incremental patch discussion

I will try a new method for this which will allow the sandstorm to move over unit stacks (and cities) and damage them without necessarily destroying them.

This sounds good. There are blizzards in FFH1 and FFH2 which function like this.
 
Some strategic resources are too important, like crystal. I don't have any crystal nearby at all, so I can't build any desert units, so I can't stage invasions or protect myself from suspensor units.

Imagine if in vanilla civ on an archipelago map all naval units required a particular strategic resource.
 
We *should* do the following for 1.5:
* Pick up latest tech tree and other tweaks from keldath
* Fix bugs, small playtest feedback items
* Rewrite civics and promotions
* Include arrakis mapscript, now that it is not killing civs on startup

We should *not* do the following for 1.5: hero units, new tech tree, mercenary system. We can test those in parallel.

I think keldath should produce a 1.4.5 with his current tech tree and maybe promotions. Maybe civics if you have a chance to enter Ahriman's design; it is definitely a big improvement over what we have today.

I will try 1.4.6 with a number of playtest feedback bug fixes.

If 1.4.6 does not have too many problems, we can take the same files and call it 1.5. This will have a new pak file, and we can also remove the other mapscripts. (We cannot *remove* files during a patch).

Does this seem like an OK plan?

Then post-1.5, we can integrate a mercenary screen, hopefully agree on a tech tree, and think about hero units.
 
Things I plan to do, or have done locally:
* Add polar terrain and ice to archipelago mapscript
* Add ice drilling improvement and +water national wonder using ice
* Add Fremen UU for scout, soldier, maybe 1-2 other guardsman units, so that they can move on all terrain and actually *use* the sandrider promotion
* Add "home ground" promotion for infantry units which gives +1 move, and then take roads away again (AH33)
* Add "stone" bonus and "marble" offworld contract, add these to double production of wonders
* Speed up terraform check so large maps are not quite so slow
* Small tweaks to buildings, remove weather scanner +water%, remove unhealth of science lab, few others
 
hey david,

is the 1.4 includes deliverators new art - thopter and sardukar? have you made any changes since the last update you released - 1.4.4 - or its just my new tech tree?

i will upload a patch now with my latest changes, its just the tech tree and the new arts anyway.


as for the plan -
i wish that we will include at least one unique unit for every civ and and a ub,
cause i prefer that 1,5 wont be an empty version yet, i know it will have a lot, but, also i dont want the players to play a half done version....
if i were someone else...i would be very upset if the civs didn't have some unique units or buildings, especially after v 1.3 had an abundance of it.....


****
heres the my latest patch - http://uploading.com/files/MOAOR9YP/dune-reduced-patch-1-4-4.1.zip.html
 
is the 1.4 includes deliverators new art - thopter and sardukar? have you made any changes since the last update you released - 1.4.4 - or its just my new tech tree?

I have not made any release since 1.4.4. I have not included any of the art from deliverator's art update. I forgot that from my list; we should definitely add it before 1.5.

i wish that we will include at least one unique unit for every civ and and a ub,
cause i prefer that 1,5 wont be an empty version yet, i know it will have a lot, but, also i dont want the players to play a half done version.... if i were someone else...i would be very upset if the civs didn't have some unique units or buildings, especially after v 1.3 had an abundance of it.....

I agree at some point we will need to add UU and UB. Maybe now, maybe later. To be honest I think people who see 1.5 will be happy that all the seemingly random selection of UU and UB from 1.3 is gone; certainly there was positive feedback, not negative, when I released 1.4.

What is the opinion of other people on this point: should we try for a more stable 1.5 release without many UU/UB, and then add UU/UB post 1.5? Or stuff more UU/UB into 1.5?


Let me try to guess the contents of this patch. Did I miss anything?

* Contains all files in 1.4.4, so it can be applied over any of 1.4, or 1.4.1 - 1.4.4
* Contains deliverator's art patch, including sardaukar, new spice, new thopter
* Contains updated tech tree

Does it include a promotion rewrite? (EDIT: no.)
 
davidlallen,Ahriman,

you got it exactly on the patch David.

of cource there will be a good feed. thats for sure.

unit - well - i dont mind getting 1.5 without uus, but i think it is better to release a fuller version to the public.

the promotions - i wanna get the prom tree really good and detailed for the units, but for that i gotta have a finallized unit classes and tech tree.

Ahriman,
as i said,
i wont do anymore progress until we agree on a tech tree.

these are my plans for future versions:
- get a foxed final tech tree.
- get the unit class finalized.
- go through all unit power values and bonus preqeq.
- build an entirely new promotion tree.
- add atleast 1 uu 1ub ( probably we will do this together)

without the tech tree finished, i cant progress....

:)
 
@ keldath, if you cannot progress on other things, would you be interested in updating the civicinfos file based on Ahriman's design in the civic rewrite thread? Just pick any random tech at the appropriate tier for now.
 
What is the opinion of other people on this point: should we try for a more stable 1.5 release without many UU/UB, and then add UU/UB post 1.5? Or stuff more UU/UB into 1.5?

We are pretty much rebuilding the mod from scratch at the moment. I would say get the core game sorted tech tree, units, buildings, wonders, civic, etc. If we can get to a point where the mod plays well without UUs and UBs, then you are in a good position because you know that adding in the UUs and UBs will only add to the fun.

UUs and UBs can just be a distraction as to whether the core game is working well. While everything is in a state of flux it doesn't really make sense to add more. When the core design is more settled you'll probably have to redesign UUs and UBs anyway since a lot of them will end up in strange places.

This feel's like a critical stage in the mod's development so I don't think we should rush it.
 
Another day, another tech tree ... :-)

So now we have a 1.4.4.1 release and keldath is working on the new tech / civic / religion design done by Ahriman. I would prefer to call that 1.4.6 rather than making much use of three dot names. Then I will put all the small changes I listed in post #225 into 1.4.7. Maybe 1.4.8 can be for any final tuning and then we should build 1.5.

Post-1.5, the main things will be UU/UB, mercenary screen, and discussion about heroes. We still need unique abilities for Tleilaxu, Corrino, Ix, Spacers; Deliverator has summarized some ideas in the civilizations thread. Maybe a strong set of merchant UB for spacers, and hammer UB for Ix is enough.
 
I have made a number of changes locally. I have made most of Ahriman's suggested civics and terrain / improvement changes. I have changed one sdk file to fix most of the problems with land transport loading / unloading ... or at least, the new problems will be different ones. I have changed the sandrider promotion to also allow movement on "water" so that we do not need Fremen UU; we can put this promotion onto any Fremen unit and it will get the fast "water" movement.

@ keldath, are you almost ready to release 1.4.7? Then I will put the above into 1.4.8.

I have been avoiding any changes to the tech tree file or the unit file, because I know that keldath is making major changes to these files. So I have not done tech costs, tech flavors, or some of the small tech movements that Ahriman requested. Also, I cannot do the worm rider unit-flipping for real, without adding a number of units, one for each unit to flip, which is about eight units.

Although I have made several sdk changes now, I am getting very weird results. For example, my JRouteNative change (not for DW) causes weird lighting effects, see this post. My sandrider promotion change causes a number of units to randomly appear. When I use this cvgamecore.dll to autoplay, some civs suddenly wind up with 4-5 units they do not even have the tech to build, such as rocket trooper or desert raider. When I put back the original cvgamecore.dll, no other python changes or anything, then the units do not randomly appear. This is pretty annoying, because I have not done anything which could make these problems happen. In fact I do not even know *how* to change the lighting effects if I wanted to.
 
My sandrider promotion change causes a number of units to randomly appear. When I use this cvgamecore.dll to autoplay, some civs suddenly wind up with 4-5 units they do not even have the tech to build, such as rocket trooper or desert raider.

This sounds like my awesome homeworld ai is buying units. :) Look inside sdkDbg.log to check it.
 
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