Current (SVN) development discussion thread

New commit:
- fixed the tech advisor to show improvements only once
- Public Welfare now requires Mass Media
 
Another commit:
- disabled barbarian spawn events
 
Guess I know which part of the 1.12 features we are getting up to then.

I take it you will be eliminating many of the meaningless events (a forge has been destroyed, your market gains +1 food) and making more risk/reward events or ones that can be prevented or made to happen in some way.
 
No, I'll keep most of the others.

I mainly plan to add new events related to civics, I'll open a suggestion thread for this soon.
 
Finally got a hand on Civilization IV DoC after having to re-install Windows 8 because corrupted C drive caused by AVG TuneUp Utilities ^^ (seriously, not recommended!)

Honestly, I feel like playing a totally different game now with BUG etc installed. Awedsome!
(This is my first time playing DoC game with BUG eventhough it's been around for like weeks ago)

1. Can Indonesia start with Crossbowman instead of Archer and have to promote itself with 94 coins? The technology for Crossbowman promotion is already unlocked.
2. Why Indonesia do not start with calendar?
3. Indonesia does not start with a Military civic.
4. On military civic, option #2, there's mistype on the last sentence where cities is written citiess.
5. Somebody mind explaining me about the concept of Worst Enemy and why it's so important? I think I fail to understand that.
EDIT 1
6. I am still asked if I want to play as Malinese civilization instead of Malian or Mandinka.
EDIT 2
7. How about turning some of the ocean between Ceylon and Sumatra to coast?
8. Message is "Tang Taizong is willing to trade Literature" but when I check on him, he said no it can't be done eventhough Literature is selectable for trade ._.
 
5. Somebody mind explaining me about the concept of Worst Enemy and why it's so important? I think I fail to understand that.

This existed in BTS. Essentially, each computer AI civ will pick one other civ to be their "worst enemy". I think it's the one who they have the worst relations with. It can change during the game, and the BUG interface will alert you when this happens. You receive a diplomacy hit if you trade with a civ's worst enemy.

8. Message is "Tang Taizong is willing to trade Literature" but when I check on him, he said no it can't be done eventhough Literature is selectable for trade ._.

BUG alerts you when it's possible for a civ to trade a technology to you. It doesn't mean that they're willing to make the trade though. If you go to the foreign advisor tech tab then it will show you the techs that they will actually trade.
 
This existed in BTS. Essentially, each computer AI civ will pick one other civ to be their "worst enemy". I think it's the one who they have the worst relations with. It can change during the game, and the BUG interface will alert you when this happens. You receive a diplomacy hit if you trade with a civ's worst enemy.

I aware that it exists, but never really care about that until now... it's appearing every few turns now in messages :p
So if Korea is worst enemy with China, will I get diplomatic penalty with China if I traded with Korea before I met China like before?

BUG alerts you when it's possible for a civ to trade a technology to you. It doesn't mean that they're willing to make the trade though. If you go to the foreign advisor tech tab then it will show you the techs that they will actually trade.

then it shouldn't show in the message, imo. Don't know if that's possible to alter that, but since programming is fun....... :crazyeye: *wink*
 
I once again suggest that most of BUG is by default off, with reminders that you can add these type of things by using the BUG icon.
 
Tested latest SVN.

The new worker-spawning mechanic is good, but Viking needs to be nerfed - they got 3 initial workers, and get 3 more as you found your first city. 6 worker + levy armies = no need to build more workers for a long time.

Either nerf levy armies or nerf all Europeans' work rate, they are even more OP now with calender as starting tech.
 
Fixed the load/save bug. All stored Python data should now be correctly retrieved again once you reload a save after restarting the game.

WARNING: The next commit will break savegame compatibility once again. Not that it matters much as they are broken without this fix anyway.

I consider this the reason for most of the reported bugs during the last days, and won't check whether it was the actual reason. So please report everything again if you come across the problem after updating to this revision (588).
 
Fixed the load/save bug. All stored Python data should now be correctly retrieved again once you reload a save after restarting the game.

WARNING: The next commit will break savegame compatibility once again. Not that it matters much as they are broken without this fix anyway.

I consider this the reason for most of the reported bugs during the last days, and won't check whether it was the actual reason. So please report everything again if you come across the problem after updating to this revision (588).

Oh, thanx a lot Leoreth! :goodjob: This bug was really tough I supose.

P.S. If a load a game with the new revision, is it possible that it will reset the stored values? If not, may I save a depythoned version of the game and reopen it with the the Python v588?
 
I could work to reload an older save, which would result in reset Python values. But it's bound to create a couple of exceptions as the game will not find saved data where it is looking for them, and I'm not sure if that would break other stuff (like the interface).
 
New commit:
- attempt to fix the OB bug
- tech penalty is now based on population (threshold is 10 * (6 + 2 * current era))
- reduced Divine Right costs
 
Wasn't the tech penalty there to favor big developed cities instead of small underdeveloped ones ? Because that sort of kills the purpose...
 
Actually, it was to prevent large empires from teching like crazy and disturbing the historical tech balance. Big, developed cities was an exploit on that, so basing on population removes that exploit.
 
Back
Top Bottom