Original Thread Discussion (Continued)

I have been having a 'bug' (or something) in which the autosave makes me accept the overwrite of my old autosaves EVERY turn....it's really obnoxious.

Sigh... It's not a bug, it was an unavoidable consequence of the new AutoSave system I added in 3.6. As I've already mentioned like 3 times on here recently, you can very easily disable it and go back to the vanilla system in the mod's Options.ini config file. :p (I personally felt having readable and useful autosave filenames was worth the hassle, but that's just me apparently. ;))

Alternatively, if you manually clear out your Autosave folder/s before starting new games or going back far in current games, you won't have that problem.

Additionally to THAT, I have already removed the dang thing in 3.6.1 anyway, but not b/c of all the trouble you guys are needlessly having with it... it's b/c it doesn't work right with locked random seeds. :p

Sorry, I just get a little annoyed when I have to repeat something this much lol. (I should've put it on the Stuff to Know list, of course, but I never really had time to yet, heh.) Plus I was just out slogging through a foot of snow with pools of water everywhere cuz it's raining instead now for 3 hours getting my allergy shot, so I'm kinda wet atm. Was fun though. And great exercise. Mwa ha ha.
 
Thanks. The problem may be avoidable, but I'm glad that it now simply "works" instead of "not working unless you do 'x'".

Is 3.6.1 up then?
 
Thanks. The problem may be avoidable, but I'm glad that it now simply "works" instead of "not working unless you do 'x'".

Well, the reasons I made the new system be on by default instead of off, at least in the initial release, were b/c I personally liked it better, but ALSO b/c, as I've said, I knew if I didn't force you guys to see/feel/use/experience it, a lot of you would never know the option existed at all and some might actually want it, heh.

And I don't think it's a case of "not working"... from my point of view it worked wonderfully, albeit with one minor annoyance. ;)

Is 3.6.1 up then?

Nope, was out having fun in the snow/rain all afternoon. I'm taking a slightly less stressful approach to preserve my own sanity this time around... I'm pretty sure it'll be out tomorrow at the latest. :)
 
Did I say tomorrow? I meant the following day lol. Sorry, found some serious problems with some of the new 3.6.1 code in testing and had to fix them. (At least I'm actually doing a bit of testing this time. :p) Then got called away to play Starcraft 2 for a while yesterday heh.

I finished the last programming thing on my list just now, which leaves only the planned iFlavor update pass, hopefully including activating the dormant espionage flavor. This will be long and tedious but extremely easy (ie I can't run into a bug that takes me hours to figure out how to fix), soooo yeah, I'm definitely expecting to have it out later tonight. I wouldn't blame you if you chose not to believe me though. ;)
 
Is there any way we could get options for nat having all of the unrealistic units? You know, paladins, valkyries, etc.? They can really 'kill the buzz' sometimes.
 
Actually Paladins are quite realistic... They're basically a generic, not-specifically-Christian version of a Templar (which is a unit that exists in the vanilla resources but isn't used, at least not in the main game).

The others, uhh, well it's pretty easy to just delete their entries from UnitInfos.xml and UnitClassInfos.xml if you want which is all you'd have to do, but no I wasn't planning to make them optionally disable-able. It wouldn't be too hard to add an option for that I suppose, but I don't really want to; they're part of the flavor of the mod, which I have always said from the beginning is not aiming for perfect realism. I develop this thing for myself and my friends first and foremost as well, and while I'm happy to accomodate public requests whenever possible, I am not going to change the design principles.

But yeah, as an option it wouldn't be too hard to add. ;) Won't be in 3.6.1 in any case hehe.
 
Mmmmm....I dunno. They look like somethign out of a fantsy game and "paladin" is such a loaded term. Couldn't some other name be used?
 
Mmmmm....I dunno. They look like somethign out of a fantsy game and "paladin" is such a loaded term. Couldn't some other name be used?

Sure. I could call them Aardvarks. :p

It may be a loaded term but it's also an accurate term; look it up. :) Not planning to change these, sorry.
 
please remember to 3.61 (if possible) the modification of the challenge of 1 city, something like 2.0 of a city challenge.
The idea is to maintain the original game and as a bonus other challenge with the new rule ...


Thanks.
 
please remember to 3.61 (if possible) the modification of the challenge of 1 city, something like 2.0 of a city challenge.
The idea is to maintain the original game and as a bonus other challenge with the new rule ...

I already did that 3 days ago. (I keep very thorough notes and don't generally need to be reminded of anything... just saying. ;))

So, last night: more Starcraft 2 distraction, found out we were getting another snowstorm so I went to stock up on groceries, and I also stopped to watch the Australian Open a bit since I hadn't done that yet since it started. (<-- Tennis fan/player.)

ANYWAY. Almost done now, should be out in a few hours.

p.s. - What's with the huge increase in downloads the last week or two, and even just in the last few days? I'm not complaining, just surprised. :)
 
Version 3.6.1 is officially complete. Those of you with side bets on when, or if, this would ever actually happen may now see your local booking agents for payouts.

The Change Log sticky has been updated again (stuff after Jan 16 is new I believe). As usual I will need a little time now to write patch notes from the log content, and update the other sticky threads slash text documents.
 
Sorry, I just get a little annoyed when I have to repeat something this much lol.

This is simply a consequence of having a popular mod. While you're intimately familiar with all the posts in your threads, expecting everyone else to be is a recipe for disappointment.
 
Version 3.6.1 is officially complete. Those of you with side bets on when, or if, this would ever actually happen may now see your local booking agents for payouts.

The Change Log sticky has been updated again (stuff after Jan 16 is new I believe). As usual I will need a little time now to write patch notes from the log content, and update the other sticky threads slash text documents.

Happy happy joy joy! Thank you for the rapid update cycle. I'm off to conquer PerfectMongoose with Aardvarks!
 
Wow, downloading 3.61...
Thanks for the update, and thaaaaaaaaaaaanks for the modification of the One City Challenge.

:)
 
Toldja I didn't need a dedicated bug thread! Mwa ha ha...

So! How's everyone enjoying the stable, relatively-bug-free, annoyance-free, user-request-enhanced, happy stressfree carefree, benchmark landmark 3.6.1 release? :) :) :)

Oh, and I used my mystical powers of the universe to move the original MM thread here for archaelogical purposes. (Okay I got one of the moderators to do it. But it was still my idea!) He says I can merge it with this thread too if I want, so I'm considering that, but it's a big decision so best to proceed catiously. ;)

While you're intimately familiar with all the posts in your threads, expecting everyone else to be is a recipe for disappointment.

One can always hope. :p

Thanks for the update, and thaaaaaaaaaaaanks for the modification of the One City Challenge.

My system has 10 culture levels instead of vanilla's 5 due to Chalid's intermediate city border shapes. I set the culture part of the new OCC rule to allow an extra city with Transcendent, which is the highest culture level, even though science can get you there with the second-highest era (Modern). My culture levels also require a bit more culture to reach than vanilla's do (moreso for the early ones to make full working borders a more meaningful achievement for cities, but still), and I haven't gotten to playtest them thoroughly yet.

So. Please let me know if Transcendent is too hard to reach for purposes of that new One City Challenge rule and I'll consider lowering the requirement to Legendary (the second-highest level). The offset, of course, will be the larger number of National Wonders, and being forced to put all your World Wonders and Holy Cities as well, all in one city. So I think it's probably fine the way it is, but like I said, it hasn't been tested yet hehe.
 
I am really enjoying this mod. The prehistoric age is a gorgeous addition and many other things. I started on Darkmongoose difficulty. All is nice and hard and I will probably lose (too early to say for sure, still prehistoric and I dont know for sure how ahead they are). Anyway, can I get to know what are the differences between the deity and DM difficulty? I somehow fail to find anything about it with search and ingame pedia.

Also, in my previous game I had the nasty palisades building not going obsolete, not staying built and kept annoying me from the building options. maybe you guys know about it but it is creeping me.

Congrats again for all the fun you put into it guys. And a special thanks for how good it runs on my old P4 3000 Pentium. Unlike other big mods I cannot even play on big maps, here I can take out the biggest one without problems. :goodjob::


Edit: I partially take my word back, by classical age time between turns is up to 30-40 seconds. I should not have set the raging barbarians on but I thought that they will be the only help I will get against the insane AI. Anyway, it is by far the big mod that runs best on my computer. Btw, I survived this far and in a decent shape. Probably thanks to the huge map and no real proximity to any warmonger AI.
 
I am really enjoying this mod. The prehistoric age is a gorgeous addition and many other things.

*beams*

I can't take all the credit for the Prehistoric Era since it's based on TheTriturador's Stone Age Mod (which was of sufficient importance for me to include it in the MM title screen), but I significantly redesigned it when making my own version so I feel okay taking about half the credit. :)

I started on Darkmongoose difficulty. All is nice and hard and I will probably lose (too early to say for sure, still prehistoric and I dont know for sure how ahead they are). Anyway, can I get to know what are the differences between the deity and DM difficulty? I somehow fail to find anything about it with search and ingame pedia.

There's a short blurb about the mod's difficulty levels in the Stuff to Know sticky thread and included text document, at the top of the "Other Stuff to Know" section.

There are a number of major differences so it's a bit hard to compare them directly. Barbarian densities/quantities are higher in TL and DM than they are in all the standard difficulties. AIs do not gain increasingly stronger advantages in later eras in TL/DM, but their bonuses are set a bit differently; their gold costs for things are higher (generally the same full values human players have to pay), but their growth speeds and building production rates are a little faster and their unit production rates are a lot faster. But, like I said, on the higher standard difficulties AIs get increasing bonuses the later the era they're in, whereas on TL/DM their bonuses are fixed. My current best educated guess is that, averaged out, DarkMongoose is roughly equivalent to Immortal (assuming you start the game in an early era), so Deity should be harder.

Also, in my previous game I had the nasty palisades building not going obsolete, not staying built and kept annoying me from the building options. maybe you guys know about it but it is creeping me.

This was one of the two major bugs in 3.6 that caused me to do the whole 3.6.1 version sooner than I was planning to. (It was mentioned a half-dozen times here, but I mainly recommend reading over the Patch Notes in the Download sticky thread's posts or the included text document: it only takes a few minutes, I write them up to be highly organized and readable, and they tell you lots of cool stuff that was added or fixed that you wouldn't even notice otherwise. ;))

Congrats again for all the fun you put into it guys.

There is no "guys"... I'm the sole author. Obviously there's a long Credits section for other people's stuff that was used (and other people's stuff that my stuff was based on), but as far as MM itself goes... yep, just me pretty much. *beams again*

Edit: I partially take my word back, by classical age time between turns is up to 30-40 seconds. I should not have set the raging barbarians on but I thought that they will be the only help I will get against the insane AI. Anyway, it is by far the big mod that runs best on my computer. Btw, I survived this far and in a decent shape. Probably thanks to the huge map and no real proximity to any warmonger AI.

My friend and I always play with Raging Barbs on - much too boring otherwise hehe. They actually don't help at all against strong AIs btw, since AIs get huge combat bonuses vs barbarians (which has always been part of the vanilla difficulty levels so it wasn't something I added). That game option basically gives the AIs more fodder to gain experience from (as well as giving the human players more fodder too). I did actually try removing AI barb bonuses a long time ago, but a few AI players would get completely eliminated by barbarians in the first 200 turns so it didn't seem like a good idea. :p

Anyway, there is only so much that can be done with a mod, speed-wise. Civ4 is a large, complicated program, and turns always get slower further into a game just b/c there is more going on: more units and cities on the map that need to be processed by the AIs each turn, and more discovered rival players that complicate an AI's thought processes. MM has been as heavily optimized for speed as is possible, and does not run substantially slower than the vanilla, unmodded game as a result (slightly faster in some cases if JDog's figures still hold up). Past a certain point you just need a better computer hehe. Thanks though, appreciate the compliment. :)
 
loving the Mod... playing too much to post. If there's a tiny teeny tiny weeny comment to make... wish Jedi's could be partially aggressive as well. At the end game, using Darth Addict to wipe the globe whilst Obi Wan Addict sits around defending Darth seems weird... :)

Thanks Mongoose!
 
loving the Mod... playing too much to post.

Much as I like hearing all about how people are doing with it, that is an acceptable excuse for staying quiet. :p

If there's a tiny teeny tiny weeny comment to make... wish Jedi's could be partially aggressive as well. At the end game, using Darth Addict to wipe the globe whilst Obi Wan Addict sits around defending Darth seems weird... :)

Believe it or not, the idea of combining the two in a stack never even occured to me before. I just assumed one would go out and attack while the other would stay home and defend. Very interesting. Not sure what to do about it, but I like Jedi being Defensive Only - it fits their personality perfectly - so I don't really want to change that.

If I ever successfully write the code to support AI use of Land Privateers, that effect is currently planned to go to the War Dog, Marauder and Sith units, so that would at least make it so the Sith is on his own for defense against peaceful enemies heh.

Thanks Mongoose!

You're quite welcome, dood. :) And don't worry, there will probably still be more updates in the future, just not for a while since 3.6.1 is a very stable release and I'm busy doing other stuff right now, then Disgaea 4 comes out this summer, then Diablo 3 comes out at some point... Blame Blizzard, not me lol.
 
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