The Almighty dF
Pharaoh
Capo put out a patch for the playtest that fixed these and a few other things. It's somewhere in this thread I think.
Nah, he couldn't fix the babylonian backpack issue I thought.
Capo put out a patch for the playtest that fixed these and a few other things. It's somewhere in this thread I think.
Capo, are you going to re-send me Playtest IV? I haven't gotten it since I told you about the error I keep getting. Thanks
First of all, the patch does fix the Babylonian Backpack issue. Second, when I post a patch you MUST download it. It isn't optional, you guys are playtesters right?
I'm not just giving this out to people for the fun of it.
Sorry for taking so long to post, final exams are just around the corner and all.
But I was test playing a game with the new patch as the chinese and so far it's going great. There are a few bugs and considerations though, I looked through the thread and since no one else has commit on these I'll post them here.
Whenever you click on a air in the civopedia you get two error messege that lead to a crash to desktop.
Assert Failed
File: CvGlobals.cpp
Line: 2043
Expression: ePromotionNum < GC.getNumPromotionInfos()
Message:
And another error message,
File: CvInfos.cpp
Line: 4015
Expression: i < GC.getNumPromotionInfos()
Message: Index out of bounds
Also, the ancient Chinese great general unit graphics has a red blob on it.
Now for a few nitpicks,
the horse archer is stilled named the horse archer, even when the ethical units don't have bows. Did you forget to change it to horseman or was it a design decision?
I see you still have the vanilla Cataphract graphics for the Byzantines, did you consider using the more historically accurate graphics for it?
I noticed that the animal stats are a bit odd. Now I admit I have never been a fan of animals*, but my warriors where killed by wild Gorillas? With 4 strength? While Elephants only have 3? Both Elephants and Gorillas are pretty docile when people keep there distance, but I think elephants, due to their stampede and tusks, are a lot more dangerous. Also, it seems Polar Bears have 5 strength, while Tigers only have 2...
I personally just think the strength relationship between animals should be reevaluated.
Finally, the chinese chariot looks dandy.![]()
Don't quite get what you mean by "whenever you click on a air" means, but I am assuming you mean an air unit, I'll look into this but I'm sure this has something to do with the way I have set up the promotions (probably the bombing promos actually). Are these assert failures or are these python failures? Python failures should pop up in a blue box, while the assert failure pop-ups (which are part of the DebugDLL and are USUALLY ignorable) will say "Assert Failed" on it.
It is important I know which one it is, one is probably nothing, the other could be serious.
Also speaking of Jaguars reminds me, these are the current stats for the animals in the game:
Bear (3,1)
Cheetah (2,3)
Gorilla (4,2)
Jaguar (2,2)
Lion (2,1)
Panther (2,2)
Polar Bear (5,2)
Tiger (2,2)
Wolf (1,2)
Deer (1,2)
Elephant (3,1)
Horse (2,2)
I would definitely change some of these, especially the lion, gorilla and polar bear sounds bad to me
EDIT: Bear, Cheetah, Jaguar, Panther, Wolf ok
Lion and Tiger should be (3,2), Gorilla (3,1), Polar Bear (4,1)
Deer should be (2,2) Horse (2,3), Elephant (5,1) - as they can only defend it doesn't bad if they are stronger than they should be compared to the other animals
Also, you should change the civilopedia entry for Deer, Horse and Elephant from the usual beware, animals hunt your settlers and attack your units.
<UnitArtInfo>
<Type>ART_DEF_UNIT_GORILLA</Type>
<Button>Art/Units/NewAnimals/Gorilla/Btn_Gorilla.dds</Button>
<fScale>0.44</fScale>
<fInterfaceScale>1</fInterfaceScale>
<bActAsLand>0</bActAsLand>
<bActAsAir>0</bActAsAir>
<NIF>Art/Units/NewAnimals/Gorilla/Berserker.nif</NIF>
<KFM>Art/Units/Viking_Berserker/Berserker.kfm</KFM>
<SHADERNIF>Art/Units/NewAnimals/Gorilla/Berserker.nif</SHADERNIF>
<ShadowDef>
<ShadowNIF>Art/Units/01_UnitShadows/UnitShadow.nif</ShadowNIF>
<ShadowAttachNode>BIP Pelvis</ShadowAttachNode>
<fShadowScale>1</fShadowScale>
</ShadowDef>
<fBattleDistance>0.35</fBattleDistance>
<fRangedDeathTime>0.31</fRangedDeathTime>
<bActAsRanged>0</bActAsRanged>
<TrainSound>AS2D_UNIT_BUILD_UNIT</TrainSound>
<AudioRunSounds>
<AudioRunTypeLoop/>
<AudioRunTypeEnd/>
</AudioRunSounds>
<SelectionSound>AS3D_[COLOR="Red"]UN_[/COLOR]GORILLA</SelectionSound>
<ActionSound>AS3D_[COLOR="red"]UN_[/COLOR]GORILLA</ActionSound>
</UnitArtInfo>
As still had a missing interface in all my playtest IV games, I enabled python logging
Got quite a few python exceptions:
Spoiler :Traceback (most recent call last):
File "CvAppInterface", line 69, in preGameStart
File "CvUtil", line 411, in initDynamicFontIcons
File "CvUtil", line 421, in addIconToMap
File "CvUtil", line 123, in convertToStr
UnicodeEncodeError: 'latin-1' codec can't encode character u'\u0107' in position 0: ordinal not in range(256)
ERR: Python function preGameStart failed, module CvAppInterface
Traceback (most recent call last):
File "CvScreensInterface", line 73, in showMainInterface
File "CvMainInterface", line 2314, in interfaceScreen
File "CvMainInterface", line 2265, in initState
File "CvMainInterface", line 805, in getMaxRow
ZeroDivisionError: integer division or modulo by zero
ERR: Python function showMainInterface failed, module CvScreensInterface
It seems this has something to do with the font icons/font style
EDIT: Just checked and the 69th line of the CvAppInterface points to the CvScreensInterface. So probably there is the origin of the problem
EDIT2: Checked all these files, but I don't really want to mess up with python so didn't change anything
Can someone help me with this?