incremental patch discussion

Eh, it's a bit dumb to ask it for the third time, but nobody seems to notice my main question. Is anybody working on Pedia stubs or can I do it freely?

Go for it, Deon. No-one else is doing any stuff to the pedia at the moment as far as I know. It would be good to get more content fleshed out as we have added/changed quite a few units, buildings and techs recently.

Also, we have a pedia thread that we can use for pedia-related discussions just to keep this thread about patches and releases.
 
Let's get confirmation that this 1.7.3 has no painful bugs. I can add other simple stuff into it, such as your python and the new pedia text by Deon. Once we get confirmation, then I will release it.
 
Gave the 1.7.3 beta a quick test and all looks good. Both the AI and I were building spice harvesters. Spice palaces work fine. All art looks as expected.
 
I am not familiar with this problem. When the main installer detects a previous version, it does not prevent you from re-installing. What goes wrong for you when you just tell the installer to continue?

Has anybody else experienced a similar problem?

Well, now that I clicked OK I see you're right, but the installer is rather confusing. When I run it I get this popup: "Dune Wars is already installed. Do you wish to uninstall? OK/Cancel". Clicking cancel exits the installer; when I clicked OK... it installs the mod :crazyeye:

With 1.7.3 installed the normal way - the art files I reported missing are all in place. If I install the same patch manually by unzipping - they are missing. That will teach me to use EXEs only, but it's weird. Sorry for the trouble.

I think there's one side-effect to my fix, if so, sorry for the trouble again :p It seems the AI values the spice too high in the trade window - I don't know how much it was ready to pay for it with corps, but I can get 1 luxury or health resource for 1 spice, or 6gp/turn (probably more, that was all the AI had at that point). Doesn't affect the AI but it's abusable by human player, I guess. The AI should not be happy to pay more than 3-4gp/turn - matter of fine tuning the values to make sure it's about that number (which I can do).
 
When I run it I get this popup: "Dune Wars is already installed. Do you wish to uninstall? OK/Cancel".

I have thought that this is a bit confusing myself. Often I will rename my current Dune Wars folder to keep it from being overwritten, then, when I run the installer, I get this popup even though (technically) Dune Wars is no longer installed due to the renaming.
 
When I run it I get this popup: "Dune Wars is already installed. Do you wish to uninstall? OK/Cancel". Clicking cancel exits the installer; when I clicked OK... it installs the mod :crazyeye:

Yes, the installer is from phungus420. I do not understand the technology, I just edit some variables in his "nullsoft installer script" and run it. Supposedly, if you have a previous version installed, it should delete it. I think the installer adds a registry key which says whether the mod is installed, rather than looking at files. I don't think I can fix this, and phungus420 doesn't have much time/interest to spend on the installer.

I think there's one side-effect to my fix, if so, sorry for the trouble again :p It seems the AI values the spice too high in the trade window - I don't know how much it was ready to pay for it with corps, but I can get 1 luxury or health resource for 1 spice, or 6gp/turn (probably more, that was all the AI had at that point). Doesn't affect the AI but it's abusable by human player, I guess. The AI should not be happy to pay more than 3-4gp/turn - matter of fine tuning the values to make sure it's about that number (which I can do).

If you are going to tweak something, there are suggestions by orlanth a few posts back. As a human player, I can't imagine a situation where I would trade something to get spice; so perhaps the AI should just never offer or accept it.
 
If you are going to tweak something, there are suggestions by orlanth a few posts back. As a human player, I can't imagine a situation where I would trade something to get spice; so perhaps the AI should just never offer or accept it.

I remember reading the problem with the suggested iAIObjective is that it alters settler AI, making AI want to settle near spice. For tweaking I just mean to scale the spice value down with the number of cities, just as it worked with corps.

Just checked the 1.7 version and the AI was willing to buy spice but only for 2 gp / turn - that's about enough to stop the human from trading it.
 
Tested on the same Atreides PYL WBSave 200 turns. Harvesters are built like before, but the AI will only pay 2-4gp/turn for spice (it's a straight copy of corp formula now).

EDIT: disregard this and just change the iAiTradeModifier for spice in the CIV4BonusInfos.XML to -100, that's simple and stops spice from being traded altogether, without affecting harvesters.
 
In addition to using this updated DuneWars.py, the PrereqTech for the UNIT_MONITOR_WARSHIP in unit infos needs to be set to NONE so that it cannot be built by conventional means.

But NONE will make it avaliable from the start.
 
I definitely think the best solution for Spice is to have the AI never trade it away or trade for it. Is that possible? Too easy to exploit otherwise, by selling above its value or below its value.

Monitor should be able to attack cities. A bunch of thopter and suspensor units have had a cannot attack cities tag activated by accident. I haven't tested in latest versions which ones still have the problem.
 
A bunch of thopter and suspensor units have had a cannot attack cities tag activated by accident. I haven't tested in latest versions which ones still have the problem.

I don't think the problem is as simple as activating a "cannot attack cities" tag in the xml. Which specific tag do you have in mind? I think for some reason, no DOMAIN_SEA unit (thopter, suspensor) cannot attack cities. This has to be related to all terrain units somehow, but I am not sure how. Offhand, I think something may have gone wrong in the 1.7 merge to new versions of BUG and RevDCM. I am pretty sure that every "sea" unit, in every version since 1.7, has had this problem, but I have not confirmed it.
 
I don't think the problem is as simple as activating a "cannot attack cities" tag in the xml

I have no particular evidence on this, I thought you had said it was an xml tag when I mentioned something about the hawk thopter. You are probably correct.

I seem to remember being able to attack cities with thopters at some point in the past at least, so I think this has been somewhere introduced along the way.

1.7 seems plausible.

I've confirmed it with several units; suspensor gunship, hawk thopter, suspensor destroyer.
 
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