incremental patch discussion

I know that before the AI was buying units - possibly too many. They all had Ginaz warriors as city defenders.

This is part of why I still like the idea of limited unit pools that players can recruit from. I dislike that you can just buy an infinite number of units limited only by your gold supply.
 
#$%(#$%&#(%!# !! You are right, it is the homeworld AI. I was really disappointed at what appeared to be random behavior in both my sdk trials.

By any chance, is your homeworld AI also changing the lighting in JRouteNative?

(joke, it obviously is not involved in that.)

If we don't hear from keldath in the next 1-2 days, I will put out what I have as 1.4.7, and he can put the modified unit/tech tree into 1.4.8.

Hopefully after those two things, we can make a 1.5 which we can publicize and get more feedback. Ahriman's playtest input is great, but the only other feedback we have in the last couple of weeks is several people who were unable to get it even running.
 
hey guys, sorry for being away,

im getting a bit busy with a seminar paper i have to do,

so, ill upload my changes in a few hours, its not too much, just the unit changes mostly,

i hope ill be able to do the tech flavors on Friday.

im sorry for not being able to help more, i really hope i could lay some help over the weekend.

keep up the great work guys.
 
The unit changes alone will be a great update, but ideally the correct tech beaker costs could also be there, hopefully that wouldn't take too long to add.

It will be hard to evaluate what changes need to be made to unit placement or tech costs until the right beaker costs are there to get to each unit.
 
The techinfos and unitclassinfos files you sent are identical to the previous versions, and there must be a change to unitcombatinfos (rename scorpion to vehicle) which you did not include.

I have merged all your changes into mine. This was easy since I had stayed away from modifying techinfos and unitinfos. It is clean through civcheck and I have an autoplay running.

I will add the new beaker costs and then cut a 1.4.7 release, probably tonight.
 
Here is the 1.4.7 release. Please install over the 1.4 release; the patch does not contain the original art files. If you have any of the 1.4.x patch releases, you may install this on top. I have tested with an empty directory, plus 1.4, plus 1.4.7 and this works also.

Unit, techtree changes
* Changed behavior of all terrain transports with units loaded. Units inside transports can no longer take useful actions such as pillaging or building improvements. Loading or unloading takes all your remaining movement points. This may be too strict, but should make it much riskier to unload transports close to your target.
* Lowered chance of Tleilaxu plague transmission from 100% to 25% (AH53).
* Changed behavior of Sandrider promotion internally. It now provides the equivalent of the all terrain movement flag, so that separate Unique Units are no longer needed. Removed Fremen Warrior unique unit since it is no longer needed.
* Incorporated minor changes to units and unitcombats by keldath
* Changed tech research costs to match Ahriman's spreadsheet.
* Changed tech eras, based on x position on tech tree

Civic changes
* Fixed bug, unable to found religions (AH50). I caused this when I deleted the religion civics column. It turns out you must have a civic with the "bStateReligion" flag to convert to a religion.
* Spice industry greatly lowers chance for spice to disappear
* Deleted Desert Law (no need for 6 legal civics)
* Faufreluches now at Caste System tech, Meritocracy now at Social Mobility tech (AH49)
* Great Convention now gets +2 happiness from barracks
* Slavery now gets +1 hammer on harvester
* All the default civics now have no upkeep
* Meritocracy, Planned Economy now have medium upkeep
* +25% trade route yield from Free Trade civic
* War Of Assassins gives +2 happiness on prison camp
* Moved around all the action buttons and added a couple of new graphics.

Offworld trade changes
* Added soostone and pundi rice for a total of 12 contracts (counting Fremen Water Debt).
* Weights of contracts are now 1000 for military UR, 500 for other useful resources, 100 for others.
* Marble can now only be chosen once (AH65)
* Landing stage now has national limit of 2.

Terrain, improvement, building changes
* Polar coast now treated as fresh water; no spice, sandworms cannot move there
* Sandstorm now has less of a "ghost" but it still has a little flicker. It now uses a 3.5 sec animation, which seems much better than 10 sec, 0.25 sec, or 3.0 sec.
* Turbines now buildable on any flat terrain (AH45, AH56)
* To make rugged "less useless", enabled most build types on rugged but added +25% build time.
* Removed "iMinAreaSize" setting on some buildings, including Landing Stage, which was preventing construction on inland cities (AH46)
* Changed Deathstill to give +2 water instead of +25% (AH35)

Text changes
* Added tech quotes from Sword Of Justice
* Added missing building, bonus, unit stub text entries

Things which are *not* in this release
* Worm rider art from Deliverator. Well, the art files are there. But my unit swapping python is not working, so I commented it out. You can see the art by placing the Fremen Scout Worm Rider unit. If you are brave, you can edit the python file and turn it on; you will get some weird results like free scouts, and crashes if the Fremen is an AI civ. To turn it on anyway, edit assets/python/DuneWars.py, search for the first line with "onUnitMove", and remove the text "# not working yet:" from the beginning of the line. If you play as Fremen, and move your scout one square at a time, you can see it flip back and forth.
* AH52. Any of the improvements which create fresh water, such as the well or windtrap, add an invisible feature "Wind Trap Water". Any feature *overrides* the movement cost of the terrain. The Wind Trap Water feature sets the movement cost to 2. If we change it to one, then adding a wind trap to a hill makes its move cost one. Fixing this is certainly possible in the sdk, but there is no easy solution.

Please get the 1.4.7 release from this link. You can get the original 1.4 release from this link. The release notes for the changes in 1.4 - 1.4.5 are in this thread, and the release note for 1.4.6 is in this thread.

We may as well continue using the 1.4.6 thread for feedback until we have an "official" 1.5 release.
 
OK, I have released a bunch of stuff including keldath's unit tweaks. If we want to do a stable 1.5 release, here is what I think we should add.

* Replace vanilla religion system with Ahriman's proposal (DA44)
* Make some attempt to de-randomize the tech tree buttons (DA42)
* Add the low end vehicles, such as roller and quad, as proposed by Ahriman (DA55)
* Add UU and UB. I am a little nervous about this; we have to do it at some point, but I don't think we have the base system playtested well enough yet. (DA56)
* Updated homeworld recruiting screen (several DAxx items)
* Fix unit swapping for worm rider and apply it to all sandrider units (AH57f)

A number of people are probably keeping up with the "unofficial patch" releasees, but we should have some kind of a publicity push by making 1.5 known in the main download threads, along with a redesigned "homepage". I think the Fury Road homepage is simple but it makes the point: this link. (DA57)

I am probably going to have less time to mod for the next couple of weeks, but I think we have enough people around to keep making progress. The last one on the list is the only one which I will reserve for myself, unless anybody feels like poking around in my big python file.

(EDIT: retrofit issue reporting numbers, some old, some new)
 
Awesome, will give it a go.
Do you know if Deliverator's sound files should work ok?
http://forums.civfanatics.com/showthread.php?t=332729

* AH52. Any of the improvements which create fresh water, such as the well or windtrap, add an invisible feature "Wind Trap Water". Any feature *overrides* the movement cost of the terrain. The Wind Trap Water feature sets the movement cost to 2. If we change it to one, then adding a wind trap to a hill makes its move cost one. Fixing this is certainly possible in the sdk, but there is no easy solution.

Best solution is probably to remove the wind trap water. We're not using fresh water for anything anymore.
 
From an art perspective I am working on or considering several things. I'm interested in hearing what people think would be more of a priority for the 1.5 release.

+ Citysets - getting Dunish citysets covering all eras.
+ Building Sweep - I want to do a sweep of buildings replacing as much as possible with stuff that looks less out of place. There is a lot of stuff available that we are not using that would fit better. Some converted art from Emperor.
+ Create backgrounds for the Homeworld screen specify to each civ - Caladan, Giedi Prime, etc.
+ Thopter variants - finish coming up with thopter variant models
+ Suspensors - better graphics for the suspensor line - moving things around, drawing on Dawn of War models, etc.
+ Unit Icons - the stylized buttons are sort of cool, but having multiple units sharing the same icon is annoying. Make new buttons using the existing unit art. These can easily be remade as units are replaced.

I don't think there's anything urgent enough to delay the release for. I'm just interested in what people would most like to see sooner. If there's anything else art related let me know.
 
IMHO:
1. Building art sweep
2. One set of dunish themed buildings. Eras is nice but much lower priority. (DA42, including above)
3. Button sweep: a. techs b. buildings c. units (DA42)

(EDIT: insert issue numbers)
 
Better buildings and buttons. The background for homeworld screen we can do later, after I have made a 2nd version.
David, can you release the sdk source code for 1.4.7?
 
Here are the 1.4.7 sources. I recommend we do future releases the way other mods do, by putting a top level directory called CvGameCoreDLL, and putting all the files in that. Having a separate sdkX.Y.Z.exe at the top level is less clear, and the filename gets out of date.
 
I will spend a few hours today to fix some of the easy issues reported by Ahriman. I have also downloaded a few other mods recently and many of them have an installer. It makes it a little easier to install; you can just click, instead of having to enter a directory name. It automatically finds your BTS installation and fills in the directory name.

We have had several people post because they could not get the game working. In these cases, they had installed the game into the right location but something else was wrong; the installer would not have helped these people. It helps people who are even more beginner, and cannot figure out which directory to install into.

It is easy enough to create the install package; you can find it in the downloads page under civ4 utilities, and then you have to google "nsis installer" and install that. It took me about 10 minutes to get working. The only drawback is that whoever builds a patch release, has to edit one file to change a local path, and then run the NSIS installer.

What do you think, is it worthwhile?
 
I think we had a discussion in one of the other threads and decide that an installer would be good. I've heard people saying good things about phungus's script. In the previous discussion we decided that making the mod available *both* via an installer and zip folder (for us modders) was a good compromise.
 
Yes, phungus' script is the one I mentioned. It is a drag to have to package everything twice. If we use the installer, I would not provide a zip. So the tradeoff is, small convenience to total beginners vs small inconvenience to modders.
 
I took Deliverator's art and some of keldath's original text to put together the following simple website to advertise Dune Wars: this link

It could probably be copied into the first post in the sticky thread.

When we get up to 1.5, I think we should make a publicity push.

a. Put into the download database. This also helps us to track the download count. All the download links should point here, not to the actual file location on filefront or whatever, so that the download count will be good.

b. Announce on the release dates thread. This is what the moderators read, to decide what to mention on the main civfanatics page. They only add posts once a month or less, but it can give us a big spike in downloads

c. Every new unit art should also be announced in the download database with a link to the main mod page, so people who see cool artwork will download the mod.

d. We should keep the 1.5 playtest feedback in a thread under the modpacks forum. I am pretty sure people look here first to find out about new mods. Many people do not know to look in the subforums separately. All of the main mods such as FFH have both, a thread there and also a subforum.

Anything else people can think of for the launch?
 
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