Orion's Grand Inquisition

Good to hear that a fix will be soon around. I like the many choices I can make with this mod. I am eager to play this mod in the late ages :)
 
Announcing the release of OGI 3.08A

:dance::bounce::banana::woohoo:

1. Fixed python City Guard unit bug.
2. Added Mountain Warfare promotions 1-5
3. Added Arctic Warfare promotions 1-5
4. Added Desert Warfare promotions 1-5
5. Peaks take +50 percent time to build improvements
6. Increased production on peaks to +4 (Double what a hill provides)
7. Fixed SEVOPEDIA text for Farmer's Market NW.

The OGI308ASetup.exe Installation file has been posted for download.

See first post for a detailed break down of all changes in this version.
 
And a proposal for 3.09: I agree with Peaks not being completely impassable, but in OGI they are basically lesser hills (no windmills). How about a small seperate tech tree:

at start Peaks are impassable and unusable.

A new tech Mountaineering (no prerequisites) unlocks a promotion Mountain Troops I, which is available to all land units, and permits moving and attacking at half strength into Peaks.

A new tech Useable Mountains (prerequisite: Mountaineering) unlocks a promotion Mountain Troops II, which is available to all land units, and enables attacks into Peaks at full strength. This tech also enables building improvements on Peaks.

A new tech Habitable Mountains (prerequisite: Useable Mountains) unlocks a promotion Mountain Troops III, which is available to all land units, and gives a defensive bonus on Peaks. This tech also enables founding cities on Peaks.

After much discussion we decided to make a few changes to peaks, which makes them more difficult to work, with longer build times, but has a greater benefit. Additionally, we added promotions that affect attack and defense factors as well as movement. We think this is a good balance. See 3.08A changes. Thanks for your recommendations and keep them coming.
 
Now that everyone is enjoying 3.08A, it is time to think about the next big projects for OGI. So here is my preliminary list of ideas:

1. Redesign and optimize the Advanced Cargo by Thomas SG and Stolenrays. Then add it to OGI.

2. Improve the selection choices for the city governor. There needs to be a manual override capability.

3. Add platy's specialist count mod to OGI.

Please feel free to suggest a few ideas for us to contemplate, as we want to make OGI 3.09 another long list of major updates.
 
I like the many choices I can make with this mod.

Choice is what OGI is all about. We believe the amount of choice eliminates excuses for not following a preplanned strategy for a tech path, the wonder race and the race to get a religion. OGI makes each player contemplate what to do next and that was our goal from the beginning.
 
The following changes have been added to the development of OGI 3.09:

Spoiler :

1. Fixed python typo error in OGIEvents.py file. (Another missed bug! :blush:)
2. Added specialist count mod, by Platyping. I have been wanting this for a while. :)
3. Added new graphic for the stone resource.
4. Added new National Wonder Beach resort - Adds happiness to continent cities.
5. Added new unit Early Battering Ram to tech The wheel.
6. Added new routes. :)
-- Cart Path is enabled by tech The Wheel
-- Roads are now enabled by tech Horseback Riding
-- Paved Roads are enabled by tech construction.
-- Highways are enabled by tech Replaceable Parts
-- Electric Railroad is enabled at tech Empirical Discovery
-- Magnetic Levitation is enabled at tech Super Conductors
-- Jump Plane is enabled at tech Fusion.
7. Improved game startup performance with creation of OGI.FPK file.
8. Updated crocodile unit with improved realistic looking graphic.
9. Updated Tornado with improved graphics.
10. Added new unit: Anti-Missile Batteries
11. Added new animal unit: The Anaconda
12. Added new animal unit: The Lynx
13. Added new animal unit: The Shark
14. Added new animal unit: The Orca
15. Added new animal unit: The Black Bear
16. Changed animal unit Brown Bear to a Grizzly Bear.
17. Changed Grizzly Bear strength to 4 making it more dangerous than Black Bears and Polar Bears.
18. Animal units get 10% strength increase on native terrain plots and features.
20. Changed tech tree to allow up to 9 techs per row. Rolled this back. Not needed for now.
21. Removed Lightning unit (Note: The Storm unit has lightning and rain).
22. Tornado units can now move in all terrain, which makes this unit more dangerous.
23. Removed Water Spout unit (obsolete).
24. Added new Natural Disaster unit: Tropical Cyclone (Better Run!)
25. Added new combat category: Sea Animals
26. Added new promotions for Natural Disaster units: Intensity1-2.
27. Added new promotions for Sea Animal units: Jaws1-2.
28. Added new animal unit: The Sea Snake
29. Added new unit: Mermaid, who can provide:
---- Free gold
---- Free Experience (Promotion)
---- Free Tech
---- Free Work Boat
---- Barbarian Pirates
30. Moved national wonder Ancient Ruins to Tech Language.
31. Moved civic Despotism to Tech Language.
32. Moved Quarry to Tech Mysticism.
33. Moved Clear Plot build to Tech Mathematics
34. Added new dedicated worker units, which cost 3x and have work rate of 3x:
---- Road Worker to Tech Civil Service.
---- Farm Worker to Tech Food Preservation.
---- Mine Worker to Tech Steam Power.
35. First to discover Tech Hydro Electricity gets free great Engineer.
36. Added new building: Nuclear Defense Shield to Tech Fiber Optics.
37. Added Routes Menu to the BUG interface. :)
38. Moved Workboat next to worker in the build list (Much easier to find).
39. Moved Immigrant next to settler in the build list (Much easier to find).
40. All great people now generate great people points when joined to a city.
41. Fixed Wonder movie for Interstate System.
42. Fixed Wonder movie for Beach Resort.
43. Added new unit: Nymph, who can provide:
---- Free gold
---- Free Experience (Promotion)
---- Free Tech
---- Free Worker
---- Barbarians
44. Added new unit IRBC Missile.
45. Added promotions ECM 2-4.
46. Added promotions ECCM and MIRV.
47. Recoded Limited Religions (See post 837)
48. Destroyers now upgrade to either the Sensor Destroyer or the Stealth Destroyer.
49. Added Automatic directional patrol for Air Recon units (Human Players only)
50. Workboats can filter fallout from water plots.
51. Added new recon unit PBY Catalina.
52. Added new recon unit RQ4 Global Hawk.
53. Adjusted XML settings for all air recon units.
54. Added new graphic for Telephone National Wonder.
55. City specialists retained manual settings when citizen automation is turned off. :)
56. More to come.
 
V3.08A

I really wish I could finish a game.. this time I get a crash when one of my units goes active on this turn.

Sometimes I have a strange bug too. One unit from another nation gets mega big so I can only see brown and black textures. I have to zoom in very close to see my units, citys etc again.

I bought the steam version of CiV4 cause I thought that was a bug with my old install but I got this bug with steam ver too :(

I added the save from my crash game..
 

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V3.08A I get a crash when one of my units goes active on this turn.

Sometimes I have a strange bug too. One unit from another nation gets mega big so I can only see brown and black textures. I have to zoom in very close to see my units, citys etc again.

I bought the steam version of CiV4 cause I thought that was a bug with my old install but I got this bug with steam ver too :(

I do not get any of these problems on my PC and neither does the historian, who tests all my releases. Your saved file worked perfectly on my PC, with no problems. I even let AI-AUTOPLAY run a few rounds. Again no issue. A space race victory occurred at turn 320.

1. First thing of note: Your installation folder name is Grand Inquisitions 308A Okt 27 2015, when it should be Grand Inquisitions 308A.

2. You need to go to the following web site and follow the installation instructions for Civ4, Warlords and BTS: You need Warlords and BTS expansions and the respective patches.

http://forums.civfanatics.com/showthread.php?t=408537

3. You may not have enough video memory to run OGI or you have some sort of graphics card issue. Perhaps you need more system memory.

Bottom Line is: I am unable to reproduce the brown and black textures issues that you are experiencing.
 
I only renamed the folder when I installed v3.08A. No more changes. I even redownloaded v3.08A in the first place..

I just bought CiV4 Complete for Steam a few days ago because I thought my old install was somewhere corrupted and downloaded it complete. I have the same texture issues that I had with my old install. Maybe its really a graphic driver problem, I have AMD Catalyst 14.9 installed and I know its outdated but the latest driver had issues in another game I play so I have to go with 14.9. The only thing I did to this complete new CiV Installment was to download and apply Blue Marble, like I always do.

My system with i5 2500-k CPU, 8GB RAM and XFX Radeon HD 6870 (1GB video RAM) should be more then enough. I use WIN7 Ultimate x64.

I really have no clue why I get crashes and other do not :(. In this game linked in my previous post I had the crash two times before while playing but after reloading the save and changed the auto forward behaviour by just clicking another unit first I was able to continue with the current turn and move on with the game. I tried this with the actual turn too but I only was able to get other units active before I get the switch to the unit that produces the crash. Unfortunatly the crash occurs before the unit goes active so I don't know which one produces the crash.
 
I was able to screenshot the texture issues I have. This time the game crashed while I was scrolling around. Seems to be only a graphic related bug, hmm.
 

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I was able to screenshot the texture issues I have. This time the game crashed while I was scrolling around. Seems to be only a graphic related bug, hmm.

No doubt now. BTW. I have 2GB of video memory on my card. That could make a huge difference. Although graphic card settings could also have a major impact. I would hunt through the forums for graphic card tweaks for Civ4. Your graphics issue has happened to other civ players long ago. Here is one example to read:

http://forums.civfanatics.com/showthread.php?t=153780
 
I did some testing by myself because I couldn't find anything related to my problem. Seems to be that turning on "Animations Frozen" in the Options solved my problem.
 
The race to get a religion can be a real problem if you don't get one early in the game. Failure to get a religion in the ancient era can put you behind by 20 turns or even more with two missed opportunities. Some players start a new game if they loose the race to found a religion. This is a problem with BTS and it is a problem with many mods, including OGI. We have addressed this problem in version 3.09.

We have redesigned the code for Limited religions and the tech tree to provide for an early race, but then make it possible to found a religion with Monotheism. There is a code trigger to found a religion, even if you are not the first civ to research Monotheism. All 9 religions could theoretically and will likely be founded in the ancient age; each by different civs. The founding of only one holy city per civ rule still applies.

There will be a race to get one of the first three religions: Meditation, Polytheism and Ceremonial Burial. If you don't get a religion in the race for those 3 techs, you can research Monotheism to found a religion. OGI has 9 religions and Monotheism will provide a religion to each civ that researches it until all 9 religions are founded. The result is if you fail once, then you can still recover early and not have to wait for the classical age to finally get a holy city. I've thoroughly tested the new code and it works. In my opinion, this change to Limited Religions vastly improves game play.

Additionally, all the religious techs after the ancient era, will offer the player to join an existing religion, if the player does not have a state religion.
 
We have had a major break through with city management. City specialists will retain their manual settings when citizen automation is turned off. If you don't like how the city governor manages your citizens either plots or specialist selections, then you can disable the governor's horrible decisions by turning off citizen automation.

When the city population increases, you will receive a new citizen, which you will have to manually place where you want. We are ecstatic about what this accomplishment means for Civ4 game play.

The SDK changes to fix citizen automation is the last item planned for OGI 3.09, as it is packed with 55 changes. The mod is now being play tested and we believe we will be able to release this awesome version sometime this April.

OV
 
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