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Alright, patch C is out. Two patches in one day. Either I love you guys a lot, or make a lot of mistakes. Pick one. ;)

(No need to have patches A or B, you can go straight from 1.73 to 1.73C).

Patch C Changes:

  • Fixed bug with XP gain when not using Dynamic XP
  • Fixed Culturally Linked Starts bug

I'm not gonna pick one, but...:mischief:

Ah, changing the subject quickly, I've confirmed that the fog of war issue is almost certainly linked to iVisibilityChange in the GC promotions. Turn that off and I've played for almost 400 turns without having it occur. Easy fix is to just remove it from the promotion. So I have a feeling that you're going to delve into the python/dll to figure out why it's happening :D

So, when's D coming out?
 
Aforess, damn you are fast. I was just about to report XP gain weirdness when I saw that you already posted 2(!!!) patches to fix them.

Great work!!

Btw. don't you have finals or something? ;)
 
Three patches over the weekend? I'm seriously impressed :)
 
Wow! Just when I was going to download patch B.

Yes, when Afforess is on a roll, no one can keep up ;)

Aforess, damn you are fast. I was just about to report XP gain weirdness when I saw that you already posted 2(!!!) patches to fix them.

Great work!!

Btw. don't you have finals or something? ;)

Three patches over the weekend? I'm seriously impressed :)


All right guys, quite sucking up:pat:

Oh yeah btw good job on the patches:joke:
 
Yeah, Afforess, you had been doing a great job :). Looking forward to Patch C being posted on SVN. Easier for me to copy and paste because before you included Vincentz' icons, I already had his 1.8 pack so if I switched over to your additions, it will possibly break savegame :). SVN is great for copying n pasting specific files. Plus, it allows me to create Release dll instead of Final Release, just in case :).

Strategyguy, you funny :). But seriously, look at how Afforess do his thing? He carefully and systemically test his stuff with clear-cut organization. That would be an excellent model to follow, IMHO :). Not that I'm implying anything here... :D :mischief:
 
Btw. don't you have finals or something? ;)

Yeah, CPS exam in an hour. Yesterday, I was so tired, I don't remember half of what I did. If you noticed, I stopped posting after 9pm EST. Some idiots woke me at midnight, but I went to sleep at 2am again...
 
Actually, historically that was just around the corner for the mini-ice age that we suffered after the last time the Icelandic volcanoes had some indigestion. Right after the medieval warm period.

Wish an actual climate change mod existed. A "Mother Gaia is having a fit of pique and guess what, it's now warmer/colder, deal with it" sort of affair :D Would be fun to have to adapt when all your wineries have to be closed because it gets too cold, but you've now got better fur resources as all the furry critters migrate south to avoid the really cold stuff further up north. Then when you've got your economy going as the fur emporium of the word, things warm up again :lol:

When it gets cold, plains turn to tundra, tundra to ice, grassland to plains. With only a thin belt around the equator staying in grassland and jungle. Also, coast becomes bogs/wetlands, and ocean becomes coast.

Then, during a particularly warm period, you have the reverse, with some normally coastal land tiles becoming inundated (marsh? bog?), and you need to build a flood-control system in any cities on those tiles or lose them.

That would be good as a rare event.
 
That would be good as a rare event.

Well, it would be accurate enough if it followed a sine wave. Civilization started after the big ice-age about 10,000 years ago, with the first cities being dated back to about 9,000-8,000BC. They were fairly rare (but they are my justification for advanced start on ancient ;) ), with populations of no more than 20,000. Mind you, back then that was a heck of an achievement. Feeding 20,000 people is not easy when you're just starting out domesticating animals.

I digress. We flourished after the ice-age (global warming is actually a good thing for the human race as a whole -- more land that can be irrigated, both at a higher latitude and altitude, plus fewer deserts because of higher humidity in the air). So we expanded like mad all over the place, building up our cities, etc.

Then we get hit by a few low-end cool periods. Nothing major, about similar to what we're going through now/been coming out of the last 200 years. But for subsistence level farmers it was disastrous. Famine, war, all that other fun stuff.

Then it gets warm again, then cold, then warm.

To make it good, it would have to be s series of events that could slowly, over say a hundred turns, change the climate. It would be fun to play as you're always trying to adapt faster than your enemies. And it would cause some major game-play changes; no more near linear growth, for one thing, as sometimes that city that you've been building up with all those food sources could lose them all, and everyone that can afford it emigrates while those that can't almost certainly starve.

Disclaimer: I am no history teacher. I did take ancient civs in high school, and I have been known to sit in front of the discovery and history channels when something about history came up, but that doesn't mean I'm exactly (or even nearly) right about anything except that humans have history, and am not owning up to an opinion other than that humans have lots and lots of history :D
 
That does not look like the standard "Art of War" wonder at all. At first I thought you may have had an old version of AAranda's buildings but that one is not in there.

Then that is just plain weird, i dont do anything at all with the buildings, except move Archery Range from Feud to Hunting:crazyeye: HUH?
 
Then that is just plain weird, i dont do anything at all with the buildings, except move Archery Range from Feud to Hunting:crazyeye: HUH?

If you use HAND I have a new building called "Fletcher's Hut", it comes at Archery tech and is a prerequisite for the Archery Range at Feudal tech. Think of it like a pre-archery range building.
 
If you use HAND I have a new building called "Fletcher's Hut", it comes at Archery tech and is a prerequisite for the Archery Range at Feudal tech. Think of it like a pre-archery range building.

I i saw that but i didnt look at the things it does, and i still like HEMP :p
 
It's been a rather quiet few days. Anyway, I'm done with Exams, and have more free time (but a slower internet connection; only 2MP/s)

Patch D's bug fixes are primarily done. I need to look at Fixed Borders, and the bug Scribbler reported; but other than that, I've fixed everything.

Patch D will also include a little bit of new content. A welcome surprise, yes?

Anyway, with Fixed Borders, forts will exert a 1 tile Zone of Control, but only if there is a unit in it, defending. If there is enemy units will be allowed to approach, but not go past or around forts, so players could use forts to build a strong border.

I've also re-written Defender Withdraw, so that it actually works. KillMePlease's version had bugs in it, so that the defender would never actually withdraw, and units would continue fighting.

Defenders will be able to withdraw, if they have a high enough withdraw chance, and will lose the battle. They will only withdraw if there is a "safe" plot to withdraw to. A player can stop defenders from withdrawing by simply ensuring that there are no "safe" plots to go to.

I defined a "safe" plot as one the unit can move into, and has NO enemy units within 1 radius of it.

Patch D will might be out late tonight, but more likely tomorrow evening.
 
I've also re-written Defender Withdraw, so that it actually works. KillMePlease's version had bugs in it, so that the defender would never actually withdraw, and units would continue fighting.

Defenders will be able to withdraw, if they have a high enough withdraw chance, and will lose the battle. They will only withdraw if there is a "safe" plot to withdraw to. A player can stop defenders from withdrawing by simply ensuring that there are no "safe" plots to go to.

I defined a "safe" plot as one the unit can move into, and has NO enemy units within 1 radius of it.

Patch D will might be out late tonight, but more likely tomorrow evening.

Glad i just read this, i was just about to report this, thx.;)
 
I've also re-written Defender Withdraw, so that it actually works. KillMePlease's version had bugs in it, so that the defender would never actually withdraw, and units would continue fighting.

Defenders will be able to withdraw, if they have a high enough withdraw chance, and will lose the battle. They will only withdraw if there is a "safe" plot to withdraw to. A player can stop defenders from withdrawing by simply ensuring that there are no "safe" plots to go to.

I defined a "safe" plot as one the unit can move into, and has NO enemy units within 1 radius of it.

retreating to another tile certainly makes sense if the unit is alone. but if it's a big stack that is attacked why should a unit move out if there are other defenders with health? this will be especially nasty for city defenders. i think defenders should not retreat out of a healthy stack. just lose all fortification defense bonus.
 
retreating to another tile certainly makes sense if the unit is alone. but if it's a big stack that is attacked why should a unit move out if there are other defenders with health? this will be especially nasty for city defenders. i think defenders should not retreat out of a healthy stack. just lose all fortification defense bonus.

I can make an exception for defending a city; but for all other cases, retreating shouldn't be a big problem, since I do check that the tiles for enemy units.
 
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