Public Beta 2 has just been uploaded, the main addition being K-Mod is updated to 1.35.![]()
Thanks, this is absolutely perfect!
Public Beta 2 has just been uploaded, the main addition being K-Mod is updated to 1.35.![]()
A good starting point (though not a trivial effort!) might be for each of us to make a list of new features, new mechanics/components, and performance optimizations (ideally separate lists, though some things may cross the boundaries a little) from base (base for us was ROM/AND, so I can't speak reliably for what that has over BtS base, though obviously there is a lot there).
Once we have those lists we may have a better idea where there is synergy, or a need to rationalise between a choice of up to 3 (C2C, K-mod, R/I) ways of changing the item concerned. I should be able to complie such a list by trawling the SVN rev notes for C2C (all 3300 revs so far!), but it's not a small task.
BTW - side project (haha!!) that I have been wanting to do for a while is to make AIs pluggable (as a dynamically loaded SEPARATE DLL) wherein each AI civ can potentially have a different one. The idea is to get an efficient (multiplayer really isn't) platform to compare different AIs/versions of an AI in a competative environment. I think this can be done by making a cleaner split between the non-AI and AI files for entities that have them (CvCity/CvCityAI, CvUnit/CvUnitAI, etc) beginning with making the AI interface pure virtual as an interface layer and the concrete AIs subclasses of that. Once that is done different concrete classes can be instantiated using a factory in CvPlayer (which would probably be driven by registry settings or something to map from player to AI provider).
That would allow us to evaluate how different AI builds perform in various test circumstances (games saved as scenarios for example).
I downloaded the mod and found out that treatment of balance changes introduced by K-Mod aren't treated in consistent fashion: some of them are kept, and some of them are left out. I have the impression that changes are left out in those cases when the respective XML-file is modified by RevDCM (I noticed that this is the case for units and civics). But sometimes this rule doesn't seem to work: corp yields changes, introduced by K-Mod, are left out but I don't think that RevDCM changes anything in CIV4CorporationInfo.xml (btw K-Mod also has different tech prereqs for corporations and these changes are kept).
This makes me wonder what other components of K-Mod were excluded which I can't check out easily. For example is K-Mod culture mechanics kept?
And at last - pacifism gives +0.01 extra gold per military unit which is wrong on every count. Respective value in XML-file should be 100, not 1.
In relation to the RI we have some improvements that K-mod don't have. I can cite a few:
PlotGroup Bonus Efficiency
PlotGroup City Cache
Living Team Member Cache
Unit Upgrade Cache
Building Activation
But there are many other ... we have more than 3800 revisions...
In relation with components take a look. This is a list with all major mods incorporated to RI:
http://forums.civfanatics.com/showthread.php?t=456236
I + - identified most of the improvements of C2C of Revision 1-1500 and Romand/Sword of Islam and others ...
By the way this new component that processes only on the screen where you are, working perfectly it will be revolutionary. Congratulations.
I did not intend to incorporate any of the balance changes with K-Mod. Not because I disagree with all of them, but I am aiming to stick with the RevDCM model of not changing things from the base game and leaving that to modders.
I understand this approach and actually approve of it. I already made for myself all XML-changes I need anyway. My point was that you still kept in your mod some K-mod XML-changes (techs which enable different corps and leader traits). And that caused confusion.
A specific question. Is number of cities maintenance still capped? I ask because though it is an XML value, I have an impression that Karadoc handled this issue somewhere outside XML.
Hm, and yet another question. I noticed that AI often cancels open borders agreement now (it became apparent in my test games in which I use AI autoplay). I don't remember this feature neither in K-Mod, nor in RevDCM. Can you comment on it?
I've been noticing the same open borders issue. Also, resource trades get canceled constantly. I have to go back to that leader I had a deal with and get the same deal that had just been canceled, over and over again. Not sure if this is normal. This is my first game I've played in two years, so I've forgotten a lot of things. I don't remember that though.
Gavagay, have you noticed this behavior in K-Mod 1.35?
Yesterday I found a rare crash bug in K-Mod. It happens if the AI decides to start planning an overseas war before either team is able to build any boats. So it's only at the start of the game; and it's very rare, because there are a bunch of good reasons why the AI already knows not to plan such wars... but it can still happen in some very unusual cases. I'm not going to rush out the next version to fix it, but I'm just going to mention it in case someone notices a crash near the start of the game.
Has there been any more talk about that?A good starting point (though not a trivial effort!) might be for each of us to make a list of new features, new mechanics/components, and performance optimizations (ideally separate lists, though some things may cross the boundaries a little) from base (base for us was ROM/AND, so I can't speak reliably for what that has over BtS base, though obviously there is a lot there).
Once we have those lists we may have a better idea where there is synergy, or a need to rationalise between a choice of up to 3 (C2C, K-mod, R/I) ways of changing the item concerned. I should be able to complie such a list by trawling the SVN rev notes for C2C (all 3300 revs so far!), but it's not a small task.
Traceback (most recent call last):
File "BugEventManager", line 361, in _handleDefaultEvent
File "BarbarianCiv", line 151, in onBeginGameTurn
File "BarbarianCiv", line 917, in checkBarbCities
File "BarbarianCiv", line 1000, in createMinorCiv
RuntimeError: unidentifiable C++ exception
Hey there! Nice initiative. However, every time a minor civ should spawn from a barbarian city I get this python exception:It kind of breaks the fun of barbarian civ, since the civ dies the next turn it's supposed to spawn.Code:Traceback (most recent call last): File "BugEventManager", line 361, in _handleDefaultEvent File "BarbarianCiv", line 151, in onBeginGameTurn File "BarbarianCiv", line 917, in checkBarbCities File "BarbarianCiv", line 1000, in createMinorCiv RuntimeError: unidentifiable C++ exception
BugConfig - failure parsing C:\civ4\Beyond the Sword\mods\Evolution\Assets\Config\BUG Core.xml at line 79