Current (SVN) development discussion thread

Thanks for that autorazing stability. Finally there will be a better city placement in europe when starting in 3000 BC


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New commit: Stability detail display compatible with civ switches now.

Edit: no savegame compatibility after this revision.
 
New commit: Civs that are dead the longest are preferred for resurrection.
 
Something in last two commits prevent me from loading games from older svn versions saves - failed to uncompress game data... :( One of the saves attached for reference.
 

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Sorry, should have mentioned that the next-to-last revision broke savegame compatibility. Post is edited.
 
Quick question: the huts on monarch giving technologies? Is that intentional? And btw where are the huts probabilities defined in the source code?
 
Quick question: the huts on monarch giving technologies? Is that intentional? And btw where are the huts probabilities defined in the source code?
Yes, and I don't know. Monarch is based on the Prince setting in BtS, no idea if that should change.

There is an XML for it, no idea where it is though, I can't check right now.
 
Getting closer by infinitesimally small steps. My to do list is down to three entries, but one of them is still a big one where I cannot estimate how long it will take. But unless I'll be forced to become inactive again so that a long bug backlog builds up, we're getting there.
 
What are the three entries now and which one is the big one?
I rarely share my to do list because I'm afraid that people will hold me to it when a certain item on it goes unimplemented or implemented in a different way, but whatever:
- big one: fix all stuff related to AP and UN
- change the terrain and city map around Armenia to be more accurate
- correct the tech speed over the game

By the way, I need your detailed feedback to do something about tech speeds.
 
By the way, I need your detailed feedback to do something about tech speeds.

Not being a programmer and only being familiar with a few elements of the mod, I can't really speak to this except for one element: on turn 181, at 600 AD, all tech costs are abruptly reduced by half. This is massively exploitable if you're able to 'stock up' tech points and then leap forward. While I'd be (very) sad to see that exploit go (darn it, it was fun to reach Astronomy by 650 AD), it still presents a gameplay problem in terms of balancing human v. AI for 3000 BC starts. Perhaps institute a system so tech costs reach the same point by 600 AD, but more gradually?
 
Nah, I think the better approach would be to scale down research invested at the same time as research required.

Other than that, you don't really need to be a programmer to help me here. I mostly need to know the symptoms, I can figure out the right medicine myself.

(Dammit Jim, I'm a doctor, not a programmer ...)
 
I rarely share my to do list because I'm afraid that people will hold me to it when a certain item on it goes unimplemented or implemented in a different way, but whatever:
- big one: fix all stuff related to AP and UN
- change the terrain and city map around Armenia to be more accurate
- correct the tech speed over the game

By the way, I need your detailed feedback to do something about tech speeds.

Has the overflow problem been fixed? Or is that going onto a long term list?

Not being a programmer and only being familiar with a few elements of the mod, I can't really speak to this except for one element: on turn 181, at 600 AD, all tech costs are abruptly reduced by half. This is massively exploitable if you're able to 'stock up' tech points and then leap forward. While I'd be (very) sad to see that exploit go (darn it, it was fun to reach Astronomy by 650 AD), it still presents a gameplay problem in terms of balancing human v. AI for 3000 BC starts. Perhaps institute a system so tech costs reach the same point by 600 AD, but more gradually?

Leoreth's pretty good about solo coding the mod. And I think for good reason. I can tell you from experience that having multiple people writing code can sometimes be a bit... terrible and confusing and lead us to giving up on the robot. Damn robot... why don't you just do what we want...

Anyway, we're mostly here to test and gather bugs and stuff and introduce new ideas way faster than they can be incorporated. :lol:
 
Has the overflow problem been fixed? Or is that going onto a long term list?
Hard to say, but I don't think so.

The to do list is mostly feature oriented. Clearing it so that we have a feature freeze would already by a great achievement.
 
Wrong & fast way: Assign date to any tech. The cost of every tech will be dynamically changed, so that no civ discovers it before that date. When it will be changed? It will be changed when any civ researches for it.

Right way: Let the game autoplay and log the beakers civs can produce, so you can calculate how many beakers any tech should cost. This way needs a lot of autoplays.
 
New commit:
- removed peak in Armenia and moved Lake Van 1W to its position
- adjusted city maps for the Caucasus for more accuracy
- replaced cow in Persia with Wheat
 
Quick question: the huts on monarch giving technologies? Is that intentional? And btw where are the huts probabilities defined in the source code?

XML-> GameInfo -> HandicapInfos.xml

Each goodytype in that list can happen. If it has more entries, it has a bigger chance of happening.

(I don't know if each entry has the same chance to happen. But I assume it is)
 
New commit:
- moved the African continent boundary one tile north in western Africa so Mali can improve its resources

Was the continent boundary around Egypt ever changed, in order to allow 3000BC Egypt to get the gold? That was a (minor, of course) issue for some time, but never noticed if it got "fixed" :)
 
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