Current (SVN) development discussion thread

What is the specific problem with that?

In other news, a new commit is online.
- fixed all BUG issues except the save/load problems
- Phoenician core moves to North Africa when Carthage is founded
- Khmer core moves to Burma/Vietnam when Thailand spawns
- Turkish core includes Constantinople after they conquer it
- adjusted spawned AI conquerors to focus more on geographical areas instead of target civs (no Roman conquerors in Persia proper anymore)
- AI civs can receive cities of a collapsing enemy that would've otherwise gone to the independents if they're on their war map
 
I'm in the middle of the load issue, when i load my game the civs scoreboard is disappeared, and an error message spawns every turn loading.

PS: love your Richard Feynman quote :D
 
Yeah, I just reproduced the problem and it seems to be something that only appears in the 600 AD (and maybe 1700 AD, haven't checked) scenario. I'll give this more attention tomorrow, but I need sleep now.

Also, Feynman :goodjob:
 
You need the sleep. You've done some of the biggest changes to DoC this last week
 
I'm not sure which BUG settings I had edited that caused the crash. I changed a lot of them.

I think I'm getting the save/load error as well. I was playing yesterday on 571, but when I try loading some of the autosaves now I just get a slew of varying error messages that start popping up before the save is even loaded completely. Some of them inevitably can't be clicked through. I'm pretty sure that I was still running 571 (that's the one that's displayed in bold on the TortoiseSVN log).

I also have a new error. I updated to 573, but I got this which I can't click through on a fresh 1700 Prussia game after I tried to start building a university.

Also, I noticed that some Prussian cities in the 1700 scenario start with an observatory. Now that you moved the observatory so that it requires scientific method, it's a little weird that you have to research quite a few techs before you can build additional observatories.

Also, there's still a problem with the capitalism civic. Since Prussia doesn't have economics, even though you start on capitalism, it automatically reverts to tribalism after you pass the first turn.
 

Attachments

  • e8.jpg
    e8.jpg
    127.1 KB · Views: 59
I think Prussia should start with one or two extra techs, as it often falls behind major tech leaders.
 
I think there are some problems with your stability code. I was getting a large amount of negative stability for 'outdated civics', so I thought I'd look at the code.

Code:
if tPlayer.isHasTech(con.iDemocracy):
	if iCivicOrganization not in [con.iCivicRepresentation, con.iCivicEgalitarianism]: iCivicStability -= 3
	if iCivicLabor not in [con.iCivicSlavery, con.iCivicAgrarianism] and iCivicOrganization != con.iCivicTotalitarianism: iCivicStability -= 5
I think this block of code has you get -5 points in stability if you are not running slavery or agrarianism after discovering democracy...

Code:
if tPlayer.isHasTech(con.iUtopia):
	if iCivicOrganization in [con.iCivicEgalitarianism, con.iCivicTotalitarianism]: iCivicStability -= 5
Here, if you have the 'Utopia' tech (Communism?) you get a penalty for running egalitarianism or totalitarianism. This doesn't make sense to me.
 
I think there are some problems with your stability code. I was getting a large amount of negative stability for 'outdated civics', so I thought I'd look at the code.

Code:
if tPlayer.isHasTech(con.iDemocracy):
	if iCivicOrganization not in [con.iCivicRepresentation, con.iCivicEgalitarianism]: iCivicStability -= 3
	if iCivicLabor not in [con.iCivicSlavery, con.iCivicAgrarianism] and iCivicOrganization != con.iCivicTotalitarianism: iCivicStability -= 5
I think this block of code has you get -5 points in stability if you are not running slavery or agrarianism after discovering democracy...

Code:
if tPlayer.isHasTech(con.iUtopia):
	if iCivicOrganization in [con.iCivicEgalitarianism, con.iCivicTotalitarianism]: iCivicStability -= 5
Here, if you have the 'Utopia' tech (Communism?) you get a penalty for running egalitarianism or totalitarianism. This doesn't make sense to me.
You're right, that's one not in the wrong place respectively.

And yes, Communism is called Utopia in the game files for inexplicable reasons. Just like Mao is called "Chinese Leader" :rolleyes:

Er...I think that Tamils shouldn't respawn. Am I wrong?
I recently changed the respawn intervals (and enabled some civs that previously couldn't respawn at all). I didn't consider that India is full of independents so a Tamil respawn is almost guaranteed, so I changed their last possible respawn year to 600 AD. Maybe I can change that again when I've included the Tamils in the 600 AD scenario.
 
I don't think that the Tamils should be prevented from respawning post-600 AD (they should represent the Vijayanagara empire in later Middle Ages), though I do think that they shouldn't respawn in modern times. It's not like Mughal success was inevitably guaranteed or something, and the Mughals start with a strong stack anyway.

BTW, since India now respawns only if Mughals are not present, does its respawn area now cover the whole peninsula?
 
Yeah, but it's weird to see them immediately respawn from the independents in 600 AD. They should be present at the start and be able to respawn until ~1600 AD.

Not sure about India's respawn area, but you're right, it should include the whole subcontinent.
 
Yeah, I just reproduced the problem and it seems to be something that only appears in the 600 AD (and maybe 1700 AD, haven't checked) scenario. I'll give this more attention tomorrow, but I need sleep now.

Actually It happened in my Greek and Tamils game as well (the one from UHV challenge). Plus the city screen interface tends to bug out sometimes - production bar disappearing, buildings list disappearing etc.
 
Turn on your Python exceptions, then I can do something about it.
 
Ok. Sorry, didn't know about that. I'll play a quick game of Babylon or something and post a save.

EDIT: Oh, now I see, you probably needed this:

 
Saves aren't necessary.
 
New commit, fixing the save/load bug. I had to rewrite the way Python saves data to make it compatible with BUG which unfortunately means that the new revision won't be savegame compatible with previous revisions.
 
Great, my save is finally restored!

Noticed 2 bugs btw:

-When accessing and closing the city release menu, i get an event handler bug in the event log.
-When accessing any city screen, it is totally blank (no info shown), plus the leader scoreboard is overlapped.


Last but not least a ssuggestion: when releasing a civ, it should have at least a huge relation bonus to you. I've released morocco because i didn't want to keep that crappy city, and they hate me >.< i regretted releasing them, fack them!!
 
Last but not least a ssuggestion: when releasing a civ, it should have at least a huge relation bonus to you. I've released morocco because i didn't want to keep that crappy city, and they hate me >.< i regretted releasing them, fack them!!

At least +4
 
Back
Top Bottom