Probably Improved Gameplay Mod

Is it an existing modcomp? If so can you point me to it?

Auto recon missions would be very good for this mod.

definitely i've seen it somewhere. maybe at russian forum. i'll give you link if i find it.
 
In 3.17 we introduced a bug that results in players getting out-of-sync when performing an amphibious landing by moving transports directly onto an enemy-occupied tile. Here's how to fix it:

This sounds exactly like the problem. I have not tried this my self but the attacking player on the LAN said that when moving each unit induvidually off the boat to an enemy tile it did not OOS. Only when all boats where selected and right clicked on the enemy tile did we get an automatic OOS. But obviously it takes way too long to move each unit induvidually.
 
I have not tested if that makes a difference in regards to the OOS, but that will probably just select all units on each induvidual ship? Meaning if you have 4 ships you'll have to do it 4 times.
 
[After a cursory read of the code]

The problem appears to occur (in the old code) when you select the ship(s) to unload and tell them to unload (move to) land. If you select the units on the ships and move them to the land, I think it's okay.
 
PoM: Any chance we can get a PIG 0.81 bug fix release before the new PIG with all the changes so that we can use that for our next LAN next weekend? I'm guessing the new PIG needs some more time to be released and playtesting.

Basically I'd like just a 0.81 release with that bug patched for the next LAN :)
 
I'm getting it done as fast I can AveiMil. Once I get a compiler working it shouldn't be too long before a release.
 
Is it an existing modcomp? If so can you point me to it?

Auto recon missions would be very good for this mod.

Auto recon on air units is in Better BTS AI so it shouldn't it already be in this?
 
You are right, Minor Annoyance. Thanks for bringing my attention to it.

I had thought an auto recon mission might involve being able to select a particular spot to automatically recon each turn. BBAI's explore for air units is almost good enough for that purpose anyway, and better for actual exploring (not that much exploring would be needed usually around that time).
 
I rewrote most of SA to handle loading saved games better, but the bug came from Pep's original code and survived my rewriting. When I merged it in I wasn't as knowledgeable on how the multiplayer stuff works in Civ4.

There are two errors in these two lines from CvSelectionGroup.cpp:

Code:
setLastPathPlotVisibility(GC.getMapINLINE().plotINLINE(headMissionQueueNode()->m_data.iData1, headMissionQueueNode()->m_data.iData2)->[B][COLOR="Red"]isActiveVisible[/COLOR][/B](false));
setLastPathPlotRevealed(GC.getMapINLINE().plotINLINE(headMissionQueueNode()->m_data.iData1, headMissionQueueNode()->m_data.iData2)->isRevealed([B][COLOR="Red"]GC.getGameINLINE().getActiveTeam()[/COLOR][/B], true));

The fixes are identical for BULL, I just moved the code around so this should work for you.

Code:
setLastPathPlotVisibility(GC.getMapINLINE().plotINLINE(headMissionQueueNode()->m_data.iData1, headMissionQueueNode()->m_data.iData2)->[B][COLOR="Red"]isVisible(getTeam(),[/COLOR][/B] false));
setLastPathPlotRevealed(GC.getMapINLINE().plotINLINE(headMissionQueueNode()->m_data.iData1, headMissionQueueNode()->m_data.iData2)->isRevealed([B][COLOR="Red"]getTeam()[/COLOR][/B], true));

I got a compile error for this code. Looking into it a bit harder, I assume this is the code you intended to provide?:
Code:
[B]setPathLast[/B]PlotVisibility(GC.getMapINLINE().plotINLINE(headMissionQueueNode()->m_data.iData1, headMissionQueueNode()->m_data.iData2)->isVisible(getTeam(), false));
[B]setPathLast[/B]PlotRevealed(GC.getMapINLINE().plotINLINE(headMissionQueueNode()->m_data.iData1, headMissionQueueNode()->m_data.iData2)->isRevealed(getTeam(), true));

I'm not sure if it's because I haven't merged BULL yet. Maybe you named the function differently there.:confused:
 
No, I copied those lines from Pep's original (1.6) source files--not BULL. I assumed you had used his code since you didn't use BULL. I assume that it is correct now since it compiles. There aren't any similarly named functions to confuse the compiler here.
 
Ok let's not worry about it for now since it compiled ok and there's no longer any of the naughty "active" words in there, causing the oos. :D
 
PIG v0.82 released

Finally, my internet connection has permitted the upload of the latest version v0.82! :D

This is the changelog for v0.82:
Drill promotions:
Drill I: +1 first strike
Drill II: +1 first strike, Suffers 20% less collateral damage
Drill III: +2 first strike chances, Suffers 20% less collateral damage
Dril IV: +1 first strike, +1 first strike chance, Suffers 20% less collateral damage, +10% vs. mounted units

Temples cost 60:hammers:, down from 80.
Theocracy: Unlimited priest specialists.
Missionaries: Cost reduced from 40:hammers: to 30:hammers:.
Standard priest: 2:hammers:1:gold:

Great wall: costs 250:hammers: up from 150.
Recycling Centre: Costs 200:hammers: (down from 300) and gives +2:) with Environmentalism.

Flood Plains: are not removed when a city is built on them. This means a city built on flood plains has 3 food on the city tile (similar to settling on food resources). The :yuck: from the flood plain under the city is still counted.

Engineer yield changed to 3:hammers: from 2.
First to discover Divine Right receives free Great Prophet.

Merged Better AI v0.84

Fixed a (SDK) bug, introduced with Pep's unit orders modcomp, causing OOS in multiplayer when a ship was to unload by telling it to move onto a land tile. Thanks to EmperorFool for the fix.










Feature rollbacks:
------------------
(These are things I have decided to remove from PIG Mod).

+25% trade bonus on walls removed.
Granary cost increase to 80:hammers: has been rolled back to 60.
Marathon Accelerated gamespeed removed.


There are some things I wanted to put in the same update but did not know how to do.
Need assistance with:
----------------------
Giving all temples +1:) with Divine Right. I couldn't see how to do this with only xml mods.
Monastery gets +2:gold: with Theology.

Organized Religion gives +50% missionary production.

Giving priests +1:hammers: with Theology and +1:gold: with Divine Right.

Giving exploers +50% vs barbs.

Anyone is welcome to post their solutions or point me to where it's been done before! :)
 
Please do note:
There is still the same python exception occuring with unit movement (that Minor Annoyance reported not long ago) so it is best to leave python exceptions hidden for the moment.

EF, perhaps you know what I could try:
Here is the log:
Code:
RuntimeError: unidentifiable C++ exception
ERR: Python function forceScreenRedraw failed, module CvScreensInterface
Traceback (most recent call last):

  File "CvScreensInterface", line 954, in forceScreenRedraw

  File "CvMainInterface", line 3157, in redraw

  File "CvMainInterface", line 6998, in updateHelpStrings
 
Great work PoM, this is a good start.

Here are my observations/comments.

Flood Plains: are not removed when a city is built on them. This means a city built on flood plains has 3 food on the city tile (similar to settling on food resources). The from the flood plain under the city is still counted.

What exactly has changed? Per 0.81 you do get 3:food: for settling on Flood Plains on the City tile already. I'm pretty sure as I just built a city on a FP tile in my last game.

Granary cost increase to 80 has been rolled back to 60.

The Granary was rolled back to 60:hammers: in 0.81 already.

Need assistance with:
----------------------
Giving priests +1 with Theology and +1 with Divine Right.

Do you mean:

Giving priests +1:gold: with Theology and +1:gold: with Divine Right?

Giving priests +1:hammers: with Theology and +1:gold: with Divine Right would result in a Priest with 4:hammers: and 2:gold: with Angor Wat. That is more powerfull than 3:hammers: and 3:gold:.
 
What exactly has changed? Per 0.81 you do get 3:food: for settling on Flood Plains on the City tile already. I'm pretty sure as I just built a city on a FP tile in my last game.
The Granary was rolled back to 60:hammers: in 0.81 already.
It's true but the granary being 80:hammers: was still in the list of feature (if only in the documentation) and the floodplains change was not documented before I don't think. Better to document it now than not at all.

Do you mean:

Giving priests +1:gold: with Theology and +1:gold: with Divine Right?
No. :hammers::gold: as stated
Giving priests +1:hammers: with Theology and +1:gold: with Divine Right would result in a Priest with 4:hammers: and 2:gold: with Angor Wat. That is more powerfull than 3:hammers: and 3:gold:.

True. What would work better?

Note, at this point, seeking the assistance is to get the things actually working. Once it's working it's easy enough to decide between hammers, gold etc.
 
Fixed a (SDK) bug, introduced with Pep's unit orders modcomp, causing OOS in multiplayer when a ship was to unload by telling it to move onto a land tile. Thanks to EmperorFool for the fix.

I cannot verify that the OOS problem is fixed in 0.82. I tested now between my stationary and laptop computer by loading the game I played at the LAN by testing offloading units, however the game did not OOS in this scenario with neither 0.81 or 0.82 (I tested both versions on both computers and unloaded/loaded several times). I guess it could be different when there's 8 human players than just two connected. Final confirmation won't be possible until our next LAN i guess.
 
True. What would work better?

Not sure, I'm going to playtest this I think today by just editing the .xml files to give the base Priest a higher yield and only using it when I got the "neccessary" tech's. See how it plays out.
 
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