incremental patch discussion

It may work that way in ffh, but not in vanilla. It is easy to try out by editing a few lines of xml. But, not till after the dissertation.
 
Well, here is the "Great Renaming". After actually performing it, I would rather call it the "Moderately Useful, Somewhat Painful" renaming. I have renamed all the units, unitclasses, buildings, buildingclasses, and techs to match their description. There is no externally visible effect.

In a few cases I discovered that these strings were hardcoded in unexpected places; for example, the names like UNITCLASS_MERCHANT appear in the BUG tech chooser screen. When I found this type of hardcoding, I changed back my renaming rather than trying to find all the related python files. This is the "somewhat painful" part.

I have done a couple of short autoplays with different starting civs, but it seems highly likely that I have missed something. I did not bring up every screen and click every button. So it is possible that there will be python alerts from using these files.

Nonetheless, here they are.

@ Deliverator, in related news, thanks for starting to clean up the art directories. In art/terrain/resources, there are three directories which are still used: fish, spice-dense, and whale. If you were to copy these to art/terrain/bonus, then the entire art/terrain/resources directory could be deleted in 1.4.

EDIT: I have fixed a couple of alerts; renaming the specialist units was also causing a problem in BUG; renaming the basic units like warrior and scout was causing some problem in Revolutions. Please use the -v2 attachment. This also includes the minor patch I called 1.3.7 which fixes worker and worm movement.
 
Well, here is the "Great Renaming". [...] In a few cases I discovered that these strings were hardcoded in unexpected places; for example, the names like UNITCLASS_MERCHANT appear in the BUG tech chooser screen. When I found this type of hardcoding, I changed back my renaming rather than trying to find all the related python files. This is the "somewhat painful" part.

Of course the next autoplay started failing, with this:
Code:
Traceback (most recent call last):
  File "CvScreensInterface", line 996, in forceScreenRedraw
  File "CvMainInterface", line 3224, in redraw
  File "CvMainInterface", line 3385, in updateMiscButtons
  File "CvMainInterface", line 5301, in updateGreatPersonBar
  File "GPUtil", line 218, in getGreatPeopleText
  File "GPUtil", line 76, in getUnitIcon
KeyError: 109
ERR: Python function forceScreenRedraw failed, module CvScreensInterface

Since it is not happening in 1.3.6 it is clearly due to my renaming. I already changed back the UNITCLASS of the great people. I was not immediately able to find the problem. But, if I need to change back some unit or unitclasses, it means a number of files will change again. I will try to make time to investigate that tonight; you can decide if you want to use these, wait, or something else.
 
Sandworms can move into peaks tiles. Ooops :-)

Worse, sandworms can attack cities.

I also think the worms are going to completely gimp AI expansion, because they will eat all their early units.

My recommendation; don't let worms move on land. They should be limited to the desert. Its crazy to think of worms wandering around on non-sandy land tiles, through cottages and farms and human habitation with all that moisture.

So, they're naval units that eat your stuff if you try to cross the desert, and your workers that are trying to build refineries.
 
I'm happy to wait david. There's still plenty to get on with in the meantime. Seeing as I'm going to work on units/resources, techs and buildings I think the renaming will make my life easier.
 
Workers aren't woken up by worms moving next to them, so you have to manually cancel their orders at the end of every turn to avoid them being eaten by worms.
 
Shouldn't these issues be getting raised in the 1.3 feedback thread... ;)
 
Just cite the patch that the issue is against. It's better to keep this thread for discussions about what we are working on and what's in each patch, and the feedback thread for all bugs and issues. When we come to put together the new patch it is easy to sweep through the feedback thread and fix issues pertaining to the previous patch.
 
new sdk for version 1.3​

after several hours of work, i have created a new stable fixed sdk.

here is the link:
http://uploading.com/files/G5MEQMB6/sdk-dune.exe.html

it includes hated civics.

i have removed unit statistics sdk,
added a missing line
fixed a hidden ctd
added missing code.

now we can use the wonder - holzsman field generator.
plz use the buildingsinfo.xml attached here.
 

Attachments

I am working on patch 1.3.8 using david's renamed xml patch 1.3.6v2 from this link.

The Building Infos you posted is not based on the renamed one from that patch. Can you let me know what I should change in the renamed one? Or make the change in the renamed version and post that?
 
hey delverator,

the change to the buildings is really minor:

for to the holtzman field generator info,

search for the line <briver>1<briver> , change "1" to "0", thats all :)

the sdk is good fro all versions from 1.3.0 - 1.3.6.2 - so just include it in you next patch.

as for national/world wonder/buildings:

just go to the civ4buildinginfoclass.xml, fimd the building you want -
there - youll have 3 lines:

<iMaxGlobalInstances>-1</iMaxGlobalInstances>

this wil set how many buildings of this type can be build at any given moment on the world :
3 mean that only 3 civs can get this.

<iMaxTeamInstances>-1</iMaxTeamInstances>

this sets hos many a team of civs can have a wonder - mostly i dont use it since i never heard of someone that playes with teams.

<iMaxPlayerInstances>-1</iMaxPlayerInstances>

sets a national wonder - 2 - means 2 can build per civ.

if you set iMaxGlobalInstances>2 + iMaxPlayerInstances>2<
it will mean that only two civs in the world can build this wonder, and each of them - can build two of it.

:)
 
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