1. We have added a Gift Upgrades feature that allows you to gift an account upgrade to another member, just in time for the holiday season. You can see the gift option when going to the Account Upgrades screen, or on any user profile screen.
    Dismiss Notice

New Beta Version - June 22nd (6/22)

Discussion in 'Community Patch Project' started by Gazebo, Jun 22, 2017.

  1. Gazebo

    Gazebo Lord of the Community Patch

    Joined:
    Sep 26, 2010
    Messages:
    17,140
    Location:
    Aquidneck Island
    Report to github for ilteroi.

    G
     
  2. StugLife

    StugLife Chieftain

    Joined:
    Jun 5, 2016
    Messages:
    27
    I second this. Requiring one to be behind in tech / policies in order to gain the bonus seems counter intuitive and inappropriate for progress.
     
  3. Txurce

    Txurce Warlord

    Joined:
    Jan 4, 2002
    Messages:
    8,176
    Location:
    Venice, California
    It's a bonus if you're behind, which is often the case with Progress in the early games. And if you happen to be the early tech leader with Progress, you have nothing to complain about.
     
  4. Gazebo

    Gazebo Lord of the Community Patch

    Joined:
    Sep 26, 2010
    Messages:
    17,140
    Location:
    Aquidneck Island
    The idea is that you are taking what others are doing, studying it, and benefiting more from it than they are.

    G
     
    Skidizzle likes this.
  5. StugLife

    StugLife Chieftain

    Joined:
    Jun 5, 2016
    Messages:
    27
    Yeah, I get the bonus part, knowledge through trade and such. It´s just the requirement part which in my opinion contradicts the progress theme. Like at some point during the game you might need to purposefully stay behind in tech to get the full benefit of the policy.
     
  6. Gazebo

    Gazebo Lord of the Community Patch

    Joined:
    Sep 26, 2010
    Messages:
    17,140
    Location:
    Aquidneck Island
    It is only +3/+3. No scaling. It is not intended to shape gameplay beyond the first 150 turns or so.

    G
     
    Skidizzle and ElliotS like this.
  7. ilteroi

    ilteroi Chieftain

    Joined:
    Mar 11, 2006
    Messages:
    299
    you need the source code and a matching PDB file to resolve the callstack where it's crashing. easiest way to get it is to pull the latest from github, do a debug build (should work right out of the box with the VC++ 2008 compiler) and drop the resulting DLL/PDB into the Community Patch folder. Now start the game, load the mod, attach the VS debugger, reproduce your crash and you should see exactly what goes wrong. Good luck!
     
    glider1 likes this.
  8. Owlbebach

    Owlbebach Warlord

    Joined:
    Jun 5, 2016
    Messages:
    1,727
    Location:
    Moscow
    Me and my friend still have desyncs with barbarians in MP (every 3-4 turns). I do not have the logs with me right now, but i checked net_message_debug and we have different random seeds there

    EDIT: attached logs

    Spoiler crappy quote from logs :


    Player2 is host, player4 is the other human, that was a LAN game and it does not happen without barbarians

    [1044201.812] Net RECV (2) :NetRandomNumberGeneratorSyncCheck(Player=2, RandomNumberGenerator(seed=-1852749798)
    [1044201.828] Net RECV (4) :NetUnitSyncCheck(Player=4, Unit=1029, ArchiveDataSize=81)
    [1044201.828] DBG: Unit out of sync. Player=4, Name=Warrior, id=1029, X=100, Y=29
    Variable Out Of Sync : CvUnit::m_iEverSelectedCount


    [1044201.828] Net RECV (4) :NetUnitSyncCheck(Player=4, Unit=1032, ArchiveDataSize=108)
    [1044201.828] DBG: Unit out of sync. Player=4, Name=Pathfinder, id=1032, X=97, Y=36
    Variable Out Of Sync : CvUnit::m_iEverSelectedCount


    [1044201.828] Net RECV (4) :NetUnitSyncCheck(Player=4, Unit=1033, ArchiveDataSize=100)
    [1044201.828] DBG: Unit out of sync. Player=4, Name=Pathfinder, id=1033, X=98, Y=26
    Variable Out Of Sync : CvUnit::m_iEverSelectedCount


    [1044201.828] Net RECV (4) :NetUnitSyncCheck(Player=4, Unit=1034, ArchiveDataSize=108)
    [1044201.828] DBG: Unit out of sync. Player=4, Name=Pathfinder, id=1034, X=104, Y=35
    Variable Out Of Sync : CvUnit::m_iEverSelectedCount


    [1044201.828] Net RECV (4) :NetUnitSyncCheck(Player=4, Unit=1031, ArchiveDataSize=12)
    [1044201.828] Net RECV (4) :NetPlayerSyncCheck(Player=4), ArchiveDataSize=123
    [1044201.828] Net RECV (4) :NetRandomNumberGeneratorSyncCheck(Player=4, RandomNumberGenerator(seed=-1662005429)
    [1044201.828] DBG: Game Random Number Generators are out of sync : local.seed=-2719416295445411814, remote.seed=956557908864126795
    local.callCount=37532, remote.callCount=37533
    local.resetCount=13, remote.resetCount=13
     

    Attached Files:

    Last edited: Jun 27, 2017
  9. glider1

    glider1 Chieftain

    Joined:
    May 29, 2006
    Messages:
    2,779
    Location:
    Where animals hop not run
    Lots of path breakages every time a unit has to cross a forest or hill. I'm on 6/25 thought this was fixed?
     
  10. Misaka

    Misaka Chieftain

    Joined:
    Apr 15, 2017
    Messages:
    43
    Gender:
    Male
    Owlbebach: Using raggin barbarian? well we don't test it. the error of random seed, we get when we play with 3 friend with a diferent spec of pc. we don't try runing the host in the fastest pc yet, if this fix the problem. But playing two player, we don't have any truble. And i dont know if you make you mp_modpack with the lates update, or you download the 6-16-17 beta - Inquisitive Raven Modpack, this version have desync, in 7 hour i will test the version without the issue of moving unit. and if this work i will create a new thread. If you want play urgen xD this version works.
    https://mega.nz/#!sAEW2bhI!fy8GqKoMfWCyVLDAo_yMzqlgsybcuRP4PAWrQc2Js8k
    if you have truble with this, is not the mod.

    If someone can guide me how use "someone said" i will thank you xD
     
  11. Jarula

    Jarula Chieftain

    Joined:
    Oct 22, 2016
    Messages:
    674
    Gender:
    Male
    There should be something more for Tradition Encourage more AI to adopt it. Something mildly scaling.
    On Diety its all authority and progress. In Europe They really should all be choosing Tradition. when they have like 1 or 2 cities.

    Maybe the third one down grant a bonus like make it +2 science for councils. and maybe give the opener +3 +3 instead of +2 +2
     
  12. Owlbebach

    Owlbebach Warlord

    Joined:
    Jun 5, 2016
    Messages:
    1,727
    Location:
    Moscow
    I do not see this in my game. Recently i had 1/2 of the world playing tradition
     
    IcyAngel likes this.
  13. Txurce

    Txurce Warlord

    Joined:
    Jan 4, 2002
    Messages:
    8,176
    Location:
    Venice, California
    Does anyone else have a problem with the frequently "impossible" Open Borders?
     
  14. tu_79

    tu_79 Warlord

    Joined:
    Feb 11, 2016
    Messages:
    6,222
    Location:
    Malaga (Spain)
    What I find impossible is to conquer a coastal city without any navy. This is specially true when I start inland. I can shoot a boat or two with a well positioned catapult, but that's all, I don't even sink a single ship with that tactic (the city is recovered, and their ships can heal again). On the other hand, I've defended a coastal city with just a ranged ship, a cannon and a crossbowman, killing caravels by three at times.

    Please, remove siege penalty vs navy. There aren't so many spots from where a siege unit can shoot safely, and even then, any horseman disembarked can cause havoc, as it's difficult to protect the shores with melee units (ranged ships shoot and move, so they can kill any static defense and open the path to mounted units)
     
  15. HorseshoeHermit

    HorseshoeHermit 20% accurate as usual, Morty

    Joined:
    Apr 5, 2013
    Messages:
    1,274
    Location:
    Canada
    At line 24608 in CvCity.cpp of the current revision is an identifier iAdjUnitDefense which is only conditionally declared if the preprocessor define MOD_BALANCE_CORE exists.

    I found it while assessing a new feature. Should I roll the two-line fix into my branch edits or leave hands off?
     
  16. Gazebo

    Gazebo Lord of the Community Patch

    Joined:
    Sep 26, 2010
    Messages:
    17,140
    Location:
    Aquidneck Island
    You can branch off master - either way make an issue on github for me.
     
  17. kawyua

    kawyua Chieftain

    Joined:
    Jun 22, 2015
    Messages:
    169
    Yep basically impossible for me, too. Its quite the problem in my current Brazil game.
    hoho155.PNG
    Here I've got my super promoted scout and horseman stuck next to a city state. I could move out, but Japan has been constantly threatening me. I don't want to lose them. Still, they are getting outdated. Before this, I lost my pathfinder exploring because it got stuck in Poland's borders for too long - a barbarian camp popped up
    =(

    Granted, I haven't gotten that far into the game, but ...
    terrible.PNG
    4 war declarations huh. I kept asking for borders from my neighbors, but never could. Later, Japan declares on me again.. Maybe that open border diplo modifier was quite important for friendships.

    I'm starting to miss the convenience of open borders. Game is entirely okay, but it is a sad chain of events.
     
  18. Gazebo

    Gazebo Lord of the Community Patch

    Joined:
    Sep 26, 2010
    Messages:
    17,140
    Location:
    Aquidneck Island
    The AI is much more stingy with open borders, and for good reason. There's zero reason for the AI to give anyone else OB unless they can directly benefit more than the other person. And, a lot of the time, the AI cannot benefit.

    G
     
  19. Txurce

    Txurce Warlord

    Joined:
    Jan 4, 2002
    Messages:
    8,176
    Location:
    Venice, California
    That's all well and god, but when I can't reach areas that need defending, despite having no issues with the civs preventing me (transparent diplomacy), it's making the game not fun. I suggest toning it down so that you can't get it only if they don't like you.
     
    Bromar1 likes this.
  20. Misaka

    Misaka Chieftain

    Joined:
    Apr 15, 2017
    Messages:
    43
    Gender:
    Male
    i played near of 8 games no more than 200 turn, and every each game compare for example version 3-7, i see the ia its easly outoverrun by barbarian so easly, and they took a lot of turn to clear barbarian near of them, and i see a lot of progres with only with 3 city near turn 160 with 2 camp barbarian and atacking theier city, and lot of autority with 1 city in turn near turn 100, i want to ask is somebody share this opinion with me?
     

Share This Page