General discussion thread

I fully understand! I just wanted to know what you meant with your post in the QC thread. It is definitely a good idea to make the current version of CCV as stable as possible before adding new stuff. (Btw, the RevDCM team appears to hunt bugs as well.)
 
I fully understand! I just wanted to know what you meant with your post in the QC thread. It is definitely a good idea to make the current version of CCV as stable as possible before adding new stuff. (Btw, the RevDCM team appears to hunt bugs as well.)

You are absolutly right. That's the reason for the 2.8 update. And the my last found Mastery Victory bug was one I was searching for weeks. :) Lots of stored broken savegames could be repaired with the fix for that CTD. :dance:

So there are still problems but CCV 4.30 comes closer. :D
 
Great! :goodjob: I am eagerly awaiting the new version! :) (Just to let you know - but take your time! ;) )
 
Okay, I've got a new problem here. I've solved very, very many problems. Lots of random CTDs could be solved. Especially lots of or even all late game bugs are solved now. But with the code update to RevDCM 2.8 (561) came a new problem to CCV. There is a new CTD in the middle of the game. This bug is new! It seems to appear in ~10% of the games. And if it appears it often appears again after a reload but several turns later.

This bug is hard to find and reproduce. And I got no time to play manually. So please play and test version 4.28 while I go on with 4.30. Good luck and have fun although I know that 4.28 is not bug free.

Here is the download link.
 
Good job solving all these (old) bugs! :goodjob: Too bad RevDCM introduced a new one.
I am downloading 4.28 right now and am eager to try it. Though I don't have that much time this weekend. But will try to squeeze in some turns here and there. :)
 
I've found the random bug in the migration code. Random division by zero. So here is once again a new DLL for 4.28 with reenabled migration. Just replace the old DLL and go on as usual. There should be no problem with savegames.
 

Attachments

But the best thing seems to be the result!!! :w00t:


I've been running seven test games with the new DLL (4x single player and 3x hotseat; different settings) and all came to a good end with not a single CTD or Python error (except the double response after winning the game / BUG failure) .

[party] I think it's done. Really done. [party]
 
Congratulations! :goodjob: That is really great news! My game with the new dll is also running smoothly (but it is only one game, so it can't compared with your many tests). :)
Btw, I assume you tested the new 4.28 dll. Or did you mean version 4.30? (Is there a great difference between the new 4.28 dll and version 4.30?)
 
Congratulations! :goodjob: That is really great news! My game with the new dll is also running smoothly (but it is only one game, so it can't compared with your many tests). :)
Btw, I assume you tested the new 4.28 dll. Or did you mean version 4.30? (Is there a great difference between the new 4.28 dll and version 4.30?)

Thanks a lot. And good news. :)
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No, I've tested 4.28! But of course 4.30 is similar to 4.28. No need to explain that I've imported all new bug fixes to 4.30. :) But yes, there are differences between 4.28 and 4.30.


4.30 should include:

- new migration code :wavey: DONE
- new cold war code (but not Afforess version of MAD!!!) :bump:
- new global warming and nuclear winter code (updated version from the green planet project of CCV 2 and 3) that will replace the current global warming mod in CCV :snowgrin:
- the updated Lost Battles code (still don't know how to solve my ACO problems) :ar15: DONE
- 2nd UUs for all nations (may cause changes to current units) DONE
- new Awarian/Austrian Civ
- one new air bomb mission (cargo ships) DONE
- repaired DCN (also working right when Revolution disabled) DONE
- the new culture over traderoutes mod from TheLopez (but not this one, my own new Culture by Trade Routes mod) DONE
- maybe the corporation trading
- maybe new world war event (not wonder!) -> but I've never made an event in the past :help:

You see that will take a lot of time. And you know about my free time. So the next official release will be 4.29 in some days if there are no bugs reported. But 4.29 is just a new name for the last current 4.28 version.
 
Wow! :D That's a big list for someone who has no time for civ. ;) :goodjob:
Actually, I was thinking of suggesting The Lopez's culture over traderoutes mod. :) But you have it on your list already. Great!
A couple of questions:
- Regarding the new migration code for 4.30: Is that the same as the one in the current (new) 4.28 dll?
- Btw, I don't pillage that much, so forgive me if the answer to the next question should be obvious: are we able to pillage roads without touching improvements? If not, do you think such a feature could be added as well? (The Lopez has made such a modcomp.)
- Regarding trading corporations: Is that only the feature of Afforress' new diplo mod, or did you also include Afforess' "realistic corporations"? (AFAIK the latter is not available as a standalone yet, even though Afforess appeared inclined to release it as a standalone atmod some point in time. Whenever that will be...)
 
- Regarding the new migration code for 4.30: Is that the same as the one in the current (new) 4.28 dll?

No. I'm writing a new one at the moment. I don't like the results of the current code. I see nearly no moves between own cities. And too much moves to barbarian cities. And the migration because of war is :vomit: Further more there will be new rules for moving over water and to other continents and players.

- Btw, I don't pillage that much, so forgive me if the answer to the next question should be obvious: are we able to pillage roads without touching improvements? If not, do you think such a feature could be added as well? (The Lopez has made such a modcomp.)

Yes. I forgot in the list above. The unit and air bomb missions should become more equal. And aircrafts can do so with the advanced bombing. So why should normal units not be able to do so? That's also the reason for the cargo unit mission (equal to FSA Cargo).

- Regarding trading corporations: Is that only the feature of Afforress' new diplo mod, or did you also include Afforess' "realistic corporations"? (AFAIK the latter is not available as a standalone yet, even though Afforess appeared inclined to release it as a standalone atmod some point in time. Whenever that will be...)

I just saw this in Afforess AD. Even didn't notice the difference. :mischief: So I'll do the other stuff first. Maybe he will release a complete version later...
 
4.29 comes with a short delay because I saw in the last moment a mistake in the commander experience in my game. 4.29 was already uploading. I'll try to fix this bug tonight and upload 4.29 again.

€: Forget what I said. There is a new update of RevDCM. It will take a little bit longer.
 
Thanks! :) Just a brief question: Is 4.29 save game compatible? (In my current game I have a (really time consuming (it will take ages, as I am still in the BCs) - but it is great fun :D -) fight with Zara and even though I am barely able to keep him from conquering my cities I don't want to stop now...)
Did you change/add anything else for 4.29 than what you mentioned (such as implementing the new RevDCM)? The download is so much bigger now (have you already added the new 2nd UUs?).
 
Thanks! :) Just a brief question: Is 4.29 save game compatible? (In my current game I have a (really time consuming (it will take ages, as I am still in the BCs) - but it is great fun :D -) fight with Zara and even though I am barely able to keep him from conquering my cities I don't want to stop now...)
Did you change/add anything else for 4.29 than what you mentioned (such as implementing the new RevDCM)? The download is so much bigger now (have you already added the new 2nd UUs?).

No it's not compatible. It can't be. Lots of functions and variables have been changed. Damn. I've got no savecopy of the 4.28 code. I can't offer a bugfix for your game. :sad:

I've updated RevDCM to the last SVN release (576) but that was almost a clean up of code. Cleaned up my code as well. An I remanged the game options. AD is now non optional.
But there is an important bug fix in 4.29. In 4.28 sometimes the vector of given onlyLeaderPromotions was cleared. I don't know why. As a consequence the needed commander experience could fall back to 2XP. So a unit with a commander could get many too many commander promotions.
Further more I've removed the culture bonus from the shipyard and I removed the free XP from shipyard and drydock. Added a +3XP bonus for domain sea to the harbor. Just the cothon has still a bonus of +2XP. And the costs of the great wall are increased. They are the same as for the pyramids now. No new 2nd UUs in this version.

The file is just bigger because I included the basic RevDCM version and my code of CCV 4.29.

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You might have already added it, but since I didn't see it in your list (or must have missed it - so far I have never experienced a decent air fight in CCV), here another suggestion. What do you think of The Lopez Air combat experience mod?

Almost all stuff is already in CCV. It's part of the advanced bombing missions. Just the XP from a successful mission may be missing. I can't remember. But the air promotions are also on my list. HITM has to offer some nice ideas. ;)
 
No it's not compatible. It can't be. Lots of functions and variables have been changed. Damn. I've got no savecopy of the 4.28 code. I can't offer a bugfix for your game. :sad:
Oh, that is absolutely okay! Please don't bother about that! I just wanted to know whether I could continue my game under 4.29. No need for a bugfix! I will play until I experience a major problem and then switch to 4.29. ;)
I've updated RevDCM to the last SVN release (576) but that was almost a clean up of code. Cleaned up my code as well. An I remanged the game options. AD is now non optional.
Did you take care of the hover text for embassies (when you mouse over the option to establish an embassy in another civ)? In 4.28 I still saw a text line which said something like "[green_text_##]" or so.

By the way, with regard to embassies I would suggest a little change regarding the attitude modifiers. After Zara had declared war in my current game, I saw that he had not only a -7 from "this war spoils our relationship" (which is fine), but also a -1 (or -2?) from "you kicked out our ambassadors". Isn't that a bit much of a penalty for the defender who is not responsible for the war? Why am I penalized (with a negative modifier) when Zara declares war?
I don't think you should get rid of this modifier (there are a number of situations where it is perfectly fine), but perhaps you could disentangle the war declaration and the "kickout ambassador penalty"?
Further more I've removed the culture bonus from the shipyard
Ah, good! :)
and I removed the free XP from shipyard and drydock. Added a +3XP bonus for domain sea to the harbor. Just the cothon has still a bonus of +2XP.
Why that? If the player doesn't play with the option to have certain buildings as requirements for units, why should he build these buildings now?
And the costs of the great wall are increased. They are the same as for the pyramids now.
From a realism point of view I second that! With regard to game play I am a bit uncertain, though. The main feature of the GW is to keep out barbs. If it is as expensive as the the Pyramids it will be build much latter (just like the Pyr., 1400-500 BC). But at that time the major nuissance of barbs is usually over (about 2500-1200 BC). Thus, the main advantage of the getting GW will be reduced considerably if not lost in many games.

Another thing regarding the ToZeus: I haven't checked, but when I built the pyramids and the ToZeus in my games I had the feeling the latter was cheaper then the former. Since you switched their special features, the ToZeus is now much more important in my eyes than the pyramids (as it enables all the government civics). Do they have the same costs? If not I would raise the costs for ToZeus and lower them a bit for the pyramids.
The file is just bigger because I included the basic RevDCM version and my code of CCV 4.29.
Ah, I see. I was wondering about the 30 MB more. ;)
Almost all stuff is already in CCV. It's part of the advanced bombing missions. Just the XP from a successful mission may be missing. I can't remember. But the air promotions are also on my list. HITM has to offer some nice ideas. ;)
That is good to hear! Sorry for not knowing that, but as I said I haven't experienced a full blown lenghty air war in CCV so far.

(Sorry for my lack of knowledge. What does HITM stand for? A new acronym for CCV 5.0?)
 
I'll check the embassy text again.

The penalty is really unfair in this case. I'll see if I can figure out how Afforess has done it.

Shipyard and Drydock are just production buildings and speed up the production of sea units in all cases. That's the reason why a player should build them. They must not be required to train. No need for a special game option. The harbor is now the place you can get experienced sailors from. The harbor is the place the ships can return to. That's the idea.

I'll check the wonders again.

HITM is 'History in the Making'.

A first patch is even near because their is a RevDCM update (578).
 
I'll check the embassy text again.

The penalty is really unfair in this case. I'll see if I can figure out how Afforess has done it.
Thanks for both!
Shipyard and Drydock are just production buildings and speed up the production of sea units in all cases. That's the reason why a player should build them. They must not be required to train. No need for a special game option. The harbor is now the place you can get experienced sailors from. The harbor is the place the ships can return to. That's the idea.
Ah, I understand! That makes sense. :)
HITM is 'History in the Making'.
Thanks for enlightening me. Something along these lines could become a subtitle for CCV, though... ;)
A first patch is even near because their is a RevDCM update (578).
That is fast. :)
 
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