J-man
Deity
Great! Totally unexpected. I love the barrage fix. I hope no new bugs are introduced?
IN time I am confident we can find some...Great! Totally unexpected. I love the barrage fix. I hope no new bugs are introduced?
Thanks for the quick reply!Others have reported that BUG works fine with the patch, and I didn't see anything so far to tell me different. I have been too busy porting BULL to 3.19 to do thorough testing yet.
I would say you're good to upgrade, and if anything does break I'll work as quickly as possible to fix it.
hopefully it got rid of the gamefont.tga
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Apparently I don't need the CD with the new patch anymore. Woo-hoo. The BTS disc was basically a full time resident of one of my CD drives. No more.
Based solely on looking over the changelog, I would bet that Python-only-based mods will work fine with 3.19 without any changes. The only Python change I see is the unremoval of the GLANCE tab, and that has no effect on mods. I also don't see any features that would require changing the SDK's Python API.
As for DLL-based mods, they will clearly need to be updated by their authors since the API between the EXE and DLL have changed.
I'll make an official post about BUG once I've had a chance to test it with the patch. My unofficial guess is that it will work fine as-is.
Same here:Not exactly. I whipped a pro wall with stone and chopped 10 forests in the same turn and got exactly 0 gold overflow. It is not as simple and Dave said......
I could be correct, but for me, this is the implementation that was used in the unofficial patch, that is reduce the overflow gold to 1x multiplier when there was more initially. Is it not ?Build-specific production modifiers are no longer counted for overflow gold calculations
OTOH the "chariot in IW cap with all the possible modifiers for military builds in" is working as expected
iProductionNeeded = getProductionNeeded(eTrainUnit);
// max overflow is the value of the item produced (to eliminate prebuild exploits)
iOverflow = getUnitProduction(eTrainUnit) - iProductionNeeded;
int iMaxOverflow = std::max(iProductionNeeded, getCurrentProductionDifference(false, false));
int iMaxOverflowForGold = std::max(iProductionNeeded, getProductionDifference(getProductionNeeded(), getProduction(), 0, isFoodProduction(), false));
[b]iOverflow = std::min(iMaxOverflow, iOverflow);[/b]
if (iOverflow > 0)
{
changeOverflowProduction(iOverflow, getProductionModifier(eTrainUnit));
}
setUnitProduction(eTrainUnit, 0);
int iProductionGold = std::max(0, [b]iOverflow - iMaxOverflowForGold[/b]) * GC.getDefineINT("MAXED_UNIT_GOLD_PERCENT") / 100;