Current (SVN) development discussion thread

I had this problem once. I think I fixed the problem after re-downloading the mod. (since I play on with the SVN version of the game, that involved me using deleting my Dawn of Civilization folder and re-downloading via Tortoise.)

edit: Does this look familiar?

Yup, same errors. I posted in the bug thread that I figured it out, though. Turning off Modular Loading in RFC Dawn of Civilization.ini fixed the problem. It may be that there's some other mod that changes the global module folder and is thus incompatible with DoC modular loading.
 
Why does Roskilde's culture get set to 5 at 848 AD (Turn 309, Epic)? It's actually the turn after Lubeck spawns (on 3000 BC).

Edit: Also, Buda should spawn with more defenders; often (on 3000 BC) I see it taken almost immediately by Byzantium, which obviously isn't quite right.
 
When Arabs collapsed while at war with me (British) and Turks immediatly all of their cities went over to the Turks. Did this happen in pre-SVN version too? (They had no cultural pressure on Mekka but it flipped too)

Also I would like to know the conditions for (first time) conquered cities which start at 300+ culture (marathon). For example:
Jerusalem conquered as Brits
Rome conquered as Italians

Both don't start with 0 culture. Is this just a feature to help historical expansion?
 
I wonder how the Egyptian respawn mechanic works.

I was playing as Ethiopia and controlled 2 core cities in Egypt. Then suddenly Egypt respawned and I almost pissed myself, just before I found out they didn't flip my cities, just some 2 worthless cities east of Tunis. I was solid that game.

And now I'm playing as Moors, in two of my games Egypt respawned and took my Tunis(or city on stone) away. My stability was flat.

So can someone explain to me what causes the respawn and under what condition will the city flip/not flip? I know Egypt flips everything east of Tunis.
 
When Arabs collapsed while at war with me (British) and Turks immediatly all of their cities went over to the Turks. Did this happen in pre-SVN version too? (They had no cultural pressure on Mekka but it flipped too)
When a civ collapses other (AI) civilizations can acquire their cities if they have a "claim" on them. Claims can be because of culture, historical control or war targets if they are also at war at the time. This is to avoid the old scenario where AI expansion is limited because they are slower at conquering all those new independent cities.

Also I would like to know the conditions for (first time) conquered cities which start at 300+ culture (marathon). For example:
Jerusalem conquered as Brits
Rome conquered as Italians

Both don't start with 0 culture. Is this just a feature to help historical expansion?
Yes, everyone now has a minor version of the old Turkish UP that converts some culture on conquest. This is to avoid situations where new cities are completely smothered by the surrounding culture.

I wonder how the Egyptian respawn mechanic works.

I was playing as Ethiopia and controlled 2 core cities in Egypt. Then suddenly Egypt respawned and I almost pissed myself, just before I found out they didn't flip my cities, just some 2 worthless cities east of Tunis. I was solid that game.

And now I'm playing as Moors, in two of my games Egypt respawned and took my Tunis(or city on stone) away. My stability was flat.

So can someone explain to me what causes the respawn and under what condition will the city flip/not flip? I know Egypt flips everything east of Tunis.
The thing to remember is that the Egyptian respawn is a normal respawn, that is it occurs if enough of the cities in their respawn area are controlled by sufficiently unstable civs, and independents always count as sufficiently unstable.

I still want to shrink their respawn area though.
 
Leoreth can you tell me which civilizations have conditional spawns?
 
So Leoreth, how do you explain in my Ethiopia game respawned Egyptians didn't flip their core cities which were under my control? Was it because I was solid? In the same game, respawned Turkey took Istanbul from me, I think I was flat in stability.

Also, I feel respawn area is quite large in general. What are they for each civ?
 
Leoreth can you tell me which civilizations have conditional spawns?
Conditional on the stability of their owners: Thailand, Mexico, Argentina, Colombia, Brazil, Byzantium
Conditional on the non-existence of another civ: Italy, Byzantium, Iran, Mexico

Can be disabled or randomized: Poland, Moors, Congo, Tamils, Tibet

So Leoreth, how do you explain in my Ethiopia game respawned Egyptians didn't flip their core cities which were under my control? Was it because I was solid? In the same game, respawned Turkey took Istanbul from me, I think I was flat in stability.
Okay, the most important thing to know is that respawns are city based. Either a city in the respawn area can be part of a respawn or not. Independent and barbarian cities are always part of the respawn, for others it depends on their owner's stability level and some other factors.

A respawn is only possible when enough cities qualify, otherwise it immediately fails.

If the respawn is possible, there is a random chance that it actually occurs based on the civ in question. For some civilizations this probability is 100, i.e. they automatically return. Some factors like the spread of Nationalism influence this.

Usually only the cities that were initially considered part of the respawn will flip to the new civ. However, there is also a "critical mass" rule, which means that if enough cities flip, the remaining few eligible cities will also flip regardless of their owner's stability.

Seems like you were in the scenario were Egypt could respawn without the cities under your control, but didn't reach critical mass to receive them regardless.

Also, I feel respawn area is quite large in general. What are they for each civ?
Usually their normal area, which is larger than their core. Some civs have specific respawn areas that are used instead. If you think a particular case is too generous, you can report it here.
 
In case you haven't noticed, I have committed stuff haphazardly over the weekend without commit messages. I was chasing a bug at the time and wanted to commit as much as possible before starting to roll back some changes.

Most of the commits were texts and minor bug fixes, but they also included UHV goal names for Persia and Congo.
 
Can I help with the whole AP/congress thing? Or is it already sketched out?
 
The ideas are mostly there already, it's mainly about the execution now. I'll make a post describing all the changes once they're committed (everything is interconnected so it'll be one big commit) where I'll ask for your feedback.

Depending on the bugs I run across I also might want to ask you to playtest a Catholic faction to test all the new AP features.
 
Why does Roskilde's culture get set to 5 at 848 AD (Turn 309, Epic)? It's actually the turn after Lubeck spawns (on 3000 BC).

Edit: Also, Buda should spawn with more defenders; often (on 3000 BC) I see it taken almost immediately by Byzantium, which obviously isn't quite right.

What do you think? You seem to have missed this.
 
Wait for a commit ;) Or maybe it's even online already.
 
The ideas are mostly there already, it's mainly about the execution now. I'll make a post describing all the changes once they're committed (everything is interconnected so it'll be one big commit) where I'll ask for your feedback.

Depending on the bugs I run across I also might want to ask you to playtest a Catholic faction to test all the new AP features.

Woot sounds interesting, hope it comes soon.
 
Most of it should still hold true. How old is 707 exactly?
 
Okay there have been some minor changes but overall it's the same.
 
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