Rallying call for all interested: Colonisation of the Moon mod!

Even without barbarians disabled, the Minor Civs are still active, no? If the AI is fighting Minor Civs, it could still be AI promotions? (I have no idea!)

On a slightly different note than the unfortunate CTD, here's some more... ideas.

a) - Culture-bonus from ideologies should be replaced by happiness/hammers/food
When I earlier came up with some suggestions for ideologies, some were specifed to have culture bonuses. Since the border expansion is going to be handled differently, this should be replaced. Extra happiness or hammer- or food-bonuses are the ones that makes the most sense.

b)- "Upgrade" ideologies through events OR buildings
I also proposed that the early ideologies would auto-upgrade when particular techs are researched. Since Isolation is an event instead of a tech, perhaps the trigger for "auto-upgrades" could similarly be events -- or buildings. The latter would be an indirect result of a tech discovered under the player's direct control, which usually is a good thing. The reason why I proposed auto-upgrades is that it reduces Ideology-spread-micro-management and eliminates ideologies that don't make "sense" later on in the game.

c)- No separate Ideology civics-category
In my opinion, there's no real need of a separate Ideology civic-category; the Social (or Legal) category should more or less fill the same function. Some civics could allow for a state ideology (Social Engineering), some could not (Free Speech), some could even have a bonus from choosing a state ideology (Xenophobia).

d)- Upgradable civics through buildings
With fewer civics, variety could be introduced, similarly to ideologies, directly through technologies or (preferrably) through buildings. The less "fillers", and the more relevant choices the better, IMO. To hopefully clarify, here's an example of what I mean by upgrading civics through buildings:

Say, there are only three government civics -- the "classical" distinction between autocracy, oligarchy and democracy. When the tech "Communism" is discovered, a national wonder, Secret Police HQ, becomes available. If the wonder is built;
democracies get :mad:
autocracies get :hmm:
oligarchies get :salute:
(more or less)

e)- Cross fingers and hope that the AI can compute
Other than the heavy modding needed (not the least to the interface, I suspect), the AI might not quite catch on. Then again, it might.
 
GeoModder said:
Put autosave=1 in your config file.
And not sure it is that (or else it is another bug), for that autosave I could reliably CTD was without barbs enabled.

As on Nimoy's replacement pictures, they're done. I've made 6, and that seems to be plenty.

Assume news Geo. Are you sure you can't do audio too? :p
 
Lots to think about Holistic, thanks. Have you looked at our civics? The categories are filled out, but most of the actual choices need work...

I plan on trying to get your Ideology ideas in as soon as I can guarantee it won't cause more CTD problems.
 
Bloody hell, why does Civ4 always need to make .dds pics broader. :mad: Now I can start all over on the sequence.

I have another reliably CTD save attached. If you guys still don't have one, you can take a look inthere.
 
[pissed] arrgg, this is the most annoying bug yet. Can you guys make a list of all the things that were changed since we had a working version.(and I mean everything. Its hard to find a bug when you no idea where to look for it and you can't repeat it easily)

I tried loading geo's save many times and it only crashed on me once. The only things that I can think of that are causing the bug are one of the things a goody hut gives you or something related to the code belizan added.(Hides in a very secret place from Belizan)

Edit: I give up for now. Will look into the bug more on Monday. Any detail anyone can provide before then will be very helpful.
 
Belizan has the only idea what's been changed. I'll hide from him as well. :p

Other than units I've done nothing for a month or so...

Goody Huts or promtions and I don't see anything jumping out at us!
 
I'm going to remove the option of XP from Goody Huts and see what happens. Personally I think it's a looooong shot, but I need to try something. Sadly if it doesn't crash it proves nothing! Maybe I'll make it so only XP comes from Good Huts, that might be better....
 
I sent you an email Matt. I hope you can figure it out...

If it XP then we can remove it from Goody Huts easy enough.
 
GeoModder said:
Put autosave=1 in your config file.
And not sure it is that (or else it is another bug), for that autosave I could reliably CTD was without barbs enabled.

As on Nimoy's replacement pictures, they're done. I've made 6, and that seems to be plenty.

I was actually hoping that one of the pictures would describe the game options we've added--
ctrl+k: City Grid
ctrl+m: User Mark
ctrl+p: Available Move Locations
ctrl+shift+p: City Planning Mode
 
And while I'm nitpicking (:D) can we rethink traits? Actually I really hate creative and we should (as Geo suggested) change :culture: to beakers.
 
wow, woodelf your save is alot more reliable at crashing then geomodders. I think we are onto something here.
 
matthewv said:
[pissed] arrgg, this is the most annoying bug yet. Can you guys make a list of all the things that were changed since we had a working version.(and I mean everything. Its hard to find a bug when you no idea where to look for it and you can't repeat it easily)

I tried loading geo's save many times and it only crashed on me once. The only things that I can think of that are causing the bug are one of the things a goody hut gives you or something related to the code belizan added.(Hides in a very secret place from Belizan)

Edit: I give up for now. Will look into the bug more on Monday. Any detail anyone can provide before then will be very helpful.

Ok, here's the thing Matt. On my machine, I have two (many more really) copies of SoM. One has all the new code changes, and the new xml. The other has all the new code changes, but the old xml.

The copy with the old xml has never CTD'd through 100s of turns. The one with the new xml has CTD'd on me about a dozen times, at least. I'm pretty sure it's the XML.

Now, I took my "clean", working copy, copied it, and started moving xml files over in distinct groups. Global Defines and ArtDefines_Interface didn't seem to cause a crash (in 100 or so turns). Unit/UnitClasses did. Which was the basis for my saying that the bug lay in Unit/UnitClasses. Now you found abug in UnitInfos, which I don't have corrected here, so perhaps that was that problem and we have another one as well. As for what has changed, the answer is "Quite a lot".

The easiest way to see is to diff the files. I changed the happiness ratings of most of the buildings, I changes the power/asset values of just about everything. I changed the attack/defense xp values of most of the units. I changed the names of some techs. I removed some buildings, and retagged some other buildings. I reduced culture modifiers, and tweaked some other commerce yield/modifiers. I changed the imoves of units. I changed the domain of the skiffs line of units. I made the Lunar Rover a transport, although I think the xml you have it's not specified properly--That was one of the mistakes I found when I was debugging, but it wasn't a cause of the crash. I set a bunch of infantry (but not all of them, as it turned out, when I was trying to fix it) to be SPECIALUNIT_PEOPLE, for being carried in the Lunar Rover--I reversed that, didn't make a difference either. I added three new kinds of engineers, Pioneers, Scientists and Contractors, which required changing the tags of the actual SCIENTIST, and I didn't catch all the places originally, but I caught it while debugging, and that wasn't the problem, either. I removed all the remaining free combat1 promotions, except for on one unit where I thought it made sense (I think). I removed all the 100% animal combat bonuses. I changed the era names, and the starting units for the first era. I changed the starting units for every civ. I added specialists to buildings. I made a lot of changes. I'm not even sure if this has been a complete description :/. A few pages back I made a list of all the xml files I touched :/. That's about as clear as I can be on this issue :/.
 
When the game crashes in turn 2, we can rule out 99% of the game. Buildings, units, everything built can't be done in turn 2.
 
You arn't a programmer, woodelf, so maybe you don't understand. The XML gets loaded before the game starts. My guess is that there is an error in the XML which causes the game's resources to get loaded incorrectly, causing random things to get "corrupted", which is why the symptoms are so problematic--It's whatever got corrupted this time around. Which is theoretically attributable to the idea that every resource gets assigned a different address in memory each time.

Could it be a name or description is too long, Matt? (That seems far fetched to me)
 
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