Beta Testers Needed!

Update on that building thing:

I change my mind. It is NOT a bug. I think I know what is going on. It had to do with your softcoding the python callbacks.

So I'm modifying my statement a bit.
I request for the future version, no urgency, that you figure out how to make unallowed buildings disappear from city screen. I know it may be a bit tricky, thus the "no urgency" signal :).
On second thought, I think you should only remove coastal required buildings, but leave others alone because BULL help a LOT with allowing me to judge whether or not to get that building by satisfying the requirements.
:goodjob:
 
os, could the coastal buildings available but greyed out be part of the rising seas mod.

Also, one quick question, when you say a clean install of RoM, does that mean delete it and reinstall? Just wanted to clear that up.
 
How? how do I turn error logging on too?
EDIT: Got a CTD a couple turns after, maybe linked?

BTW it is 11:36 here so that must mean it is about 2:36 over there
I don't know about you but I'm going to bed

See Zappara's thread on error logging. He explain how to do that fairly well.

Your installer still does not provide a list of the stuff I actually installed. You probably forgot that you said you would add it. And it still does not find the actual install location of the Mods folder.

Yeah, I fiddled with it a bit, but I need to look into it a bit more. I didn't forget.

I did not turn on Advanced Diplo gameoption because of your mentioned bugs.
So I'm in a game now and occasionally a leader sent me a message asking what I wanted. You know the one you get when you click on a leader's name? That one.

Yes, I have seen that too. I'm working on it.

So I have been playing on a snail speed game with this and the Early Buildings mod and I have to say the game is not only faster but the AI seems smarter and things seem more balanced. I even encountered a barbarian who used a galley and spawned some axemen. For once I had to place bit differently than I normally do and was rewarded for it. For example I was expanding faster however i eventually got to 0% gold and striking. The earily buildings helped a little but by a weird twist of fate I actuality choose slavery for once and it helped me out of my financial slump. I was able to keep my unhappiness in check and get my self out of my financial problems. But not before the AI came to exploit my striking cities. I lost 3 cities out of y like 10 but quickly bounced back now that had extra revenue from not havng those cities.

Now I am in the medieval era and everyone is a major civ and I have made peace with them. I have lots of land and good production. I am trying to get good with a previous rival so I can try out some of the new diplomacy stuff. needless to say the game was a lot more exciting than normal. I have been able to use many type of gameplay be it war, building, diplomacy, exploration, expansion, etc.

Overall I give this version 2 thumbs up and find it still challenging and exciting. Great job! :D

Glad to hear it. ;)

I notice that galleys don't get "Right of Passage" - I thought I could do a bit of exploring. I also see that there are still some events that do not work eg the medical plants one.

Only defensive units. Those Random events need disabling. Zappara keeps forgetting...

when a city is about to grow, in the city screen there is a missing txt file in the food bar. playing as the chinese

Are you using 1.50beta2 or 1.51beta2? About 25 minutes after I uploaded the beta I realized I forgot a bunch of text files, and reuploaded a fixed version.

Either way, I'll double check though.

A very minor bug:

The buildings that require a city to be coastal is in other cities as well, grayed out though. It never used to be so before.

Not a gameplay breaking bug so no urgency to this report.

I changed this, it's a new feature. Before they wouldn't even be in the city queue, and it confused some players. Better to let you know that you can't build it and why, right?

Galleys can attack. You should be able to use a workboat.

Workboat's can't explore new territory. I don't think there are any defensive only ships. Looks like a modmod's calling... ;)

Update on that building thing:

I change my mind. It is NOT a bug. I think I know what is going on. It had to do with your softcoding the python callbacks.

So I'm modifying my statement a bit.
I request for the future version, no urgency, that you figure out how to make unallowed buildings disappear from city screen. I know it may be a bit tricky, thus the "no urgency" signal :).
On second thought, I think you should only remove coastal required buildings, but leave others alone because BULL help a LOT with allowing me to judge whether or not to get that building by satisfying the requirements.
:goodjob:

It's easy to make buildings that you can not build because of certain requirements not show up in the city queue. However, I think showing them, like I did with the river/coastal ones was an improvement, because if you look at the main RoM thread, every other page or so, Zappara gets complaints about why someone can not build the irrigation canals, or some other coastal building. I'm sticking to my decision here.

Also, one quick question, when you say a clean install of RoM, does that mean delete it and reinstall? Just wanted to clear that up.

Yes, that's what a clean install means.
 
Your replies:

1. Good, looking forward to that diplomatic fix. But I want to play with Advanced Diplo anyway, but still good for other players who don't want to.

2. OK, concur with your reasoning.

Again, :goodjob:!! Love the speed improvement!
 
Workboat's can't explore new territory. I don't think there are any defensive only ships. Looks like a modmod's calling... ;)
Which reminds me - There is a gap in the ships between Galleon and Transport. We could use s merchant/transport ship or two from the late sail period and early steam/diesel period. Similarly, an early trade/transport vessel would be helpful.

In short - transports that cannot attack.
 
I found the cause of a modern era CTD, and "fixed" it.

1 down... many more to go.
 
I changed this, it's a new feature. Before they wouldn't even be in the city queue, and it confused some players. Better to let you know that you can't build it and why, right?
Even more reason for me to make an option that only shows buildings and units you can build :) I hate it when I want to queue 3 buildings on row 5 of the building list and have to scroll down each time. Similarly when I want to build 6 gallons which are on row 3 of the units list.
 
Even more reason for me to make an option that only shows buildings and units you can build :) I hate it when I want to queue 3 buildings on row 5 of the building list and have to scroll down each time. Similarly when I want to build 6 gallons which are on row 3 of the units list.
I support this suggestion.
 
Awesome, it's out now. Quick question though, I use GeneralStaff's Leaderhead pack 2 with RoM, will that affect how your modmods operate?

I support this suggestion.
Same here.
 
Even more reason for me to make an option that only shows buildings and units you can build :) I hate it when I want to queue 3 buildings on row 5 of the building list and have to scroll down each time. Similarly when I want to build 6 gallons which are on row 3 of the units list.

I support this suggestion.

I'll make it a new player option...
 
Adding the new player option is easy, but I can't think of a good name for it. "Hide all units and buildings that you can not construct" seems to verbose...

(Please Note: Player Option != Game Option.)
 
Adding the new player option is easy, but I can't think of a good name for it. "Hide all units and buildings that you can not construct" seems to verbose...

(Please Note: Player Option != Game Option.)

What about this:
Game Option=Hidden Unusable Objects
Help Sentence=This option hides unbuildable/untrainable buildings/units.
 
Okay, I'll use that. You would not believe how simple it was to add. It was like 10 lines of code, total... ;)
(Some of those lines were just { })
 
Adding the new player option is easy, but I can't think of a good name for it. "Hide all units and buildings that you can not construct" seems to verbose...

(Please Note: Player Option != Game Option.)
How about "Hide all unbuildables"? I'm not sure if you saw my last question, but If I want to use GeneralStaff's Leaderhead Pack 2, will it affect your beta in any way, or are all other modmods incompatible?
 
How about "Hide all unbuildables"? I'm not sure if you saw my last question, but If I want to use GeneralStaff's Leaderhead Pack 2, will it affect your beta in any way, or are all other modmods incompatible?

No... It should work fine.
 
Found a little thing:
Spoiler :
attachment.php


Installed: your 1.51beta and Early Buildings.
 

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Yeah, that's because BUG doesn't know how to handle new diplomacy options. I need to PM EmperorFool about it.
 
I can't build warlords, they aren't ingame!
 
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