Crazy Spatz's Alpha Centauri Mod

Okay, I've confirmed that it's bugged in my version as well. I'll try to track it down today. Obviously there are a limited number of things that could have broken it, since the help text worked in the previous version, but it's a large file so it's going to take some time.
 
How do I win a transcendence victory?

I have repeat the repeatable tech a couple of times but I can't se the "The ascent to transcendence".

Are there any requirements for that project?
 
Are there any requirements for that project?

Just the "Threshold of Transcendence" technology. And when you started the game, you need to have not disabled Transcendence Victory in the setup screen. (It's enabled by default.) But I just did a test, and it's not coming up when it's supposed to, so I'll check and see what's gone wrong. It USED to work just fine, so I'm guessing it's related to the addition of SDI in the Projects file somehow.

There's one other quirk to be aware of. (Intentional, but open to change.) The other Projects have MaxGlobalInstances=-1, which means that other civs completing the project don't stop you from doing the same.
But for the Ascent to Transcendence, I have it set to 1. This means that once one civ completes the project and starts the transcendence process, no one else can; you have to find some OTHER way to win. (Or kill that civ, which should free up the slot again.)

Unfortunately, between this and the TXT_KEY thing, I'm going to have to cancel the game I was in the middle of (since the rebuilding will break the savegames). I'd been hoping to finish at least ONE game (and by "finish" I mean "reach the Digital Era"), but I guess that'll have to wait.
 
Just the "Threshold of Transcendence" technology. And when you started the game, you need to have not disabled Transcendence Victory in the setup screen. (It's enabled by default.) But I just did a test, and it's not coming up when it's supposed to, so I'll check and see what's gone wrong. It USED to work just fine, so I'm guessing it's related to the addition of SDI in the Projects file somehow.

There's one other quirk to be aware of. (Intentional, but open to change.) The other Projects have MaxGlobalInstances=-1, which means that other civs completing the project don't stop you from doing the same.
But for the Ascent to Transcendence, I have it set to 1. This means that once one civ completes the project and starts the transcendence process, no one else can; you have to find some OTHER way to win. (Or kill that civ, which should free up the slot again.)

Unfortunately, between this and the TXT_KEY thing, I'm going to have to cancel the game I was in the middle of (since the rebuilding will break the savegames). I'd been hoping to finish at least ONE game (and by "finish" I mean "reach the Digital Era"), but I guess that'll have to wait.

Good.

Last game I had like 2 crashes and that is really nice, before I had >15 crashes every game so good job with the new terraforming.
 
The AIs still arn't picking any social policies. This is happening with an ancient era start and its been 304 turns. My guess is that something is messing up their culture generation
 
Okay, I fixed the text key thing. At the last minute I'd updated the help text for Advanced Ballistics, but I hadn't realized that I'd already edited that entry, so it was trying to do two updates to the same key (which breaks it).

The Ascent to Transcendence thing isn't consistent. I've got games where I can build it, and games I can't. For the next version I'm going to set the Global instance cap to -1, because I think that might be screwing it up. I'll see if I can rush the next version a bit and have it out on Tax Day (Monday), but only if I can get a complete game in first over this weekend.

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On an unrelated note, there's something I'm working on for the next one. In my experience, the Pentagon is a problem; 50% discount on upgrades is just too much. A player will hold off on upgrading units until he gets it, and then get the massive discount.
I want it to be possible to get cheap upgrade costs, but not in one shot like that. So here's what I'm trying out now:

Military Academy (building): the Elite promotion given to units trained in this city now decreases the cost of upgrading that unit by 20%, in addition to its other effects.
Pentagon: -20% to all upgrade costs, and you spawn Great Generals 25% faster.
Skunkworks (national wonder): -20% to all upgrade costs, +10XP to units trained in this city, and another +5 to units trained in ALL cities.
Bioenhancement Center: the Bioenhancement promotion given to units trained in this city now decreases the cost by 20%, in addition to its other effects.
Nano Factory: -100% to all upgrade costs (so yes, they're all free at that point. They actually cost a token cost, I think 10gp.), plus free Aluminum and a production bonus in this city.

I'm flexible on this whole thing, but it's like with the Food Storage system: instead of one or two big buildings, I wanted a gradual progression. Thoughts?
 
The AIs still arn't picking any social policies. This is happening with an ancient era start and its been 304 turns. My guess is that something is messing up their culture generation

I'm not seeing that happen in my test games. I added a print statement to the start-of-turn event saying how much culture each civ has and how many policies they've chosen, and they're definitely picking them at the appropriate times. I'll keep an eye out for it, though. I think it might have been related to a "SMAC Start Policy" that I was trying to award for free to all players, as a way of handling negative happiness buildings; I still had a few of the stubs for this in place. I've commented them all out for now.

One quirk is that, for whatever reason, an AI will never pick more than a single policy in a turn. (If you do a Transcendence start, for instance, you start with enough culture for 7 policies. The player buys all of them at once, the AIs will gain them over 7 turns.)
 
Is it possible that having a user gererated TSL senario could be whats messing it up?

Is there anything in the senario editer that could be messing up the AI's policies?
 
I really have no idea, since I never use TSL maps, or scenarios of any kind, really. But I'll put a debug print statement into the next version, where if an alive civ has less than, say, 3 policies after turn 200ish, it'll give a warning in FireTuner.
 
I may have figured it out, im going through the policies and SMAC starting policy isn't checked
 
Yeah, it SHOULDN'T be; I'd be very disturbed if any civs could have that policy without a manual hack in FireTuner. But I don't see how having it in would screw it up. To explain what's going on with that, here's what happens.

I created a custom policy called "SMAC Starting Policy", that requires the repeatable Transcendent Thought tech. Technically it's in the Tradition tree for now, which I suppose means that anyone who wants a Cultural victory is going to have a problem if they try using Tradition as one of their five. The idea was that eventually I'd move it to a new branch made just for the purpose. I hadn't disabled it in the version I gave you, though.

This policy was designed to handle the negative-happiness buildings. Effectively, it'd be the inverse of the Secularism-type policies: you'd get -1 Happiness per Children's Creche, -2 per Genejack Factory, and so on. There were just two problems:
1> Happiness through policies are doubled, so it'd give twice the penalty it's supposed to. Fine for the Genejack, which is supposed to be -2, but the various -1 buildings would be a problem.
2> It'd count as having taken a policy, raising culture costs for future policies accordingly.
So for the moment, I've disabled the Lua logic that awards the policy. But I'd left the policy in for testing purposes, with a negative flavor; the AI shouldn't have been ABLE to consider adding it. I ran a couple test games to be sure, and leaving it in didn't cause the AI to get stuck at 0 policies, but the next version will have it disabled again just to be safe.
 
Well, I activated it in the senario and the AIs are now choosing policies

All getting tradition for free though
 
On an unrelated note, there's something I'm working on for the next one. In my experience, the Pentagon is a problem; 50% discount on upgrades is just too much. A player will hold off on upgrading units until he gets it, and then get the massive discount.
I want it to be possible to get cheap upgrade costs, but not in one shot like that. So here's what I'm trying out now:

Military Academy (building): the Elite promotion given to units trained in this city now decreases the cost of upgrading that unit by 20%, in addition to its other effects.
Pentagon: -20% to all upgrade costs, and you spawn Great Generals 25% faster.
Skunkworks (national wonder): -20% to all upgrade costs, +10XP to units trained in this city, and another +5 to units trained in ALL cities.
Bioenhancement Center: the Bioenhancement promotion given to units trained in this city now decreases the cost by 20%, in addition to its other effects.
Nano Factory: -100% to all upgrade costs (so yes, they're all free at that point. They actually cost a token cost, I think 10gp.), plus free Aluminum and a production bonus in this city.

I'm flexible on this whole thing, but it's like with the Food Storage system: instead of one or two big buildings, I wanted a gradual progression. Thoughts?

This would be useful, but the Professional Army policy at the bottom of the Honor tree does the same thing as the pentagon and can be gotten to much quicker, how's the pentagon a "problem" ?

Either way, yes, cost reduction on this would be a bit of a life-saver, more so when you tend to start in the earlier eras.


Other than that, I've ran into a pair of things.

1. Still hitting the occasional crash when building new improvements over old ones, and I'm talking old stuff like building a trading post over a farm.

2. The sub and nuke-sub both have "can move through ice", the stealth-ship (which I thought they upgraded to) doesn't. This makes any new stealth-ships I build sad and less effective.
 
Ive been having issues with those crashes too.

Been saving every time I replace a farm just in case
 
Okay. I'm not going to wait until Monday, then; I'll post a revised version tonight that disables that policy entirely, and fixes the text issues, plus adds the few changes I've made in the last couple days. I'm going to keep trying to figure out a way around this policy issue, though.
 
This would be useful, but the Professional Army policy at the bottom of the Honor tree does the same thing as the pentagon and can be gotten to much quicker, how's the pentagon a "problem" ?

Because it's not very common that anyone gets to the end of a policy branch, so the final policies in a branch are often Wonder-level power, or better. The problem with the Pentagon is that someone taking the safe "builder" route can get the 50% discount without any real drawback other than one city's production, while Professional Army requires taking a Branch that isn't incredibly strong, and two specific Policies (Discipline and Military Caste) that are definitely on the weak side, when you could be taking MUCH better policies in other branches.

So if someone wants to go for Professional Army, then they deserve to have that kind of benefit. It's just that it's too easy NOT to go for that branch right now, since you can get the same effect from a Wonder for less investment. I'm actually hoping that this change to the Pentagon makes the Honor policy branch MORE popular.

1. Still hitting the occasional crash when building new improvements over old ones, and I'm talking old stuff like building a trading post over a farm.

I know, I've had the same thing. One of two things must be true:
1> It's an error in the vanilla game and has nothing to do with my mod
2> Simply the act of triggering a Lua script off SerialEventImprovementCreated is enough to crash the game, even if that script does nothing. (For instance, if its arguments are wrong.)

Since I never play a game without my mods any more, I have no idea if #1 is possible. I'm going to try and totally disable the old terraform logic to see if I can eliminate #2 as a cause. (The event is still in place, it's just currently not DOING anything.)

2. The sub and nuke-sub both have "can move through ice", the stealth-ship (which I thought they upgraded to) doesn't.

Good catch, it's fixed now. If you upgraded a sub to a stealth ship it'd keep the promotion from the previous unit, but newly-built ones weren't getting it.
 
Okay. I know I'd said before that I was going to slow down the pace of the updates, but enough bugs have been found in v.0.21 that I'm not going to wait. In the last three days, 44 people downloaded that version, so I can't sneak this by as version 21A or something.

NOTE: For those of you who use FireTuner, I left in a debug print statement that'll be removed in the next version. At the start of every turn, it'll list all players, their number of policies, and their number of available Culture. This is to debug the no-policy issue reported earlier. So I apologize, but you'll have to clear out your buffer every turn or two. This will be removed in the next version, whether or not we've confirmed the destruction of that bug or not.

Without further ado:

v.0.22, dated 4/16:
BALANCE:
> The Elite promotion (the result of the Military Academy building) reduces upgrade costs by 20%, in addition to its other effects.
> The Helicopter Gunship’s strength was reduced from 50 to 45. Since its primary prey, the Modern Armor, was reduced from 80 to 70, it still comes out ahead. The unit it upgrades from, the Anti-Tank Gun, is only a 32 and is far less mobile.
> The Pentagon (world wonder) was previously a 50% upgrade cost reduction. This was too much with the addition of the change to the Elite and Bioenhancement promotions, so it’s now different: it now reduces upgrade costs by 20% and increases the rate at which your empire generates Great Generals by 25%. If it's too weak, I can up the Great General boost as high as +50%. But I don't want to take the upgrade discount past 25% at the absolute highest.

CONTENT:
> The <MaxGlobalInstances> value for the Ascent to Transcendence was changed from 1 to &#8211;1. Previously, if someone else had started the transcendence process, no one else could. I actually liked it that way, but apparently there was something strange going on where it'd lock you out even before another civ had built one.
> Fixed an error in the Civilopedia text keys that was causing all of the tech help labels to be missing.
> The Bioenhancement promotion (the result of the Bioenhancement Center building) reduces upgrade costs by 20%, in addition to its +10% combat strength.
> The Skunkworks was changed from a 25% upgrade discount and +20 XP in this city, to a 20% upgrade discount, +10 XP in this city, and another +5 XP in ALL cities (so +15 in this city).
> The Fusion Lab and Quantum Lab each provide +20% research and +20% gold, instead of the previous 25/25.
> Reduced the number of Omnicytes in normal grassland and marsh tiles, but added an automatic N/3 distribution of small Omnicytes deposits in Flood Plains tiles. This should slightly increase the number of other resources, such as Oil.
> The Stealth Ship now starts with the CAN_MOVE_IMPASSABLE promotion, which lets subs move under ice.
> The SerialEventImprovementCreated event used by the old terraforming code has been removed entirely. It had previously stayed in my mod and simply done nothing when triggered, but this may have still been responsible for some of the crashes reported.
 
Wow, a new one already?

Anyway, given what youve said, are you planning on improving the honor branch's policies?
 
Wow, a new one already?

Anyway, given what youve said, are you planning on improving the honor branch's policies?

I've thought of it, but honestly, I'm not sure if it's a good idea to TOTALLY redesign the earlier game. I've already gone further on the existing policies than I intended to, changing Constitution, Piety, Planned Economy, Republic, Secularism, and rearranging many of the dependencies. In most of the above cases, the problem was that they, like the Pentagon, became extremely unbalanced in a game that no longer ends in the Modern Era. Constitution, for instance, gives x2 culture for cities with Wonders in the vanilla game. I had to reduce that to x1.5 because, with the increased number of Wonders, you'd have far more cities triggering this.

A lot of changes were like that; I didn't change them because I thought the balance was off, I changed them because some aspect of my mod interacted with them to make the balance be VERY off. Take Republic, for instance; +1 production per city was a bit on the weak side, but it was tolerable. The problem was that if an AI reached the point where he was heavily into the Order tree, then he'd value that +1 just as much as the +5 from Communism. This isn't a problem in vanilla games since the AI will never REACH communism (A tree that unlocks in the Industrial?), but in my mod it'd be a common occurrence. So Republic needed to be worth taking over Communism, because otherwise the player would have a huge advantage over an AI.

Thalassicus has been working on a mod to improve all of the weaker policies, but I don't want to go THAT far. If I were to go back and redesign the existing policies, I'd rework the Commerce and Autocracy trees, because right now I NEVER use them. But most of the rest seem fine.

The other thing about the Honor tree is, it's got two GREAT policies at the end (Professional Army and Power), but the earlier five are generally weak. (Okay, +50% XP is pretty nice. But most of the others aren't good.) If I improve the earlier ones, then I run into exactly the problem I mentioned above with the Pentagon, and I'd have to tone down Professional Army. Most of the other branches have good policies mixed throughout; look at Tradition, where some of its best bonuses are in the first tier.

The biggest problem with redesigning like this is that buildings, at least, had a huge number of stubs (many unused) that I could mix and match to create unique effects. Policies are MUCH more limited; I could make a custom promotion given by a policy, and that'd give a nice way to create some new effects, but barring that there's really not a whole lot I CAN fit into a military-themed branch.
 
And just to be clear, this 3-day gap is NOT typical. Okay, it was pretty typical back when I was first starting out on the mod; v.0.03 came out on November 15th, while v.0.07 was on November 28th. Five versions in 14 days is obviously pushing the "playability" side of things, but at that point I was still trying to get the essential content in place.

Now that it's more or less functionally complete, expect more like a 1-2 week gap between versions. But this was a special case, just a few too many bugs to leave it alone. If I'd caught them in the first day, I'd have just replaced the original files. But as you can see from the patch notes, I had to mix the changes in with a few other balance changes that would otherwise have waited until the next full version was ready.
 
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