incremental patch discussion

Here's my latest contribution to the patch frenzy.

Patch 1.2.7 Changes (incremental over 1.2.6)

+ Added Liet-Kynes as second leader for Sietch Tabr (Spiritual/Charismatic)
+ New loading screen
+ Ensured bonus infos is the same as water patch 2.
+ Renamed Food Warehouse to Catchbasin.
+ Changed yields of the Complex improvement.
+ Made sure Sandstorm was in UnitClassInfos.xml (probably got missed in the patch train somewhere)

Keldath. I reckon we should do a bit of testing and call this 1.3. We need to draw a bit of a line under all the recent changes.

I'm against comments. This new Kynes leader is a classic case. With comments either side of the XML changes it was completely ignored by the game. When I took the comments back out it worked fine. I can wholeheartedly recommend Beyond Compare for file and folder merging, if you guys don't already use it.

I think the svn is probably overkill. It probably works better with one person being responsible for keeping copies of different versions and merging in changes and patches.

Also, I'm going to revert to art monkey mode so that will reduce the merge issues. I was passionate to see water for food implemented. Now it is there I can actually make some flipping units. Still yet to make my first human unit for Dune Wars...
 
great work buddy.

patch frenzy huh...

alright folks,

ill call the it v 1.3,

tomorrow i wont be home so i wont have time, only in Thursday ill be able to load up v 1.3,
also i wanna update the sound addon to v 1.3, i completely forgot about this one...


***
comments,
well - what ever you guys think is better.
ill try to keep a good change list so youll be ale to track it.

also for the svn/sourceforge, i dont like those basically, but its better for us perhaps...
so ill let you decide on this guys.

Deliverator,
after your great worm model,
im sure youll make kick ass units.
badass humans instead of the burseg - i look forward to those.


so this is keldath, signing off until late tomorrow :(
 
There's a repeatable CTD very early in the game. Seems to occur around turns 5-10. My changes we so minor so I don't think it's them. It's not the windtrap button that is OK. It happens without the Ix in play so it's not them either.

I'm confused also, we've reverted back to the Worm unit, but the storm is still a map effect. That's what it seems like in 1.2.7. I thought we should be back with the spinny sandstorm unit... maybe that's related to the crash?

Can't wait to have a 1.3 that is stable...

Also, I don't know how or when the final version was lost, but somehow this patch stack results in an old extremely lame version of the worm. PLEASE use the one attached for 1.3 - this is the final one - otherwise people who see the worm in the Art Thread will be disappointed...

Just to be absolutely clear the last change date of the worm should be 13/06/2009, not the one dated 06/06/2009. I've included the entire unit folder.
 
It could just be that something was missed by me, or someone else along the way. Probably, keldath, if you merge in my 1.2.7 changes bit-by-bit into your 1.2.6 it may well work OK. I've really not done anything very significant. Probably your mod directory just has something that mine is missing. I'll try and see if I get the issue on a fresh patch stack 1.2.6...

I've run civchecker over it - there is a lot of output to pick through so it is bit hard to spot if there is a real issue...
 
One tip about running civchecker on a mod with a fpk file: as you have seen it cannot find any art inside an fpk. So I usually run pakbuild to unpack it in some other directory, and add that directory to the civcheck search path.
 
Deliverator, there is a problem with your CIV4UnitClassInfos.xml in 1.2.7:
You gave UNITCLASS_SANDSTORM and UNITCLASS_WORM the wrong default units.

Change UNIT_SANDSTORM to UNIT_SANDSTORM1.
Change UNIT_WORM to UNIT_WORM1.

This should fix any problems with the patch.
 
Thanks. I'll sort it out. It's weird because all I did (I thought) was add the Sandstorm unit class that seemed to be missing. Nevermind. I'm going do a 1.2.8 to fix that, make sure the correct worm is used, add water hints and fix some names/typos.
 
I realize it is a lot of extra trouble, but can you make 1.2.8 a full patch over 1.2, instead of requiring also to apply the intermediate patches in order?
 
It's not that hard to assemble all the prior patches into one patch so I'll do it. Will post soon - just want to scale back the water a bit after keldaths post about the super size 40 cities.

Can you use MediaFire when you host 1.3 keldath? There is no wait time, and we don't want people put off by wait times. It has a 100MB limit, but the main mod is still well under that.
 
Patch 1.2.8 - a complete patch over 1.2

Includes all previous 1.2 patches.

Additional changes in 1.2.8

+ Water Balances Changes - (it was fun but a bit insane)
Wind Trap starts at +1 water. Now that hill tiles already produce +1 water and wind trap output ramps up over time this seems fair.
Dew Collectors reduced to +1 water +1 commerce.
Shallow Well reduced to +4 water
Deep Well reduced to +6 water
Qanat System reduced to +8 water
BonusInfos.xml tweaked. There are slightly less Groundwater tiles available on the map.
Added Water Hints:

Spoiler :
There is not a drop of rain on Arrakis. Water is precious. Water is life.

When choosing city sites be sure to make sure there are water sources enough to support the population.

At the start of the game hills yield water from the higher air moisture and plants yield a small amount of dew. These yields can be increased by building Wind Traps and Dew Collectors.

The best water sources on Arrakis are beneath the surface of the planet. Seek out Groundwater and dig Wells to bring a constantly flow of life-giving water into your cities.

As time goes on you can replace Shallow Wells with Deep Wells to increase the water output of Groundwater tiles. Eventually, you will be able to build Qanat Systems to obtain even more.


+ Text Changes: HarkonnEn is the correct spelling folks. There may still be some incorrect references around I just made sure the house name and Baron's name were correct. The Baron's name is now 'Baron Vladimir Harkonnen' and the Duke's is 'Duke Leto Atreides' rather than just 'Duke Leto'. Food text changed to Water.

+ Fixed UnitClass merge bug that I created in 1.2.7. Thanks Koma.

+ Made Baron LH a little brighter - was too dark.

+ Use final sandworm model not the lame old one.

Download Link

Hopefully, I've done everything OK this time. If people can test and maybe check that I haven't been too extreme in cutting back water.

Just realised there is a typo in one of my hints... :)
 
Well, I'm not very good at this economy/growth balancing business. It seems I have been too harsh with the water changes... so I've made the following adjustments:

Restore commerce to Well improvements:
Shallow Well +4 water, +1 commerce
Deep Well +6 water, , +2 commerce
Qanat System +8 water, + 3 commerce

Restore Wind Trap to +2 water, +2 commerce

Restore Dew Collectors to +2 water, +1 commerce

Fortunately, all these changes are in the one file Civ4ImprovementInfos.xml which I've attached. Please overwrite the 1.2.8 version with this one.
 
I have successfully deleted my mod area, reinstalled 1.2, installed 1.2.8, and added the improvementinfos on top. It has autoplayed one game OK. I will turn on my balancing statistics and see what I get from a couple of runs. I will also run them up through turn 450 to make sure there is no turn 400 crash.

I also locally fixed the crash with grids on. I'm not sure how, but in the pak file there are a bunch of files in art/terrain/texture (singular). The directory is supposed to be art/terrain/textures (plural). I copied all the files from texture into textures, on top of the files which were there before. Now I can turn on grids without a crash.

So, that should definitely go into 1.3.
 
It's very minor, but the hint I added that says:
The best water sources on Arrakis are beneath the surface of the planet. Seek out Groundwater and dig Wells to bring a constantly flow of life-giving water into your cities.

Should say constant not constantly.

Can be quickly changed in DuneText.
 
My view would be to release 1.3 asap. Just make sure you get the grid overlay fix from david. Koma has said he'll be uploading his stuff this weekend, but the thing with releases is that you'll always be waiting for one more thing...
 
Back
Top Bottom