Final Fixes Reborn

Honestly, I'd say just tie it into Spell Extension like the spells used to be. Otherwise it should really just be called Summon Mobility, since that's all it's really doing.

The problem with that, and most likely the reason why Spell Extension no longer extends anything except Summons (and Vitalize), is that this makes certain spells extremely powerful. An Adept with Ice I and Spell Extension I is possible for the Illians to build right at hitting Knowledge of the Ether, and it could hit everything within 2 squares with a Slow spell, which for most units means they're stuck in place until they can get a Haste or a Dispel on them, while the Adept is pretty safe from retaliation if they resisted. A Mage with Sun II and Spell Extension I and II could paralyze everyone within 3 squares, and it is undispellable, so you could halt an enemy advance before they've even made their way into the BFC of your city. Or stop an enemy from skirmishing your advancing stacks by blinding them stuck inside their own cities. And unlike summons, which become more of a nuisance to high level units than a than a full-blown threat, these spells don't scale down in power.

do make sure to clean your cache after doing so, though

How do you do this? Is this the XML cache or some other cache?
 
since we're talking about magic, here's the preview of a future magic dev diary which is the way i want to streamline everything ^^.

I'd like to unify the magic system under a magic strength stat for units. All spells have a magic strength requirement, defined in xml, and if you cast a spell while having more strength than needed, you get bonus effects. (It annoys me that archmages cast exactly the same spells than adepts) .
For damage spells, it's simply a damage bonus ( let's say you need 10 and you have 20, you get a +10% bonus). For other spells, there'll be upgrades defined in xml based on a specific strength, (free promotion for summons, range for buffs and debuffs,...). It also allows to really separate exceptional magic casters by giving them additional base strength (amurites will get that, most heroes too).
 
XML and a bit of python i think, you'll find it in User/AppData/Local/My Games/Bts, you just delete the folder named cache.

I had to run a search for the AppData folder, since it didn't appear in my [UserName] folder until I checked "Hidden Items" under "View." in case people are having trouble finding it.
 
Still problems even with Rev. 299 now. I think the turn back to Rev. 299 was corrupted and not all files were retro changed.
So I tried to delete AOE folder in mods and make a clean Rev. 300 installation. As I started a new game it has the same strange not fitting events (builder trop gets Aerons chosen promotion in first turn....). Is there a way to make a clean deinstallation of all AOE files with the files in User folder too? Or do I ve to check and delete all these files manually? This whole issue is giving me a headache... All I can say is that the Rev. 300 is a problem, before I installed it AOE was running without problems.
 
I updated to Revision 300 and was successfully able to load my Autosave from Revision 298 and resume play.

One non-fatal python error, screenshot attached.
 

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Hmm, is AoE only changing files on the mods folder or at original Civ4 game itself?
I try to figure out of my whole civ4 installation might be corrupted or only some AOE files, I tried to delete AoE and reinstall but problems still occur.

Yesterday I was playing well with REV 299 , today when I loaded the game my display was missing again. I used CC cleaner this morning, might be the problem as it changed or deleted something about AoE. *sigh*
Will do further testing.
 
Back to back crashes on starting a new game with this

View attachment 476741
was that the only error message ?

What are the variables in xml that can limit the AI expansion to a set number of cities? Because, suspiciously, the 8 AIs I have encountered in my game have all 5 cities overall.
not sure that's in xml, though maybe somewhere in difficulty or map size
 
The problem with that, and most likely the reason why Spell Extension no longer extends anything except Summons (and Vitalize), is that this makes certain spells extremely powerful. An Adept with Ice I and Spell Extension I is possible for the Illians to build right at hitting Knowledge of the Ether, and it could hit everything within 2 squares with a Slow spell, which for most units means they're stuck in place until they can get a Haste or a Dispel on them, while the Adept is pretty safe from retaliation if they resisted. A Mage with Sun II and Spell Extension I and II could paralyze everyone within 3 squares, and it is undispellable, so you could halt an enemy advance before they've even made their way into the BFC of your city. Or stop an enemy from skirmishing your advancing stacks by blinding them stuck inside their own cities. And unlike summons, which become more of a nuisance to high level units than a than a full-blown threat, these spells don't scale down in power.



How do you do this? Is this the XML cache or some other cache?


Well, it used to be that you could select the square you wanted to target. So Spell Extension would allow you to try to slow/blind one stack from a little further away, not every single square.
 
Hmm, is AoE only changing files on the mods folder or at original Civ4 game itself?
I try to figure out of my whole civ4 installation might be corrupted or only some AOE files, I tried to delete AoE and reinstall but problems still occur.

Yesterday I was playing well with REV 299 , today when I loaded the game my display was missing again. I used CC cleaner this morning, might be the problem as it changed or deleted something about AoE. *sigh*
Will do further testing.

The missing interface is most likely the elusive Python Bug. Do you have Python errors enabled? Also, while your errors don't match the ones I got, do you have RifE installed (as AoE may try and use some RifE resources, apparently)?

Well, it used to be that you could select the square you wanted to target. So Spell Extension would allow you to try to slow/blind one stack from a little further away, not every single square.

Ah, ok, then extended range becomes much less powerful.
 
CCLeaner does clear various user caches. And we know CIV does cache XML and not sure what else. So maybe that's what happened.
Also, has anyone tried using the troublesome files from the stable version instead and just pasting them into the SVN version?
 
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