Beyond the play - Community MOD

P&nny

Warlord
Joined
Sep 1, 2007
Messages
169
Ah, I noticed that even though it does force the Civ4.Ini option to =1 for those lines, it only does it for the second load onward, I mean that's already super great and am delighted with this so I had another look at the CvInfo.ccp for all the civic XML tags...
And yes it was just that. Some of them had the "read" and "write" in slightly different order.
It's annoying this thing, I already had this somewhere else and it was creating OOS when a player was rejoining a game (because it didn't read the proper value for something on reload); here it never created an issue (I think because it re-applies all the civics effect as if your selecting them again when you load a game)

Big thanks still !
 

P&nny

Warlord
Joined
Sep 1, 2007
Messages
169
A message to notify and confirm I've uploaded version 2.29 of Beyond the game !

There is renewed success and more players downloading it so deserve a refresh of the topic and a last version !
The log is as below
Spoiler 2.29 :

Beyond the Play 2.29
Fix bug - That all tech description sounds were in French, changed back to English
Fix bug - Terrain "Deep_Sea" - Can no longer be crossed by Galley, Triremes, Ironclad, and workboat before Astronomy
Fix bug - Terrain "Lagoon" (with Sailing) and "Deep_Sea" (with Astronomy) now allow trading like the terrain they replace
Fix bug - Option "Dynasty" - Correctly handles the transition from and to the trait "Builder", by resetting the 'ForcedFoodYES/NO' trigger; there is no muisscalculation of food production after the changes anymore
Fix bug - Option UUM - that reloading when shuffling resource was NOT on was not working anymore (was not restoring the Bonus properly)

New Menu - Clock Counter - On top right of the screen with CTRL-SHIFT-C : a dedicated screen which allows to track the speed at which players have played/are playing the game

Expansion Balance - Conqueror of the sea - all boats (Gun Galley, Dromont, and their UU Galleas/Drakkar) have 1 extra Collateral damage target, also are 50% immune vs Collateral
Expansion Balance - Conqueror of the sea - You cannot build Drydocks anymore. But you can build I) Shipyard, also with Steel. II) Shipyard, +4XP for boats, with Scientific Method, cost 140H.



Game Option - Old School Mapmaking - The option now allows to contact anyone at any time. So you can see/exchange with your unknown teammate (or even declare war!) on turn 1
Game Option - Large armies - The cost of unit upgrade is also scaled down now (half the cost, otherwise proportionally it's very expensive
Game Option - Cheap Building - The (15%) discount only applies to Buildings, not World Wonders

Scenario Balance - UU Madness - Camel Archer are not available anymore
Scenario Balance - UU Madness - Praetorian, Cossack, are not showing the resource they could use anymore when "Soft UU" is on. Had to implement logic to handle this case. As before, if you unselect "soft UU" they're part of the game

Civ Balance (Classi Nerf) - Carthage - Pastoralism is +1 Coin instead of +2 Coins
Civ Balance (Medi Nerf) - Portugal - Agrarian Societies is a replacement of Barbarism, not decentralization ("expires" earlier with Bureaucracy), does not provide the Caravel building Sea post ability anymore
Civ Balance (Reny Buf) - Austria-Hungary - Dual Monarchy is now available with (Constitution +) Gunpowder instead of Rifling, so that's it's a better "Reny Start" civ
Civ Balance (Classi Buf) - Poland - Nightwatch also give an extra culture (+2) and 15% City defense
Civ Balance (Futur Nerf) - China - Unique Civic providing power is HydroElectric Economy replacing Environmentalism, not Maoism replacing State Property, New button graphic (taken by Arsenal)

Map Balance - Pandemonium - Added 1 extra (bigger) size and made the default size medium instead of small

Graphism - Venice & Austria have they're own Art style, Unique Unit look for Archer/Spearman/Axeman/Swordman/Pikeman/Crossbowman/Longbowman/Knights (Georgians), Musketman, Cuirassier (HolyRoman)
Graphism - Zulu - Made Uniqe look for Civ, changed Settler/Swordsman/Cavalry (Zulu Basotho), HorseArcher/Knigths (African set)
Graphism - Nebrudchadnezzar - Replaced the leaderhead graphic, old version had a color fault on top of image


But the most novel thing is the "ClockCounter" Menu, which can gives you live indication of who is playing at what speed (it can work for MP games with or without timer, it works in SP too of course but it's just your own timer then!).
It's fully functional for 12 players tops, the order of player is randomized and anonymised if needed so that it doesn't spoil the player order.
Total playing time and indicators (how many times you did enter etc.) are working in all cases and EXCLUDE the first turn (there is a tendency to say "launch the game while I grab this or do that", so it doesn't jinx the calculations).

 

P&nny

Warlord
Joined
Sep 1, 2007
Messages
169
Beyond the game 2.31 is out
with quite a few things but mostly 2 features asked by community :
Spoiler 2.31 / 2.30 Log :

Beyond the Play 2.31
Fix Bug - Great Legend - doesn't create OOS when using resource planting anymore
Great Legend - Made it that it provides 20XP if used as general, not 15
Civ Balance - Austro-Hungary - Dual monarchy second possible tech to discover is Printing press, not gunpowder
Civ Balance - Russia - is not a Reny possible civ anymore, only Industrial & Modern starts

Beyond the Play 2.30
Fix - Clock Counter screen - Fix bug when a player was dead was erroring the dashboard, and minor (length of text) layout issues
Fix - Clock Counter screen - Fix that the player hidden/anonymous name was not consistent on side panels and top of columns
Fix - Clock Counter screen - Fix a round (1 second) issue between total time played and theoretical, when no one was doing enter
Fix - Option "Large Military Armies" - Sell cost of units with 'Mercenary' is adapted (i.e. twice lower, reflecting cost of hammers appropriately)
Fix Graphic - improved sizing of Shipyard & Arsenal art, Arsenal was incorrectly layered as an Harbor (now Layer_Coast)
Fix Balance Bug - You can now gift the Battery Ram

UI Improvement - There is a clock icon on top right of the screen, it has a logic to allow you to ping, once a turn and presuming you have done enter yourself, all the players that haven't done enter. They will have a message with noise addressed to them, other players are notified but without noise

Menu Option in lobby - Also added a *** view Map Description *** option so you can have an idea of the map from the lobby if you have never played it
Menu "Advanced Option" - Improved UI in Lobby and added two new categories "1.74" & "3.19" so that Vanilla & BTS players can very quickly return the game to the exact format they use to play


New Component - Great Legend - You receive a single unit at the beginning of the game called 'Great Legend' named after illustrious Civ 4 players which can do adhoc action (only) once a game within : 1) Plant Corn/Wheat/Rice/Cow/Pig/Gems/Gold/Silver/Bronze/Iron/Ivory on any tile (any color, hill or flat) without feature (not on forest or floodplains), without bonus (or with a specific bonus required in the case of iron) and with a required technology being discovered. 2) Can start a golden age. 3) Can add 15XP points very similarly to great general (but doesn't open it's unique promotion paths). 4) Can build an Academy 5) Can advance/discover military techs but the advance is 50% of what other GP do (advances the same tech a great General would).

New Building - Component Alchemy - Philosopher's stone, National wonder that can be built by only one person by team, gives 2000 gold when built but the window to build is short : it expires with chemistry, cannot be built in Renaissance start and after
Fix Balance - Component Alchemy - Paladin now can be upgraded from Knights, like all other units

Breakdown Option extension - There are now dedicated option subdivising some effects :µ
Expansion : Advanced Scenarios / Workshop Improvement Hammer Rebalance / Workshop Coins Rebalance / Workshop Civic Rebalance (for detailed fine-tuning of balance in Industrial)
Expansion: Campus Improvement & Paved Road, on top of the colony option


Fix Balance - Mongolia - Keshik don't get consumed when they build Yurt anymore, but needs 2 tiles apart, not just 1
Fix Balance - Portugal - Carrack's don't get consumed when they build Sea Trading post anymore


Most especially :

A - Clock reminder
A little tool (a clock on top right of the screen) to send a gentle reminder to players that haven't done enter to please do so ! (but only once a turn so they can't abuse it :



B - 'Great Legend'
New Component - Great Legend - You receive a single unit at the beginning of the game called 'Great Legend' named after illustrious Civ 4 players which can do adhoc action (only) once a game within : 1) Plant Corn/Wheat/Rice/Cow/Pig/Gems/Gold/Silver/Bronze/Iron/Ivory on any tile (any color, hill or flat) without feature (not on forest or floodplains), without bonus (or with a specific bonus required in the case of iron) and with a required technology being discovered. 2) Can start a golden age. 3) Can add 15XP points very similarly to great general (but doesn't open it's unique promotion paths). 4) Can build an Academy 5) Can advance/discover military techs but the advance is 50% of what other GP do (advances the same tech a great General would).


 
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