Beta Testers Needed!

you have any more thoughts on an AI revolution in modular form? i just thought about it again after watching terminator lol.

I'm not sure what you mean. Could you explain your thoughts in more detail please?
 
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.


I think you'll appreciate the fact that I have this fixed now. It only affects cities, instead of all cities. Unfortunately, the fix breaks saves, so you'll need to wait until beta7.
 
I'm not sure what you mean. Could you explain your thoughts in more detail please?

have an option that can be enabled/disabled in custom games where the AI all over the world would rebel and form a new faction. the trigger could be based on worldwide # of AI controlled units(androids, hi-tech robots, or anything else with no human control involved) and once that number is hit ALL AI units in the world go barbarian or create a new civilization with the goal of wiping out humanity.
Once cities are captured by these AI troops you could have the population of the city reduced to 1 (they are trying to wipe out humanity after all) then you could either have a faction unique production bonus of like +850 hammers and only allow them to build robotic-type units, or androids based on the number of ex-inhabitants of said city or create new units that are strong but cheap to build (must compensate for 1 population cities).
Of course as long as this faction is alive it would be at permanent war with the entire world so you'd also have to add some sort of buffs to it so it isnt simply wiped out on turn 1. and also maybe force the use of complete kills when dealing with the faction.
 
have an option that can be enabled/disabled in custom games where the AI all over the world would rebel and form a new faction. the trigger could be based on worldwide # of AI controlled units(androids, hi-tech robots, or anything else with no human control involved) and once that number is hit ALL AI units in the world go barbarian or create a new civilization with the goal of wiping out humanity.
Once cities are captured by these AI troops you could have the population of the city reduced to 1 (they are trying to wipe out humanity after all) then you could either have a faction unique production bonus of like +850 hammers and only allow them to build robotic-type units, or androids based on the number of ex-inhabitants of said city or create new units that are strong but cheap to build (must compensate for 1 population cities).
Of course as long as this faction is alive it would be at permanent war with the entire world so you'd also have to add some sort of buffs to it so it isnt simply wiped out on turn 1. and also maybe force the use of complete kills when dealing with the faction.

Just to be sure I understand you correctly.

Are you requesting a feature where in transhuman future, there is a chance of revolt of the AI units all over the world?

You realize that would require some type of event triggers and global type of victory or something similar.

Or am I completely out of the left field?
 
not a chance. an inevitable result if you or the other AIs are building a lot of robotic units. it would spice things up a bit.
 
not a chance. an inevitable result if you or the other AIs are building a lot of robotic units. it would spice things up a bit.

I suppose it would be an interesting gameoption, but I have no idea how to go about coding.

Right now, I'm focusing on improving the earlier era's. I'll get to the future eventually.
 
The moment you've been waiting for. The release of Beta7. It's here. Ready, to go.

Get it while it's hot, link's on the OP!

Known Bugs:
Some text is missing, noticeable the main menu. It's not major.


All happy? Good. I'm going to bed. It's 2am ET.
 
The moment you've been waiting for. The release of Beta7. It's here. Ready, to go.

Get it while it's hot, link's on the OP!

Known Bugs:
Some text is missing, noticeable the main menu. It's not major.


All happy? Good. I'm going to bed. It's 2am ET.

And thus he learns the lesson of late night releases - Spearmen require a navel academy to build? I won't even mention the python errors - oops I just did :). Some are mine anyway.
 
And thus he learns the lesson of late night releases - Spearmen require a navel academy to build? I won't even mention the python errors - oops I just did :). Some are mine anyway.

Well, I'm not sure what the cause of that is. check the Military Training XML. I clearly wrote Forge:

Code:
        <UnitInfo>
            <Class>UNITCLASS_SPEARMAN</Class>
            <Type>UNIT_SPEARMAN</Type>
            <PrereqBuilding>BUILDINGCLASS_FORGE</PrereqBuilding>
        </UnitInfo>

EDIT:

To fix the bugs, right now, turn off MILITARY TRAINING MODMOD.
 
remember by repeating crash that you couldnt debug or solve? i posted the save awhile back. well i turned off revolutions and i have been playing with no crashes of any type for a whole week now. so the bug is somewhere in revolutions.
 
remember by repeating crash that you couldnt debug or solve? i posted the save awhile back. well i turned off revolutions and i have been playing with no crashes of any type for a whole week now. so the bug is somewhere in revolutions.

No, I think the bugs have all been worked out. I ran a game on autoplay over the night and it had rev's on, and it got to 2076 AD, when the AI won a cultural victory.
 
Well, I figured out my original problem with Military training. It needs buildings, not building classes. Of course, this creates a new problem, and I also hit another problem while I was at it too. So, It means that any civilization with a UB for that building type is SOL. So, I set out to make a new PrereqBuildingClass tag for the XML to resolve this. And promptly hit more dead ends.

I'm beginning to think this Military Training modmod just wasn't meant to be made, with all the trouble it's caused me.
 
Well, I figured out my original problem with Military training. It needs buildings, not building classes. Of course, this creates a new problem, and I also hit another problem while I was at it too. So, when I changed them to Buildings from Buildingclasses, BUG failed. Yes, that's right. Apparently, it doesn't like WOC modules. Also, the fact that it requires buildings and not buildingclasses is huge. It means that any civilization with a UB for that building type is SOL. So, I set out to make a new PrereqBuildingClass tag for the XML to resolve this. And promptly hit more dead ends.

I'm beginning to think this Military Training modmod just wasn't meant to be made, with all the trouble it's caused me.

That is awful! So you are telling me that Siege Workshop and Cannon Forge are Buildingclasses?
 
That is awful! So you are telling me that Siege Workshop and Cannon Forge are Buildingclasses?

No. Buildings are a token and classes are type. You can have multiple tokens for a type, or just token for a type. The problem occurs when you have multiple tokens for a type, like with UB's, as the prereq is for tokens, not types. So, the Incans, with a Mint replacing the forge, would never be able to build spearmen if they required a forge.

Edit:

Hopefully you enjoyed the brief philosophy lesson.
 
No. Buildings are a token and classes are type. You can have multiple tokens for a type, or just token for a type. The problem occurs when you have multiple tokens for a type, like with UB's, as the prereq is for tokens, not types.


So, the Incans, with a Mint replacing the forge, would never be able to build spearmen if they required a forge.

Couldn't you get around this, if you made or connections like Spearman can be built with Forge or Mint orWhatever? Would be a lot of editing for all UUs and UBs, though -...
 
Couldn't you get around this, if you made or connections like Spearman can be built with Forge or Mint orWhatever? Would be a lot of editing for all UUs and UBs, though -...

No. There is only 1 spot for required buildings. You can only set 1. I am, however, trying to create a new section for buildingclasses and it will allow unlimited building requirements.

Stupid Firaxis...
 
No. Buildings are a token and classes are type. You can have multiple tokens for a type, or just token for a type. The problem occurs when you have multiple tokens for a type, like with UB's, as the prereq is for tokens, not types. So, the Incans, with a Mint replacing the forge, would never be able to build spearmen if they required a forge.

Ok, I gotcha. Hopefully you figure it out soon.

Edit:

Hopefully you enjoyed the brief philosophy lesson.

Huh? I don't understand.
 
Tokens and Types are philosophical components. They aren't used much outside of philosophy.
(See the Wikipedia article I linked too.)

How uncanny. Yeah, fascinating, isn't it :sarcasm:?
 
BTW - I have about 50-60% of the text is missing. Almost all of the civics and half of the leaders plus 3/4ths of the early techs. Does this imply something went wrong with my install?
 
Back
Top Bottom