Orion's Grand Inquisition

Thanks for the reply! Would you mind enlarging on point 2 a little? It sounds interesting, but I'm not clear what exactly these buildings do. Do they provide a free specialist of the appropriate type (farmers for agricultural, etc)?

The specialist Management buildings activate 5 specialists for the respective trait: They are not free, only activated.

Aggressive: 3 Spies, 2 Engineers
Agriculture: 5 Farmers
Charismatic: 5 Entertainers
Covert: 5 Spies
Creative: 5 Artists
Expansive: 3 Farmers, 2 Engineers
Financial: 5 Merchants
Humanitarian: 5 Doctors
Imperialist: 3 Engineers, 2 Merchants
Industrialist: 5 Engineers
Nomad: 3 Spies, 2 Merchants
Organized: 3 Merchants, 2 Engineers
Philosophical: 3 Doctors, 2 Scientists
Protective: 3 Priests, 2 Doctors
Scientific: 5 Scientists
Seafaring: 3 Farmers, 2 Merchants
Spiritual: 5 Priests

You also didn't directly seem to respond to my concerns about Caste System and farmers.

True. I need to discuss it with the historian.
 
Not sure if it's me that's stupid, but... I get no user interface at all when starting a game. Just units and cities on a map. I can double click on my capital, but the city screen is gone too. :/

Installed the 3.01 version and then applied the patch and changed the CvAltRoot.py. Any clues what might be wrong?

You must have forgotten the maininterface.py file, when you patched the mod.
 
Minor bug I've just discovered, which doesn't seem to have been reported. Upon researching Fission, I had two different Manhatten Projects in the build queue. One was the vanilla one, listed in Projects in the civilopedia, and it cost more and allowed building of the SDI and certain other things, while the other cost only a third the amount, was listed in the national wonders category, and didn't unlock the 'extra' things. The cheaper version also required uranium. Is this intended?

Also, the tech cost for the (first) food future technology seems to be missing a 0 on the end, compared to the other future techs. Is this a typo?
 
Minor bug I've just discovered, which doesn't seem to have been reported. Upon researching Fission, I had two different Manhatten Projects in the build queue. One was the vanilla one, listed in Projects in the civilopedia, and it cost more and allowed building of the SDI and certain other things, while the other cost only a third the amount, was listed in the national wonders category, and didn't unlock the 'extra' things. The cheaper version also required uranium. Is this intended?

Also, the tech cost for the (first) food future technology seems to be missing a 0 on the end, compared to the other future techs. Is this a typo?


1. The future techs have all been revised in version 3.02.

2. I will check out the issue with the Manhatten Projects. UPDATE: Removed the National Wonder for Manhattan Project in version 3.02. The Project version remains intact. Thanks for the heads up!

3. After further consideration, unlimited Farmer specialists will be removed from the Caste System civic in version 3.02.
 
You must have forgotten the maininterface.py file, when you patched the mod.

No, CvMainInterface.py was extracted from the patch file into Assets/Python/Screens.
I've also got a CvMainInterface-PLE.py in there, though. Is that supposed to be there? Tried removing it and then loading a game, just in case, but it didn't help.

Is there something else you're supposed to do with the file or is my computer just messing with me?
 
No, CvMainInterface.py was extracted from the patch file into Assets/Python/Screens.
I've also got a CvMainInterface-PLE.py in there, though. Is that supposed to be there? Tried removing it and then loading a game, just in case, but it didn't help.

Is there something else you're supposed to do with the file or is my computer just messing with me?

We are making the final changes to version 3.02. Release is projected to be within the next 30 days. I would wait for the new version, as so much has been added, fixed and improved.
 
IN CvInfos.cpp you might want to change this line

pXML->SetCommerce(&m_aiReligionYields);

to this

pXML->SetYields(&m_aiReligionYields);

at the very bottom of CvInfos.cpp
 
Version 3.02 Changes - Release pending successful test results.

1. Fixed Super Tech buildings by converting them into cheap (You now have to pay for them) National Wonders that provide the respective increases globally.
2. Fixed The future techs to enable respective buildings, which provide increasing levels of experience to all new units.
3. Removed the National Wonder for Manhattan Project.
4. Unlimited Farmer specialists was removed from the Caste System civic.
5. Siege units are no longer capable of capturing an enemy city or unit.
6. Siege units and many other units are now tradable.
7. Changed Grocery store prerequisite for supermarket to 1.
8. Eliminated obsolete techs for Monastery, Petra Wonder, Kremlin Wonder, Sphinx Wonder, Hagia Sophia Wonder, Rabbits Resource, Ivory Resource.
9. Moved Obsolete tech for the Great Light House to Satellites.
10. Moved Obsolete tech for the National Slave Auction Wonder and slave cage to Democracy.
11. Changed health value for Apothecary to +3.
12. Changed health value for Hospital to +6.
13. Workers can convert a Peak into a Hill.
14. Added Neutron Missile!
15. Added health and happiness to each level of super tech buildings.
16. Annapolis provides free Shipyard in every city.
17. West Point provides free Garrison in every city. .
18. The Air Force Academy provides free Airfield in every city.
19. SDK UNIT_AI functions were added for Doctors, Entertainers and Farmers. The AI now uses these specialists far more effectively and in a balanced way.
20. Changed Spy Academy, Spy Camp, Spy Satellite and Spy School into National wonders.
21. Added Ancient trade center wonder.
22. Added Cure for Cancer wonder.
23. Added Fisherman's Wharf Wonder.
24. Added Las Vegas Wonder.
25. Added Trans Continental Railroad Wonder.
26. Changed Great Library to provide +25 percent research in every city and an additional +25 percent for the city in which it is built.
27. Added reservoir building.
28. Removed population point increase for Agriculture trait. It was too powerful.
29. Agriculture trait receives free reservoir in every city.
30. Fixed Sevopedia for Agriculture, Covert, Humanitarian, Nomad Scientific and Seafaring traits.
31. Added capability to breed Fish, Shrimp, Crabs, Lobster, Clams, Oysters, Sea Lions and cultivate kelp.
32. Added Greenhouse and Arctic Greenhouse buildings.
33. Added Nuke bomber versions for B47, B52, B1 and B2 stealth bombers.
34. Added Mini Gun as a defensive unit.
35. Extensively modified aircraft ranges.
36. Significantly increased Bomber ranges.
37. Grenadier units can promote to Bazooka, Mortar and Flame thrower units.
38. Rifleman units can promote to Paratrooper, Marine and Infantry units.
39. War Galley unit promotes to Sloop of War unit.
40. Fixed graphics on Coast Guard Cutter.
41. Mortar has New graphics.
42. Added Accuracy2 and Accuracy3 promotions for siege units.
43. Added torpedo promotions for submarine units.
44. Added hunter promotion for recon units.
45. Added Astronomical Archive building, which is a prerequisite for the National Archives wonder.
46. Bee Hive provides two happy faces.
47. Broadcast tower building is prerequisite for Sutro Tower wonder.
48. Canned food factory is prerequisite for Fisherman's wharf wonder.
49. Casino is prerequisite for Las Vegas wonder.
50. Added Railroad station building.
51. Added Railroad Yard building.
52. Added trait based Specialist Management Buildings!
53. Added Woodshop Building.
54. Added Ice Hotel wonder.
55. Great Lighthouse provides a lighthouse in every coastal city.
56. Added Integrated Air Defense unit, which is a stationary unit.
57. Many adjustments to units, buildings, wonders and promotions in the tech tree.
58. Statue of Liberty now requires a coastal city.
59. Added Ski Lodge building, which is a prerequisite for the Ice Hotel Wonder.
60. Slave Cage and Slave Auction now go obsolete with Democracy tech.
61. Monastery and Petra wonder no longer go obsolete.
62. Added Propaganda Tower building.
63. Added the Elite Paratrooper.
64. Fixed notorious "Shift" bug.
65. Fixed rare Naval Sweeper bug.
66. Fixed CTD caused by Mine Warfare detonations on helicopter units. Helicopter units are now excluded in the SDK.
67. Rewrote the python code for the expansion mod.
68. AI Handicap boost setting directly affects AI expansion.
69. And so much more!
 
I found an SDK bug never encountered before, which has delayed the release. Working hard to debug and fix it.

Well Bummer. Was looking forward to the new release. Care to share on the SDK bug?
 
Well Bummer. Was looking forward to the new release. Care to share on the SDK bug?

The file and function the debugger pointed to was not the true source of the SDK error. So, it is probably some kind of logic error. Those kind of errors are the worst to find and squash.
 
I have found a solution for the notorious shift bug! :) It only took 5 weeks to hunt this nasty bug down. :mad: The gist of the problem was that CvEventManager was having conflicts with BugEventmanager. Note: Every Civ4 mod based upon BUG 4.4 is subject to being plagued by this problem. A quick and dirty fix is to edit CvEventManager to safeguard it from the shenanigans of BugEventmanager. The details of the fix is on post number 27 on the following link:

http://forums.civfanatics.com/showthread.php?t=486409&page=2

Testing of OGI 3.02 has resumed and the fix should allow the mod to finish games. I will be including a copy of the edited CvEventManager when I release OGI 3.02. The edited file will replace the stock BTS CvEventManager.
 
I have found a solution for the notorious shift bug! :) It only took 5 weeks to hunt this nasty bug down. :mad: The gist of the problem was that CvEventManager was having conflicts with BugEventmanager. Note: Every Civ4 mod based upon BUG 4.4 is subject to being plagued by this problem. A quick and dirty fix is to edit CvEventManager to safeguard it from the shenanigans of BugEventmanager. The details of the fix is on post number 27 on the following link:

http://forums.civfanatics.com/showth...=486409&page=2

Testing of OGI 3.02 has resumed and the fix should allow the mod to finish games. I will be including a copy of the edited CvEventManager when I release OGI 3.02. The edited file will replace the stock BTS CvEventManager.

Hmnn, I get a 404 error when I click on the link.
 
My thx Good Sir..

Interesting. Orion, have you let Lemon and the BUG team know about this? They may not have run into this problem, or even be aware that it was mentioned in FFH. Just curious.
 
My thx Good Sir..

Interesting. Orion, have you let Lemon and the BUG team know about this? They may not have run into this problem, or even be aware that it was mentioned in FFH. Just curious.

I was under the impression that BUG was no longer being maintained.
 
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