incremental patch discussion

Landsraad icon is missing. I getting white circle with number 102 on it.

I am glad the AI seems to be doing more DOW. I agree that the graphics for religions are not quite right yet; I am hoping deliverator or another volunteer will take this on. We need several icons for the religions and related techs and buildings.
 
I'm getting a massive list of missing sounds upon starting a game, with the latest patch.

I tried reinstalling 1.5 from scratch and then reapplying the patch. It didn't fix the errors.
 
I am glad the AI seems to be doing more DOW. I agree that the graphics for religions are not quite right yet; I am hoping deliverator or another volunteer will take this on. We need several icons for the religions and related techs and buildings.

Please make me list of icons you need, i am 2d Artist. Working in Corel. Icons is kinda ok for me to do (i wont promise too much on this stage, but if i have time i can help much more tha icons).

Another thing thats seems i not getting new unique Thopter unit graphic as well. All thopters look still look same

Do i missing something? Can be it some conflict with mods i have installed? (FFH, Varietas Dilectat, FF, FF+)
Also there is no much wars. I lack erly DoWs, if Freemen were attacking me earlier with their superriority they were able to kill me, but after i got Air Superiority and Offworld Trade (i beelined Air anfter Landsraad) i ordered masses of grenadiers from Draconis (BTW Just awesome thing you done, that window :goodjob:) which are couners for most of the freeman army.
May be WarProb is too low for leaders?

I imagine Dune as battleground, and mod called Dune Wars, and there should be some Tree-somes like in game Dune II for sure. (FFAs). There is not enough war even with Aggressive AI on.
 
I'm getting a massive list of missing sounds upon starting a game, with the latest patch.

I'll check this issue out. It's probably that the standard 1.5.5 Civ4EraInfos.xml is pointing to soundtrack files that are only in the music pack. The music pack is not updated for 1.5.5 yet, but I'll do that within the next day. Once the new music pack is up, installing over the top of 1.5.5 will fix these errors.

I am glad the AI seems to be doing more DOW. I agree that the graphics for religions are not quite right yet; I am hoping deliverator or another volunteer will take this on. We need several icons for the religions and related techs and buildings.

I'll try and come up new base religion icons soon. It will take a while to get decent flavourful graphics for all the religion stuff with all the buildings involved.
 
Another question:
Why Ordos UU Raider Truck (Tricycle) was cut? Or it wasnt implemented?
It kinda their must-to-have unit, which adds alot to their flavour...
Lets say 4 str, lower cost and highter retreat odds, replacing quad.
If someone can make 3d model i will do nice textures.
 
We cut nearly all the faction UUs, and are slowly re-adding them. There will eventually be an Ordos Trike UU for the quad.
 
I imagine Dune as battleground, and mod called Dune Wars, and there should be some Tree-somes like in game Dune II for sure. (FFAs). There is not enough war even with Aggressive AI on.
I agree. No action on map makes everything else pretty pointless. We should try to identify the reason for ai isn't warmongering.

I'm getting a massive list of missing sounds upon starting a game, with the latest patch.
I had the same issue with deliverator's oct 4th patch. Intalling the music pack fixed it.
 
Please make me list of icons you need, i am 2d Artist. Working in Corel. Icons is kinda ok for me to do (i wont promise too much on this stage, but if i have time i can help much more tha icons).

Thanks! Please see this post on the art thread for further discussion.

I don't have any problem with the sounds or thopters; is it possible there is an installation problem? Has anybody else had missing sound errors or missing thopter art problems with 1.5.5?

EDIT: Well, that is because I play with sound off. The files deliverator sends come with the music pack references, and I failed to take them all out. Can we find a better way to do this? How do other mods support a separate music pack?
 
We should try to identify the reason for ai isn't warmongering.

I'm pretty sure that the main reason was that everyone was adopting the same religion, and factions are much less likely to declare war with high diplomatic relations (from shared religion) and against coreligionists (extra unhappiness).
 
I'm pretty sure that the main reason was that everyone was adopting the same religion, and factions are much less likely to declare war with high diplomatic relations (from shared religion) and against coreligionists (extra unhappiness).

I made 1 long game and i think that answer is no - even with different religions ai being worst enemies, and freemen having supperior army not declaring on weak worst enemy ecaz, while aggressive ai was on.
 
Can we find a better way to do this? How do other mods support a separate music pack?

Well, FFH2 ships with a few tunes included which is then expanded by the Media Pack. I don't really see the point in that. If you play with music then you may as well have all the music, if you play without then you don't want the additional download time and disk usage. I think the best solution is to clear out the EraInfoSoundtracks list tag completely in Civ4EraInfos.xml in the main mod, and we can be more careful about merging on the quite rare occasions that Civ4EraInfos.xml is updated. This way if anyone says 'Why isn't there any music?' we can direct them to the Music Pack, while those who play without sound won't know any different.

Civ4EraInfos.xml and Civ4LeaderheadInfos.xml are the two files that should be different between the main mod and the music pack (although I have screwed this up with recent merging). If we ship the main mod with the diplomacy music as well as the religion music then Civ4LeaderheadInfos.xml can refer to them and the Music Pack only needs to change Civ4EraInfos.xml. Might be the way to go.
 
I'm getting a massive list of missing sounds upon starting a game, with the latest patch.

I tried reinstalling 1.5 from scratch and then reapplying the patch. It didn't fix the errors.

This is a problem. I didn't detect this before releasing 1.5.5 because I play with sound off, and civcheck does not check that MP3 files exist -- only graphics files. I have merged deliverator's era name and leaderhead changes *without* the sound pack additions. This will go into 1.5.6, which I may release quickly if several people complain.
 
You could just fix up Civ4EraInfos.xml and re-upload 1.5.5 with the fix.
 
You could just fix up Civ4EraInfos.xml and re-upload 1.5.5 with the fix.

The leaderhead file also needs changing. I am reluctant to *reissue* 1.5.5 since it makes a support nightmare -- "Which *version* of 1.5.5 did you download? Which date, from which mirror site?" I would make 1.5.6 instead.

One alternative may be to make a 1.5.5.1, which is a small two file patch. I am not sure which is less confusing.
 
I'd call it 1.5.5.1. It's a hotfix only needed by those people who don't want to install the music pack.
 
I made 1 long game and i think that answer is no - even with different religions ai being worst enemies, and freemen having supperior army not declaring on weak worst enemy ecaz, while aggressive ai was on.

What difficulty level are you playing at? I see a fair number of wars (playing at Emperor).
 
I'm pretty sure that the main reason was that everyone was adopting the same religion, and factions are much less likely to declare war with high diplomatic relations (from shared religion) and against coreligionists (extra unhappiness).

I fear it won't be that easy. I think it is related to the all terrain transporter concept. :(
 
I was having a decent number of wars in 1.5.3 and previous on Emperor difficulty. Possibly I was mostly playing on low sea level Duneipegalo maps, which had large stretches of connected terrain.

But I doubt its anything to do with amphibious landings AI. Remember that in vanilla the AI will happily declare war from the other side of the globe if they don't like you, even if they have no real way of actually prosecuting a war by getting units to you.
So I doubt the AI is detered from war by an inability to use transports well.

You don't want too many wars, because it takes an overwhelming force to take a city, so you need to give the AI time to build up a large enough strike force.
 
This is only speculation, especially without knowing anything about changes cephalo has made. We have to look inside the code. :scan:
 
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