in year 2200 (good I didn't include time victory!). One follow-up-bug is that the world fair which starts in in the year 1851 now frequently passes by, although I am only in early medieval ages.

Complain to AAranda :).

@Afforess, I'm going to test Snail gamespeed with the last TurnInfo of iTurnwhatever at 10000. I'll let you know how it goes.
 
Complain to AAranda :).


I would... but you inherited the liability... :P

Just wanted to know if it can be adjusted like the other speeds somehow.
 
One thing I noticed was that this mod disables 007 and Agents. Is that deliberate? It looks like they've just been removed from the MLF file in the Custom Units folder.

Other observations:
-In that same MLF, it should be referencing the "Warlord" folder, not "Warlords".
-The installer for 1.50Beta4 says it's installing 1.52Beta3.
 
One thing I noticed was that this mod disables 007 and Agents. Is that deliberate? It looks like they've just been removed from the MLF file in the Custom Units folder.

Other observations:
-In that same MLF, it should be referencing the "Warlord" folder, not "Warlords".
-The installer for 1.50Beta4 says it's installing 1.52Beta3.

Accidental. And Another accident... I thought I caught all those MLF errors. :(
 
I would... but you inherited the liability... :P

Just wanted to know if it can be adjusted like the other speeds somehow.

It can be done. Tedious work, but doable.
I just need to know the total expected turns for that game if you were to play Time Victory (:vomit: I know but necessary info) then after that it is simply a tedious task of arranging months and turns into that specified number of total turns.
 
Accidental. And Another accident... I thought I caught all those MLF errors.

We still love ya anyway. LOL


;)

JosEPh
 
Btw, where is the option for Hide Unavailable Units/Buildings?
 
Btw, where is the option for Hide Unavailable Units/Buildings?

It's a player option. It's in the same spot where you set automated workers to not build over existing improvements, or not to clear forests, etc...

Edit:

Here's a screenshot.

Civ4ScreenShot0127.JPG
 
It's a player option. It's in the same spot where you set automated workers to not build over existing improvements, or not to clear forests, etc...

Edit:

Here's a screenshot.

View attachment 235394

NICE!
So was it you or BUG that add these two other options about workers and workboats? That is new to me :).
 
It can be done. Tedious work, but doable.
I just need to know the total expected turns for that game if you were to play Time Victory (:vomit: I know but necessary info) then after that it is simply a tedious task of arranging months and turns into that specified number of total turns.

I thought the % modifier to set this would be known but Aaranda just forgot to use it for the timescale
if for example snail speed "building x" costs 100 hammers and for eternal costs 130,
then you could deduce to make eternal total moves 30% higher than snail speed total moves...
 
I thought the % modifier to set this would be known but Aaranda just forgot to use it for the timescale
if for example snail speed "building x" costs 100 hammers and for eternal costs 130,
then you could deduce to make eternal total moves 30% higher than snail speed total moves...

After I'm done playing and checking this latest beta, I will look into the Eternity gamespeed and see what I can do. No promise, though, for perfect timescale.
 
In Beta4, I just discovered that if I try to load a game while playing it crashes. Works fine when loading after restarting though.
 
Like so far :).

#1. Is there any way you can code in Advanced Diplomacy that code AI to REQUEST for me to either join in war or to cancel deals with other AIs instead of f***ing demanding it? It is annoying when AI demands instead of requesting for it with its own possible payment if I do so.

#2. I found how to code in longer game time. In the last Turn entry of GameSpeedInfo, just add to the number already there the numbers of turns that would equal the new final year. Let's say we want the final year to be 2500 CE instead of 2100. We just need to multiply 400 by 12 (new years is the first number, months is the second number). That equals to 4800 turns. So you just add that to the last number in the file. For example, in Snail gamespeed, the last number is 500. you add 4800 to it and it adds up to 5300. Put that in. And bingo we have 2500 CE as the final year for Snail speed. Do the same for the rest of gamespeeds.

We may need to have a poll asking for consensus of the new final year. I already coded in my own preference but others may not have that skill and so depends on voting and you coding it in their preferences.
 
In Beta4, I just discovered that if I try to load a game while playing it crashes. Works fine when loading after restarting though.
That has to do with a memory issue. I get the same thing after reloading the game over 200 turns in. When you are in the beginning of the game, you can do it without any issues. I'm sure it has to do with the way civ 4 manages memory and not really in any part your pc.

Afforress, so your new 1.54 beta fixes the music or should I just go along and replace the xml entries to not conflict with the ones in generalstaffs pack? Better yet, I'll listen to both of your music and see which I'd prefer to keep if that's the case.
 
#2. I found how to code in longer game time. In the last Turn entry of GameSpeedInfo, just add to the number already there the numbers of turns that would equal the new final year. Let's say we want the final year to be 2500 CE instead of 2100. We just need to multiply 400 by 12 (new years is the first number, months is the second number). That equals to 4800 turns. So you just add that to the last number in the file. For example, in Snail gamespeed, the last number is 500. you add 4800 to it and it adds up to 5300. Put that in. And bingo we have 2500 CE as the final year for Snail speed. Do the same for the rest of gamespeeds.

We may need to have a poll asking for consensus of the new final year. I already coded in my own preference but others may not have that skill and so depends on voting and you coding it in their preferences.


I knew you could do it :-)

I agree with 2500, seems plausible.
 
In Beta4, I just discovered that if I try to load a game while playing it crashes. Works fine when loading after restarting though.

As others have mentioned, this is likely the fault of your PC. I can load games fine here.

Like so far :).

#1. Is there any way you can code in Advanced Diplomacy that code AI to REQUEST for me to either join in war or to cancel deals with other AIs instead of f***ing demanding it? It is annoying when AI demands instead of requesting for it with its own possible payment if I do so.

This is already a feature of Advanced Diplomacy. The AI will offer to trade wars and embargos. You probably just haven't noticed it because the AI can only contact you so often, and if it decides it has better odds doing something else, it skips it....

#2. I found how to code in longer game time. In the last Turn entry of GameSpeedInfo, just add to the number already there the numbers of turns that would equal the new final year. Let's say we want the final year to be 2500 CE instead of 2100. We just need to multiply 400 by 12 (new years is the first number, months is the second number). That equals to 4800 turns. So you just add that to the last number in the file. For example, in Snail gamespeed, the last number is 500. you add 4800 to it and it adds up to 5300. Put that in. And bingo we have 2500 CE as the final year for Snail speed. Do the same for the rest of gamespeeds.

I didn't even bother to attempt this, as it likely needs lots of play testing to get just right. It's probably not going to make the 1.5 release, as I don't really want to mess with it. However, it is on the table for 1.6.


Afforress, so your new 1.54 beta fixes the music or should I just go along and replace the xml entries to not conflict with the ones in generalstaffs pack? Better yet, I'll listen to both of your music and see which I'd prefer to keep if that's the case.

No. The music is a WoC issue, and I have contact them to see if I can find a solution. It's not an issue with the audio entries, but an issue in the leaderheadinfos. I'd explain it, but the explanation requires that you understand how WoC works in the first place...

However, the next beta has my audio in a modular format, instead of just wiping out the files.
 
I didn't even bother to attempt this, as it likely needs lots of play testing to get just right. It's probably not going to make the 1.5 release, as I don't really want to mess with it. However, it is on the table for 1.6.

It's okay. I set the poll to continue till Dec 13. So there should be plenty of time to figure it out. Plus, please leave Mastery in. It works for me. You can have it as unchecked if you want to when yourelease the 1.5 version.
Thank you! :) Ya are da man!:cool:
 
In Beta4, I just discovered that if I try to load a game while playing it crashes. Works fine when loading after restarting though.

@afforess,

MM is right. Under the new beta if you are playing and then try to load to an autosave it will CTD. But if you exit the game then you can reload any save.

I had Isabella show up and take a city on 280BC. I saved the turn. Then i went to load game and under the Autosave there was a 300BC Save. When I tried to load it got the black screen and Microsoft popup that Civ4.exe encountered an error and must close.

I restarted the game and loaded the autosave 300BC and it loaded right up.

JosEPh
 
@afforess,

MM is right. Under the new beta if you are playing and then try to load to an autosave it will CTD. But if you exit the game then you can reload any save.

I had Isabella show up and take a city on 280BC. I saved the turn. Then i went to load game and under the Autosave there was a 300BC Save. When I tried to load it got the black screen and Microsoft popup that Civ4.exe encountered an error and must close.

I restarted the game and loaded the autosave 300BC and it loaded right up.

JosEPh

This has to be a local issue. I just loaded an autosave, while already having a game running on my computer, and it worked perfectly.
 
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