Beta Testers Needed!

Since beta5 is seriously outdated, do you care to tell us what the future holds for us? Like a preview? No need to release them since you already made clear you are waiting for official 2.8 release :). I'm just curious :D!
 
Since beta5 is seriously outdated, do you care to tell us what the future holds for us? Like a preview? No need to release them since you already made clear you are waiting for official 2.8 release :). I'm just curious :D!

Updated the OP, as per you request. ;)
 
Updated the OP, as per you request. ;)

I see you are really working hard :D.
Cool features, these! Can't wait... wait! I can wait :D. (I know I don't make sense! :lol:)

You definitely deserve a rest period after you release your next version :), especially when final few weeks of university come up for study time for the finals!
 
This may have been reported before; The version i'm using is 1.4Beta5

This started when I started to research my first medieval tech
The great person bar filled and got this number (-3)
Opened the city screen and checked the great person area and saw this number
-2384753/2700


Oh, by the way. How do you make a screenshot?
 
@RealityKey
depends if the keyboard you are using is microsoft or macintosh, macs don't have it but in the upper right corner you can see a Print Screen or PRTSC, or anything similar to that. For Civ you can go into the screenshots folder to find anything you took a pic of.
 
Ah screenshots work much better, at least I don't have to do it from memory

Civ4ScreenShot0000.jpg


Yes I like renaming my cities
and no I haven't built any of the buildings in the Great person box
 
Ah screenshots work much better, at least I don't have to do it from memory

Yes I like renaming my cities
and no I haven't built any of the buildings in the Great person box

I think that error is the cause of some out of date python, that will be fixed with 2.8, but don't quote me on that. If that error still shows up in my next beta, tell me.

I looked at the XML for the bath house, and there are no real syntax errors in it, so I don't know what to tell you other than, that city is never going to get a GP.

I see you are really working hard :D.
Cool features, these! Can't wait... wait! I can wait :D. (I know I don't make sense! :lol:)

You definitely deserve a rest period after you release your next version :), especially when final few weeks of university come up for study time for the finals!

Rest? Ha! I have to get A.N.D to work after I wrap up my modmods for 2.8. Lots to do, Lots to do.
 
I think that error is the cause of some out of date python, that will be fixed with 2.8, but don't quote me on that. If that error still shows up in my next beta, tell me.

I looked at the XML for the bath house, and there are no real syntax errors in it, so I don't know what to tell you other than, that city is never going to get a GP.

Bummer :( Well if it doesn't crash the game, I can live with it ;)
 
so when is your version going to be updated? im sure youll finish before zap and i figure im about ready for a new game lol.
 
so when is your version going to be updated? im sure youll finish before zap and i figure im about ready for a new game lol.

Not Sure. I'm still trying to fix an art CTD bug, that I just noticed. I can always rush out a version, if need be.
 
I experienced a strange bug and had it two games in a row now, and it messed up beautiful games:

Both times, [18 civs earth Map by Jeleen] in late medieval era, the chinese cities grow each and every turn, regardless of normal city growth rates, it seems they suddenly only have a food storage limit of 1 to grow.
Spoiler :
attachment.php
This caused their power to skyrocket, as they maxed all their cities within a very short period of time.
Spoiler :
attachment.php


As no other civs (still) doesn't act this strange way and grow slow like me, it's perhaps either related to chinese civs especially, or to the bath house bug thing, which also messes up gp growth rates, so what about certain city growth rates side effects? Actually I have no idea, hope you can make some sense of it.

As I have no idea if its related to the modmod whatsoever, please excuse it if it's a misposting - but your earlier posts have shown you are very skilled in understanding those nasty, little gamekilling bugs.
It's 2.8beta, and your modmod beta (don't recall which version, a newer one though - can I see it somewhere in my directory?) installed only.
 

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I experienced a strange bug and had it two games in a row now, and it messed up beautiful games:

Both times, [18 civs earth Map by Jeleen] in late medieval era, the chinese cities grow each and every turn, regardless of normal city growth rates, it seems they suddenly only have a food storage limit of 1 to grow.
Spoiler :
attachment.php
This caused their power to skyrocket, as they maxed all their cities within a very short period of time.
Spoiler :
attachment.php


As no other civs (still) doesn't act this strange way and grow slow like me, it's perhaps either related to chinese civs especially, or to the bath house bug thing, which also messes up gp growth rates, so what about certain city growth rates side effects? Actually I have no idea, hope you can make some sense of it.

As I have no idea if its related to the modmod whatsoever, please excuse it if it's a misposting - but your earlier posts have shown you are very skilled in understanding those nasty, little gamekilling bugs.
It's 2.8beta, and your modmod beta (don't recall which version, a newer one though - can I see it somewhere in my directory?) installed only.

That's odd. I know what could cause it, but not why. Could you upload a save, so I can see what's up.
 
Sure, here you are.

Now, as you made me curious, what do you think might be the reason?
 
Sure, here you are.

Now, as you made me curious, what do you think might be the reason?

Well, I added a new XML tag called "PopulationPercentGrowthModifier" to buildings and civics. Basically, what it does is alter the amount of food the city needs in order to grow to the next size. Putting 15 in their would make cities require 15% more food. -15% would do the opposite. However, if all of the modifiers added together ever reached -100%, only 1 food would be required for the city to grow. That's what you are seeing. But, the thing is, I always made sure (or at least, thought I did) that the modifiers never added up to be -100 or less.
 
Well, I added a new XML tag called "PopulationPercentGrowthModifier" to buildings and civics. Basically, what it does is alter the amount of food the city needs in order to grow to the next size. Putting 15 in their would make cities require 15% more food. -15% would do the opposite. However, if all of the modifiers added together ever reached -100%, only 1 food would be required for the city to grow. That's what you are seeing. But, the thing is, I always made sure (or at least, thought I did) that the modifiers never added up to be -100 or less.

My suspicions were indeed correct. I made the tag for civics first, so it affected ALL cities, but later, I duplicated it for buildings, but never changed the code, so each building that gave -25% less time for growth affected all cities.

Thanks for alerting me to this. I will fix the code for my next beta.
 
You're welcome! Great you solved it. Looking forward to my next game, then with a new beta. Or do you think it's only gonna be a few days to 2.8 anyway and beta-saves wouldn't be compatible?

My, my, feels like waiting for christmas, especially with your megamodmodpack coming as well. Haven't felt like this a long time - and I am 28 now... - ^^
 
You're welcome! Great you solved it. Looking forward to my next game, then with a new beta. Or do you think it's only gonna be a few days to 2.8 anyway and beta-saves wouldn't be compatible?


Beta saves should be smashed to bits. Don't bother even trying. I've added way too many features.
 
you have any more thoughts on an AI revolution in modular form? i just thought about it again after watching terminator lol.
 
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