Current (SVN) development discussion thread

Did you edit some files? Maybe by accident?

If that happens in the future, these easiest solution is try to find the files marked by the red symbol and just delete them, then update the whole folder again. Usually it's unnecessary to redownload the whole mod.
 
Did you edit some files? Maybe by accident?

If that happens in the future, these easiest solution is try to find the files marked by the red symbol and just delete them, then update the whole folder again. Usually it's unnecessary to redownload the whole mod.

OK, I will try that if it happens again.

The steps that I had recently (over the last week or so) taken were:

Update from 494 to 496.
Rolled back from 496 to 494, due to too many bugs in 496 and incompatible Korean save game that I was using. 494 working normally.
Finished Korean game. Decided to update to 506.
Got about 15 "conflicted" file warnings, including both 3000BC and 600AD WBS files, amongst others.
Tried to use SVN to resolve the conflicts. Folder status switched from hazard triangle with an '!' to just a circle with an '!'. But on trying to load the mod, I got about 30 XML errors during the RFC boot sequence, followed by about 50 exception errors on reaching the main menu.
So I wiped the mod and started over, which has resolved the problem. 506 just loaded fine.
 
Playing SVN update 502 (have noticed these minor problems in past updates too).

* The green note at top of screen "Your cannon has reduced the defenses of Frankfurt to 88%!" not corresponding to the city detail which states "+52%". The true percentage is the city detail "+52%".
Civ4ScreenShot0004.JPG

* The other issue is that the Congolese have "Marsh (2)" (with associated icon) listed as a Resource to trade on the leaderhead discussion screen.
Civ4ScreenShot0005.JPG

Cheers.
 
Playing SVN update 502 (have noticed these minor problems in past updates too).

* The green note at top of screen "Your cannon has reduced the defenses of Frankfurt to 88%!" not corresponding to the city detail which states "+52%". The true percentage is the city detail "+52%".
View attachment 353726

* The other issue is that the Congolese have "Marsh (2)" (with associated icon) listed as a Resource to trade on the leaderhead discussion screen.
View attachment 353727

Cheers.

In regards to the city defense: the number above the city is lower than the city's actual defense because the Cannon is a gunpowder unit, and thus ignores Walls and Castles. The green number is what the defense would be if you had a pre-gunpowder unit selected.
 
- added a tech history graph to the advisor screen*

*partially because I could, partially to better monitor who's doing well tech wise. For example, this already confirmed my suspicion that Russia doesn't tech well enough.

Where is this tucked away?
 
* The green note at top of screen "Your cannon has reduced the defenses of Frankfurt to 88%!" not corresponding to the city detail which states "+52%". The true percentage is the city detail "+52%".
As already said, this is not a bug. The interface notification gives the full defense, while the city displays the effective defense against a selected gunpowder unit.

* The other issue is that the Congolese have "Marsh (2)" (with associated icon) listed as a Resource to trade on the leaderhead discussion screen.
Marsh graphics are partially implemented as a resource (for some reason, I don't really think this is necessary). And Congo is allowed to found cities on marsh, giving it access to the resource..

Mexico spawn bug: no city flips to Mexico when it spawn.

Now it's 1818AD, 4 turns after Mexico spawn in Epic speed, and no city flips
Do you have the save from the turn where you switched to Mexico?

Where is this tucked away?
How is the advisor called? Demographics? Where all the other graphs (score, power, GDP etc.) are.
 
Do you have the save from the turn where you switched to Mexico?

The original save is missed, so I start another, still the same bug

And the saves: one before I switch and one after

Spoiler :
Civ4ScreenShot0105.JPG


And another bug: Argentina can't settle Buenos Aires when other culture covers the tile.

Spoiler :
Civ4ScreenShot0103.JPG
 

Attachments

The original save is missed, so I start another, still the same bug

And the saves: one before I switch and one after
Okay, thanks.

And another bug: Argentina can't settle Buenos Aires when other culture covers the tile.
I'll do something about it, you can help yourself with the world builder in the meantime.
 
The diplomusics of Juarez and San Martian don't work because their entries in Audio2Dscripts and AudioDefines are missing.
 
The diplomusics of Juarez and San Martian don't work because their entries in Audio2Dscripts and AudioDefines are missing.

Yes, and also the diolomusics of Maria II and the DOM music of Argentina.
 
Yeah, but I'll defer this stuff to the time where I release the next version.

In other news, the Mexican flip has been fixed, you can update your repositories.
 
My original fix for the remaining unhappiness from whipping/drafting caused inexplicable crashes, so I disabled it. I'll look for a different approach in the future.

The goals should work as intended, I only need to update the display, thanks for reporting.
 
For the last month or so, in almost every game I've played (throughout the SVN updates) Portugal has founded Faro (most SW tile on the Iberian peninsula) instead of Ponta Delgada. Faro! In one game they founded Funchal though - which I thought was cool.
 
My original fix for the remaining unhappiness from whipping/drafting caused inexplicable crashes, so I disabled it. I'll look for a different approach in the future.
You can just make all newly flipped cities have +5 :) for 10 turns (on Normal speed) or however long the whip :mad: lasts.

After all, people who have just fought for and won their freedom and autonomy tend to be happy.

This will also help solve the more general problem of newly spawned civs starting out really slowly due to low :). This will really help civs like Mongolia, Turkey, Prussia, and all the post colonial civs when they flip large cities but don't have quick access to luxury resources.
 
You can just make all newly flipped cities have +5 :) for 10 turns (on Normal speed) or however long the whip :mad: lasts.

After all, people who have just fought for and won their freedom and autonomy tend to be happy.

This will also help solve the more general problem of newly spawned civs starting out really slowly due to low :). This will really help civs like Mongolia, Turkey, Prussia, and all the post colonial civs when they flip large cities but don't have quick access to luxury resources.

I like this. Could even last a bit longer imho.
 
For the last month or so, in almost every game I've played (throughout the SVN updates) Portugal has founded Faro (most SW tile on the Iberian peninsula) instead of Ponta Delgada. Faro! In one game they founded Funchal though - which I thought was cool.
Are you sure it was Portugal? The Moors also found Uhshunubah there from time to time.

You can just make all newly flipped cities have +5 :) for 10 turns (on Normal speed) or however long the whip :mad: lasts.
Yeah, this could work too. But still I want to get rid of the carry over unhappiness.

I don't even really understand why it exists. When a city changes hands, the old city object is deleted in the code and a new one is being created. So someone made the conscious decision to copy the old unhappiness over to the new city, and that doesn't make sense to me.
 
What fact in history suggested the use of Camel Gunners as a UU for Moors? My guess is it came from Total War game, not the history book:

Total War wiki: These gunners use a type of heavy matchlock musket, which fires a powerfull shot. Combine this firepower with a camel and the end result is a powerful and very mobile missile unit that is ideal for desert warfare. As an added bonus the camels scare horses.

In reality Camel Gunners became more typical with other civilizations and much later in history:

Probably developed by Egyptian warriors who originally mounted large crossbows on the camels, the zumbooruck was rapidly adopted by Arab, Afghan, Mughal and especially Persian Safavid armies up until the 19th and 20th century India. Zumboorucks were one of the royal guard units in the 19th-century Persian army. A Persian zumbooruck regiment would be accompanied by musicians with huge camel-mounted drums, in order to create even more noise and impress the enemy. Zumboorucks were used against the invading British in the Anglo-Afghan Wars and in the Anglo-Sikh Wars.

The initial invasion began in 710, the original invasion force consisting of a small number of Arab cavalry and masses of Berber infantry.It was later reinforced by more Arabs, the last wave arriving in 741.

Normal battlefield tactics were to receive the enemy with a defence of spearmen supported by archers, then counterattack with cavalry that had previously been sheltering behind the infantry. If the counterattack was timed properly, the initial impetuous charge of the Spanish heavy cavalry was usually spent, and they were disorganized, tired, and easily routed. The supporting Spanish infantry, generally of low quality anyway and now left exposed by the absence of their own cavalry were then quickly overrun.

Best choice of UU for Moors must have something "Berber" in it, to indicate the strong African element. And we also need something available from the early on. Gunpowder by no means dominated the Reconquista battles, and to wait until Gunpowder to unlock Moors UU does not seem to be very representative of that civilization.
 
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