LoR SVN

Hmm - well, that did work; I created a temporary folder on my desktop, and it seemed to work fine. I'm confused as to why, but happy that it worked! I'll have to play more with it tonight after work and see if it runs OK.

Thanks for the help!
 
Nevermind, I think I found the problem, as I forgot to look at the wiki on how to setup the project for the IDE.
 
For those playing the 0.9.9 SVN version do you have any feedback?

As far as what's on my mind:

Leaders:

1)I think the quality of Abu Bakr is suspect. All othe leaders are top notch, but this one should probably be replaced. The issue is though, I like Arabia having 2 leaders, and I can't find any other leaderhead that I could use in place and still call him Abu Bakr, or otherwise use as an arabian leader.

2)Xerxes added to Persia is good, and it's a top notch leaderhead. However Persia already has 2 leaders, it doesn't need a third. So I think I could drop him and select another leader for a civ that currently only has 1.

Thoughts? Are there any other top notch leaderheads out there anyone knows of, for leaders that are epic enough to be included in Civ4 and for a civ that only has 1 leader in LoR currently?


Music:

I'm thinking of adding a decent playlist for the future and modern eras. The current playlist in Civ4 sucks for these eras when compared to the playlist from the other eras. However music is one of the least compressible data types, I'd have to add like 100 - 200 MB to the download to accomplish this.


Units and Techs:

Any problems or ideas on how to improve the current tech and unit progression (personally I think it's pretty good now, though I plan on tweaking it a bit more)? Please be specific.
 
I think you should add or remove leaders based on balance, not art. I spend very little time looking at them, with the possible exception of Boudica. :rolleyes: I'd just as soon hide the models so the dialog loads faster.

To be completely blunt, none of the completely new leaderheads are "top-notch". They simply aren't as good as vanilla models, but I don't expect them to be. Alexander is maybe second-notch, but he's the best of them. Abu is pretty bad, but he's better than Meiji and Henry. The reskins for vanilla leaderheads are very well done with the exception of Sury, whose texture should have been left alone. Sury complaints are a pet peeve - it's supposed to be makeup!

In any case, I'm happy to have the new leaders for the gameplay additions and I appreciate you taking the time to find art for them. Please bring back Strategic. :)
 
To be completely blunt, none of the completely new leaderheads are "top-notch". They simply aren't as good as vanilla models, but I don't expect them to be. Alexander is maybe second-notch, but he's the best of them. Abu is pretty bad, but he's better than Meiji and Henry.
Alexander is a superior model to anything firaxis gave us. Also a few of the models are firaxis models, taken from Colonization, including Henry in your example. :rolleyes:

Abu Bakr is the only leaderhead that can't be placed side by side with the default leaderheads (the reason I'm going to replace him), the rest of them can and do, and like I say your example of Henry shows that you're wrong here as Henry is a Firaxis model from Colonization, just reskinned.
Please bring back Strategic. :)
Strategic is there, it's just not used. It wol't be used either, as without a graphics artist I can't add 12 new leaderhead models. I'm aprehensious about replacing AbuBakr, but I feel it needs to be done.

Strategic was also never in use in LoR, ever; so I can't bring it back. Unless AchillesZero returns or a new graphics artist wants to work on LoR and do the optimizations needed to add new art to this mod, it will stay a tool available for mod modders. My hands are kind of tied here.


Also I fail to see how your post has anything to do with the 0.9.9 SVN, and it certainly doesn't address any of the questions I was having about it, or include any new insight.
 
Abu Bakr is the only leaderhead that can't be placed side by side with the default leaderheads (the reason I'm going to replace him), the rest of them can and do, and like I say your example of Henry shows that you're wrong here as Henry is a Firaxis model from Colonization, just reskinned.
phungus420, I am not sure if the look and quality etc. suits you, but what do you think of The Capo's "Tamerlane" as a replacement for Abu Bakr? See http://forums.civfanatics.com/showthread.php?t=300561

With regard to Henry, the face of the LH is definitely good. Perhaps Onmyo... referred to the background of the LH? Compared to the other LHs that background seems to deviate a bit from your standard quality. Actually, Ekmek has another Henry in his gallery (http://forums.civfanatics.com/showthread.php?t=277514). What do you think of this one?
 
For those playing the 0.9.9 SVN version do you have any feedback?

How do you install the art again if using 0.9.9? As I deleted the previous Lor folder and all it's contents, I now have the 0.9.9 full version playable from the SVN instructions but no custom art. I downloaded the unpacked art files also but I am not sure how to install it.
 
Also I fail to see how your post has anything to do with the 0.9.9 SVN, and it certainly doesn't address any of the questions I was having about it, or include any new insight.
Er, you're the one who posted about leaderhead art in this thread. I think presenting my opinions of various leaderheads, in the context of a discussion about whether one isn't good enough to keep, qualifies as insight. I'm sincerely sorry if what I posted wasn't helpful.

Abu Bakr is the only leaderhead that can't be placed side by side with the default leaderheads (the reason I'm going to replace him), the rest of them can and do, and like I say your example of Henry shows that you're wrong here as Henry is a Firaxis model from Colonization, just reskinned.
I'm not sure what you mean them being side by side. In terms of overall quality I'd place the Abu leaderhead on the same level as the others I mentioned. Henry is bad because the retexture is bad - solid black clothing with no gloss, same as Meiji's clothing. Also, something is very wrong with Henry's eyes. I don't see anything particularly wrong with the meshes on any of these, just the textures. Firaxis leaderheads do great things with specular and normal maps, and that's where custom leaderheads tend to come up short.

I realize this went way off-topic. I just wanted to clarify what I posted earlier.

Strategic is there, it's just not used. It wol't be used either, as without a graphics artist I can't add 12 new leaderhead models. I'm aprehensious about replacing AbuBakr, but I feel it needs to be done.

Strategic was also never in use in LoR, ever; so I can't bring it back. Unless AchillesZero returns or a new graphics artist wants to work on LoR and do the optimizations needed to add new art to this mod, it will stay a tool available for mod modders. My hands are kind of tied here.
There were some Strategic leaders in a test version at some point, weren't there? I liked the trait because I see espionage as being a gigantic pain in the ass for too little gain. Maybe you could replace one of the boring traits, like Expansive or Imperialistic. I realize this would require juggling trait combos.

Any problems or ideas on how to improve the current tech and unit progression (personally I think it's pretty good now, though I plan on tweaking it a bit more)? Please be specific.
Bronze Working is still way too important in the early game. This is something that's been discussed before and modmods have been posted. Move Slavery to Masonry and make copper visible with Mining.
 
How do you install the art again if using 0.9.9? As I deleted the previous Lor folder and all it's contents, I now have the 0.9.9 full version playable from the SVN instructions but no custom art. I downloaded the unpacked art files also but I am not sure how to install it.
The packed art is in the 0.9.9 SVN; you shouldn't add anything, especially the unpacked art. If you put the unpacked art into the mod, it will run alot slower.

I think you may be asking about the expanded graphics. If you want expanded graphics you'll need to reinstall LoR regularly, then grab the expandedGraphics.fpk file (or something like this, it should be obvious there are only 4 fpk files in there) found in the assets folder, and the PlotLSystem XML file found in the XML/Buildings folder. Then just transfer these specific files over to your 0.9.9 SVN version, and once you set up the 0.9.9 version to play it'll have the expanded graphics add on.
 
The packed art is in the 0.9.9 SVN; you shouldn't add anything, especially the unpacked art. If you put the unpacked art into the mod, it will run alot slower.

I think you may be asking about the expanded graphics. If you want expanded graphics you'll need to reinstall LoR regularly, then grab the expandedGraphics.fpk file (or something like this, it should be obvious there are only 4 fpk files in there) found in the assets folder, and the PlotLSystem XML file found in the XML/Buildings folder. Then just transfer these specific files over to your 0.9.9 SVN version, and once you set up the 0.9.9 version to play it'll have the expanded graphics add on.

Yes, 'expanded graphics' is what I meant and wanted to get back into the latest build of the game. Thanks for the instructions!
 
@OnmyojiOmn

I don't know man, alot of the leaderheads made by The Capo and Ekmek look the same in terms of quality to me as the default Firaxis leaderheads, I can't see what you find inferior about them; and Alexander just looks better then anything Firaxis produced (though they also wouldn't have spent anywhere near the time creating theirs as was spent on Alexander). I just don't know what you're talking about. All except for Abu Bakr, who doesn't look up to snuff, and needs to be replaced.

As far as strategic goes, there was a test build with this in, yes, but as I said, I can't add a bunch of new leaderheads without a graphics artist. There are a few things I'd like to do, but since AchillesZero has disappeared, I simply can't do them, as long as I want LoR to have good performance. Most mod makers here don't give two sh!ts about performance, so they can just grab whatever art they want, and throw it in. I can't do this; I have to be concerned about polycounts texture sizes, and other optimization issues; which basically means no new art can be added at this time.
 
@OnmyojiOmnThere are a few things I'd like to do, but since AchillesZero has disappeared, I simply can't do them, as long as I want LoR to have good performance. Most mod makers here don't give two sh!ts about performance, so they can just grab whatever art they want, and throw it in. I can't do this; I have to be concerned about polycounts texture sizes, and other optimization issues; which basically means no new art can be added at this time.
You should try to make a list of specific things you need done.
 
Here is a cursory list:

  • Get models and buttons for "Composite Acher", intermediary between longbows and Archers
  • Get some new models for transitions that aren't obvious enough, for instance Arabian Swordsman looks too much like Arabian Maceman
  • Optimize new leaderheads

The issue isn't finding the art either. It's getting the art optimized, and insuring the poly counts of the models and their texture sizes are reasonable.
 
I'm playing LoR 0.9.9 svn revision 121, I'm experiencing much longer game load time.

Quick load used to be on my pc at a given setup about 10 sec at the most, now at the same setup at the same time line more or less I get quick load time of more then 70sec.

Another issue which is more of an hunch, combat odds against the barbarians has changed, combat odds off 90%+ seems more like 50-60% before the latests svn revisions, maybe revision 111 or 112.
 
I'm playing LoR 0.9.9 svn revision 121, I'm experiencing much longer game load time.

Quick load used to be on my pc at a given setup about 10 sec at the most, now at the same setup at the same time line more or less I get quick load time of more then 70sec.
There might have been an issue with the 0.9.9 dev build that was up; the most recent build is loading just as quickly as it always did on my computer though.

Another issue which is more of an hunch, combat odds against the barbarians has changed, combat odds off 90%+ seems more like 50-60% before the latests svn revisions, maybe revision 111 or 112.
Nope, I have not messed with the combat engine, nor do I ever intend to. If you increase difficulty bonuses vs barbs decrease though.
 
I have elminated the 0.9.9 branch, and moved it over to the main trunk; the next update will not be save game compatible, so there was no reason to maintain two seperate branches.

Lots of changes in 0.9.9 if you have stuck with 0.9.8; also updated some of the development portions of the 0.9.9 build. I hope I have opened up the tech and unit progression enough. Added some new functionality (forcing obsolete unitclasses, so AI doesn't build low tech units when they are still available, and buildingclass prereqs that go obsolete when certain techs are researched or the player enters a new era) which has allowed me to open up and stop forcing certain tech paths, while still maintaining sanity in the unit progression.

Also Poland is gone.

I will likely focus on swapping out a couple leaderheads next, and do some minor ethnic art changes.

I encourage anyone that's interested in this mod or who plans to use LoR as a base mod to check out the latest SVN version, 0.9.9 makes some pretty significant changes. For instance each civ has 1 UU and UB, no more doubles for some (except Germany, but that's because their UU is so late, and thier second UU is also a Tank).
 
This is absolutely awesome. Thanks. Setting up the SVN client was easy. Seriously, thanks.
 
Hello Phungus420

I've no problem with game load on first game start, the problem begins after launching the game, every saved game load takes a lot of time and playing is aluggish a bit.

Where do I keep updating svn? I used to do it from the 0.9.9 link, what is the other link please?

Thanks.

Edit: I've found the svn url, should I download it all, or can I just keep updating from there?

Edit2: I've updated to the latest svn from the main trunk, starting the game was fast, loading previous saved game from sunday, was fast, but later on doing Quick save and later Quick load, the quick load took five times then loading a saved game just after game launch, about 70 seconds.

Only on the first time, when launching the game and loading the latest saved game, I get a fast game load, any loading of saved games or of quick saved game done afterwards takes a long time.

I'll try deleting LoR under mods and export it again, kind of clean install.
 
I don't know, it's running like it always has on my end. I added a few extra arrays, but I've cached most of the bigger looping functions so they are only ran once, and like I say I don't notice any significant slowdown in the latest SVN.
 
why is Poland gone?

I'm not only asking for my LoR French Revolution scenario ;)

was it a graphics problem? there are so few Eastern European civs :cry:
 
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