Original Thread Discussion (Continued)

just want to say thanks again Mongoose for continuing your hard work. Still playing your mod and your deserve mega props for the time you're putting in.
 
just want to say thanks again Mongoose for continuing your hard work. Still playing your mod and your deserve mega props for the time you're putting in.

Thanks dood, appreciate it. :) Although I am both single and unemployed with pretty close to 24/7 free time... except the last three months heh... so spending a lot of time on something like this is actually not as big a deal as it might otherwise seem. :p (Plus I did take several months off for Starcraft 2 as previously mentioned. ;))

Just finished an awesome little component yesterday I'd been wanting to have in my own games for a really long time, allows you to optionally override the Unrestricted Leaders game option (which wasn't working either btw lol) to select any empire color you want instead of selecting different leaders. I just couldn't figure out a way to do it that would be multiplayer-compatible til now. *beams*

Work continues though, still got about 20 things on my internal short-term to-do list, and Cephalo has until those are done to finish PerfectWorld 3 or I'm going ahead without him. :) (Though I suppose he may have finished it already... I should really keep an eye on the Civ5 forum heh.) At the moment it's not looking like there will be as many things included from BUG as I originally thought (the custom advisor screens are really complicated), but we'll see. It is definitely going to be a big update in any case.
 
Wow, it's been a whole WEEK already? It feels like I just made that previous post yesterday. Sigh.

I just posted my Gray EE2 Gunship skin and Jedi/Sith Sound Fix files in the two relevant threads in the Unit Graphics section... They've been done for a while already, and I felt they warranted being posted separately from the mod but I didn't have time to do so til now. Actually I really didn't have time now either but I did it anyway. :p

Still plowing through the list of stuff that needs doing. I spent all yesterday greatly improving the Unit Upgrades Chart in my version of the Sevopedia, and am now looking to start porting Perfect World 3 back to Civ4 as my next main project, starting in about 5 minutes hopefully.

It's possible version 3.6 will be out before Christmas... keep your feathers crossed. :)
 
This has been a relatively difficult and very time-consuming project... and I'm still only halfway there... but I have the first of two major chunks of PerfectWorld 3 running correctly in Civ4 now, specifically the Perlin height/elevation/landmass generator. It is plugged into a (significantly) modified version of PerfectWorld 2.06. The results are severely mountain-heavy right now though that can be fixed, and I still need to get the climate stuff working, but it's coming along. (The climate code is ported from Lua to Python already, but that's not the same thing as having it execute without throwing up a hundred errors lol.)

Edit: Three hours later, and I figured out both why I was getting peaks on 80-100% of the land regardless of my control variable settings, AND why the climate system wasn't working at all. (All of which first required me to fix a game-crashing bug earlier tonight that'd had me stymied since yesterday, heh.) The result is... it's done. Every function is enabled and working. I need to increase river occurance and decrease snow tiles (probably due to the PW2 values still being in effect), test it a bit more, and maybe add a few minor new features, but it's basically done. I'll post a version for vanilla BTS in the Map Scipts forum once I'm completely happy with it, then back to finishing the mod update. :)
 
Just want to say thank you again and giving you encouragement to finish what sounds like an Epic mod. Can't wait!
 
Yet another unbelievably-stupid yet incredibly-hard-to-find bug found and fixed, which was destroying my TemperatureMap values. I'm pretty much done with what I'm gonna do with PW now, just waiting to hear back from Cephalo on a few topics. Unfortunately, if I have the PW3 ClimateMap working correctly - and I still may very well not, heh - then I really don't like it very much... even though Ceph says it's way better (which means I probably DO have something else screwed up with it).

But in any case, the Perlin ElevationMap slash landmass generator is definitely working right, and is pretty nice, and runs faster than PW2's midpoint displacement engine b/c it's not using an oversized grid internally. So I will definitely be releasing a minor PW2 update for some menu option improvements I made, and a modified PW2 that has PW3's ElevationMap plugged in. But unless Ceph gives me any ideas or I find another bug in my ported code, I'm going to leave out the PW3 ClimateMap system.

Just want to say thank you again and giving you encouragement to finish what sounds like an Epic mod. Can't wait!

Encouragement is always appreciated, though there's no risk of me not finishing an update once I start it, really. I take way too much pride in my work, and am way too stubborn, to not see my commitments through when I make them... I just try to avoid making them as much as possible lol.

This PW project was the last MAJOR item on my list, what's left now is just a bunch of routine things. I am trying to have it out by Christmas and feel pretty confident about making that deadline at this point. As such I'm also gonna go ahead and upload my change log to the, well, Change Log thread here momentarily... I realize that and the In Progress thread haven't been pulling their weight, sorry about that.
 
Okay, last PerfectWorld-related update hehe. The final problem, which had to do with the PW3 ClimateMap system, has been solved. It was more an omission than a bug... a small bit of PW3 code had not yet been included that was a necessary update to the PW2 code that determines when to place deserts. Found it by noticing the PW3 control variable for it had not been included either.

I did hear back from Cephalo... now as soon as I hear back from him again on the latest round of PMs I should be good to post stuff, heh. I think I still prefer the PW2 climate system personally, though I have them both working now so there will probably be 2 or 3 versions posted.

And check out the Change Log thread in this subforum if you haven't already. :)
 
Excuse my bad English, I am Chilean and i am using a translator to write...
I have downloaded the last version of this mod but, once loaded, I don't see the texts. It is the first time that I have problems with a mod. If you need more information only say to me and I give them.
Thank you.

PD: I have BTS 3.19

In espanish...
Perdon mi pesimo ingles, soy Chileno y no escribo bien en ingles... Bajé la ultima version de este mod (parece muy bueno) pero al cargarlo no veo ningun texto. Es primera vez que tengo problemas con algun mod y realmente no sé que hacer. Si necesitan mas informacion solo diganme y se las doy.
Gracias :)
 
Probably you have to change the language of the game back to english
Many mods don't support other languages...
 
Probably you have to change the language of the game back to english
Many mods don't support other languages...

Yep, and this is one of them, heh. Sorry, but half the text in the mod is stuff I've had to write myself, and I only know English (with a minimal amount of Latin and Japanese ;)). Some of the content I've used has come with multiple languages provided, yes, but as often as not that language support is incomplete, and I really don't want to include any language that's not going to be fully and completely supported everywhere in the mod so I generally remove those tags when I find them. Plus I like to be able to vouch for the quality of everything in the mod, and text has a wider quality range than most people realize so I can't really do that when I can't read what it says. (Heck, I've already fixed a large number of typos, inconsistencies and verbosities in the vanilla Firaxis English text all over the place, some of which greatly improve the aesthetics and functionality of the user interface.)

So again, I apologize, but this mod is probably going to remain English-only.
 
ok ...
my problem is to write in English, but I can read very well. Thanks for the quick response. Arriving home I'll see if that was the problem.

PS: google translator is not bad xD
 
Actually that was the problem. Thank you very much.
Now I shall do my own translation. Not a bad idea this forum had a FAQ to answer some questions like mine without having to ask ...

(Spanish)
Efectivamente ese era el problema. Muchas gracias.
Ahora deberé hacer mi propia traducción. No sería mala idea que este foro tuviera un FAQ para resolver algunas dudas como la mia sin necesidad de tener que preguntar...
 
AAAAAAAAAAH HAHA!!!

Not that many of you probably care, but I have just now successfully fixed locked random seeds in Network Multiplayer games, which is something that had been bothering me literally for years now since they broke it either in Warlords or BTS. I'd also tried several times in the past to fix this and failed, so this is especially satisfying. :)

It has always worked correctly in Single Player and I have no idea about the other MP modes, but in Internet MP reloading a save would change all random outcomes, combat, events triggering, you name it, even if you didn't have the "New Random Seed on Reload" game option enabled. NOW, finally as it was in the distant past, it won't be possible to cheat any more. I'm super-excited to play now hehe.
 
Well, I'm a solo player, so this won't have any effect on me, although I know your right, it has been a problem for alot of mods, so there will be people who will be excited. On the other hand, I'm really looking forward to the update of this mod I have to admit.
 
Well, I'm a solo player, so this won't have any effect on me, although I know your right, it has been a problem for alot of mods, so there will be people who will be excited. On the other hand, I'm really looking forward to the update of this mod I have to admit.

My fix is actually very simple code-wise, but figuring out HOW to fix it required some debugging, full knowledge of the SDK and how PRN generators work, some intelligent assumptions about what the Civ4 .exe must be doing (probably since Warlords), aaaaand then I came up with a really elegant beautiful effortless solution where most people would've probably tried to tear up the whole SDK by rewriting every random call in it lol. ... I'm really proud of this one. :p :) ;) Going to release it as a MM exclusive first, then post it a little later. *savors the relishment of victory*

Still hoping to have 3.6 out by Christmas which is in 4 days... It may be a couple days late but that's the worst that'll happen; it's not gonna drag on too much longer, I promise. The BUG Advisor Screens and Fuyu's requested AI projects will probably not make it in til 3.6.1 but we'll see, 4 days is a lot of time. ;)
 
Rest assured I've been continuing to work on this most of my waking hours all this time... Tomorrow is gonna be tight but I might make it.

One thing I just ran into while updating some building stats... The cathedrals for the 7 vanilla religions were at +10% culture (which was correct but not updated for the 4-religion limit), but the cathedrals for the custom JARM religions were still at their default values of +50% culture all this time... how did no one notice that? lol.

Oh and in case you might think I forgot, I did fix the Future Era University graphic 10 days ago Brun58, so you're in the changelog for that. :) (It was actually broken for all civs, not just America.) Anywho, back to work...
 
Thanks...lol, actually looking forward to the new release...but...ummmm...don't forget it's a holiday weekend...lol
 
Thanks...lol, actually looking forward to the new release...but...ummmm...don't forget it's a holiday weekend...lol

<-- Unemployed. To me, every day is the same and holidays are largely irrelevant (except that they cause the stores to be closed, which is really annoying when I feel like getting food).

Also I want to get this thing out as a Christmas present to my loyal fans (*hugs*), and more importantly I am burnt out on modding for the moment (2.5 months of heavy work will do that heh) and want to actually play it instead (a common excuse among modders, I know ;)).

All XML and Python items are now finished, with the iAsset/iPower update sweep predictably taking far longer than I had predicted it would, internally. Next I have to update PM3/PW2 with Fuyu's start location code and tweak the lake settings, then I have a handful of programming things left in the SDK, then I will need like two hours to write up the patch notes in the form I use in the Download thread, and put the zip together. It will hopefully be up tomorrow evening, but I reserve the right to delay til Sunday heh.

Be advised that it will not have had any private playtesting (ie me and Daryn playing an actual game for two weeks) before release this time like it had with 3.5 (where the first version I released publically was 3.5.1), but I'm pretty confident I didn't screw anything up. :)
 
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