Orions Mod Collection

I have successfully merged the following:

1. The Naval Mod
2. The Aviation Mod
3. The Tank Mod
4. The Siege Mod
5. All of the National and World Wonders
6. Mortar (Offensive Attack Unit)
7. C-130 GunShip Unit
8. The Heavy Spearman (Defensive only Unit)
9. The Halberd Infantry (Defensive only Unit)
10. The Mini Gun (Defensive only Unit)
11. The Minute man (Reserve Malitia Unit)
12. The Sheriff (Law Enforcement Unit)
13. The Police (Law Enforcement Unit)
14. The Stone Thrower
15. The Slinger
16. The Arbalest
17. The War Galley
18. The Shinto Religion
19. Exotic Birds (New Resource)
20. The Orchard (New Improvement)
21. All OGI Buildings

And there is still much more to be added...
 
I have successfully merged the following:

1. The Health Care Mod
2. Marsh (Terrain)
3. Volcano (New Feature - Special thanks to the folks from FFH)
4. Scrub (New Feature - Special thanks to the folks from FFH)
5. OGI Smartmap - Which includes new code for adding the volcano and scrub features.

What's left to do?

1. The Diplomat mod
2. The Expansion mod
3. The Great Person Mod (Bare Bones)
4. The Great Spy Mod
5. A few Adjustments to a few units, buildings and leaders)
6. Review of all of the Python
7. Thorough Testing (Estimated start date for testing is 1 November) On time!!!!! :)
8. Release before Thanksgiving day.
 
I don't see Mine Warfare on your list of Mods added or Mods in process for OGI.
Is this being removed or is it part of one the listed mods? I always thought it was standalone.
 
I've been following the mod's development and am looking forward to it's release but do have one question: will it include ethnically diverse units like Diversica? Since Diversica is the built upon WOC/RevDCM it would be fairly easy to merge in. :)
 
I've been following the mod's development and am looking forward to it's release but do have one question: will it include ethnically diverse units like Diversica? Since Diversica is the built upon WOC/RevDCM it would be fairly easy to merge in. :)

RPG, Based upon extensive testing, I have discovered that although WOC modules are a convenient way of coding the XML, WOC adversly affects mod performance. Therefore, I have eliminated all modular coding from the XML. It is all standard XML, with the exception of the new tags added in the SDK. So, in the interest of game performance for all of the end users, I will not be adding any WOC modules into the new efficient version of OGI. I have been working many hours every day to complete all of the merges, so I can start testing and get this mod released on time. As it is, I ran into a problem with the volcano mod and development is taking much longer than I expected. I am now 1 day behind schedule and it looks like I may end up being 3 or 4 days behind. Its a race to finish before Thanksgiving and I want this to work right before it's released. Bottom Line is: I'm at the point in development where I must stop adding more stuff to this version. If I don't stop, no one will be able to play by Thanksgiving. I hope you understand.

Respectfully,
 
Orion, I am truly impressed that you can keep to your schedule so well on such a big project.
It's not the kind of thing I'm accustomed to in the workplace. :hatsoff:
 
I don't see Mine Warfare on your list of Mods added or Mods in process for OGI.
Is this being removed or is it part of one the listed mods? I always thought it was standalone.

Mine Warfare (MW) was successfully migrated to the SDK and work on it was completed several weeks ago. There are still a few minor things to be tested, but all of the major features of MW work in this new version of OGI. MW is no longer stand alone. It is highly integrated throughout OGI. The good news is: Late game performance has improved dramatically and I was able to complete several AI Autoplay games. Additionally, you will have a beginning of the game option to select MW or turn it off. 80% of my development time over the last year was put towards the effort to fix MW and I'm happy to say I know it will work. Of all of my accomplishments, MW is the crown jewel of this year's development and it will give everyone a good reason to play OGI for years to come. :)

Note: I have also completed work on the Volcano mod. Testing of OGI is to commence in a couple of days.
 
Found a type error in CvGameTextMgr.h that came with the game SDK
you might want to fix yours too.

DllExport void buildYieldChangeString( CvWStringBuffer& szBuffer, TechTypes eTech, int iTieldType, bool bList = false, bool bPlayerContext = false );

DllExport void buildYieldChangeString( CvWStringBuffer& szBuffer, TechTypes eTech, int iYieldType, bool bList = false, bool bPlayerContext = false );

looking to play your mod good luck and all the best
 
Found a type error in CvGameTextMgr.h that came with the game SDK
you might want to fix yours too.

DllExport void buildYieldChangeString( CvWStringBuffer& szBuffer, TechTypes eTech, int iTieldType, bool bList = false, bool bPlayerContext = false );

DllExport void buildYieldChangeString( CvWStringBuffer& szBuffer, TechTypes eTech, int iYieldType, bool bList = false, bool bPlayerContext = false );

looking to play your mod good luck and all the best

Change to the SDK is done. If you find any more, please let me know.

Thanks.
 
Testing has been a very painful process. Lots of Bugs! Good news is I have fixed well over 50 bugs. However, I have run into a couple of really serious CTD bugs, which have proven very difficult to find and resolve. I have lost many days testing, trying to hunt these CTDs down. Its like searching for a needle in a haystack. :mad: I work on this mod every day and it is very frustrating, when you get no clue from the coding that indicates where the problem is. If I only knew where the problem was, I would fix it immediately. I could get lucky and find it tonight or it could take days or even weeks to find it. :(

There are just 2 days left before my planned released date. If I can't find and resolve the latest CTDs, I will not release the mod. I just can't put out a poor product and expect everyone to like it. I must be totally satisfied that the mod is a quality product that is both stable and reliable for everyone to play.
 
Orion, are you using a debug DLL and debuging using visual studio?

I do not have visual studio and I do not have a debug DLL. I have fixed 2 major XML errors that caused CTDs, but have run into another one. :mad: I am quickly running out of time. I have one more day to figure this out. Before it crashed, game turns were running about 10 seconds each on a large map with 9 civs past turn 600. I'm getting there, but haven't found the the last of them yet.
 
XML crashes? Those could be commenting in the xml files or missing artdefines.xml entries. SDK CTD most likely need to be debuged. I got rid of my bugs with visual studio debugging. Whenever there is a CTD, it pinpoints the line of code that is causing problems.

How did you compile BTW? Another program?
 
XML crashes? Those could be commenting in the xml files or missing artdefines.xml entries. SDK CTD most likely need to be debuged. I got rid of my bugs with visual studio debugging. Whenever there is a CTD, it pinpoints the line of code that is causing problems.

Exactly. I thought I had merged everything correctly, but I found that I had missed a few things.

How did you compile BTW? Another program?

I use MS Visual C++ 2008 Express to compile the DLL. ...The cheap man's way of getting it done.
 
I have failed to meet my goal for the release date due to the unexpected number of bugs encountered. Testing continues on through this Thanksgiving weekend, with many bugs found, many bugs fixed and more bugs left to be fixed. I was not able to create a debug DLL. At this rate I'll be lucky to release OGI 3.0 by Christmas. :(

On the bright side, the historian urged me to make a couple of cool changes to terrain. The production value for plains, hills and peaks in BTS was originally just one hammer each. Thus, given a choice between all 3 terrain types, a smart player would select terrain plains to produce the mine, because he knows he can finish a mine sooner on flat land. Thus, having the same amount of hammers for plains, hills and peaks was just wrong and we knew a change had to be made to make production on these plots more realistic.

In real life, hills and peaks provide a greater amount of mine production than plains ever will. So here is what we did: Terrain plains will still provide just 1 hammer, but hills and peaks will now provide more. The base value for hills will now provide 2 hammers and peaks will provide 3 hammers. Justification: While, it takes much longer to produce a mine on a hill or a peak, the additional hammers they provide will give you real incentive to build a mine on that hill or peak. You can still build that mine on flat land, but the production will be less than a mine on a hill or peak. Thus, mining hills and peaks, become far more useful to your empire.

Accepting the fact that I missed my released date, I appologize to all who were expecting to play OGI 3.0 this weekend. I just need a lot more time to debug the mod. The new release date is now tentatively on 22 December 2012. That assumes I find and successfully fix all of the remaining issues.

Respectfully,
 
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