Revolution: with BarbarianCiv, Rebellion, AIAutoPlay

jdog5000 said:
Were you using the Warlords or Vanilla version? As AnarhCassius said, there was an issue were this could happen for some people, but it shouldn't be possible with the Warlords version. Sorry it was frustrating for you.

i was playing in vanilla civ. ive tried editing the tolerances for revolution in the config file but now the only difference is that the rebellions occur later but to the same effect. at some point there is no productive phase in any of my cities, they are at a constant rebellion all the time losing units now and then until i got no units left to defend with.
 
Very Nice you mod !!!!

Do you take suggestion ?

1- Epic turn , something more logic for turn
2- somes civilizations more ;)


Very Very nice your mod !!
 
I'm having one bug with the latest Warlords version. Whenever the pop-up comes up "X Civilization has organized the barbarians and...", I seem to miss a turn and my units don't move but units like barb units move twice. It like the game skips all my units and ends my turn without me giving the orders. It's happened twice in my latest game.
 
Imperator666 said:
i was playing in vanilla civ. ive tried editing the tolerances for revolution in the config file but now the only difference is that the rebellions occur later but to the same effect. at some point there is no productive phase in any of my cities, they are at a constant rebellion all the time losing units now and then until i got no units left to defend with.
I'll re-release the Vanilla version with the bugs you're running into fixed ... you'd have to set the tolerances to about 600 times what they default to to get the normal effect ...

EDIT: Vanilla version 0.6a posted on front page. Only change is to fix this one, obnoxious bug.
 
suspendinlight said:
I'm having one bug with the latest Warlords version. Whenever the pop-up comes up "X Civilization has organized the barbarians and...", I seem to miss a turn and my units don't move but units like barb units move twice. It like the game skips all my units and ends my turn without me giving the orders. It's happened twice in my latest game.
Very strange ... did you happen to notice if the year increments multiple times aswell? Did AI players move twice also, or just the barb units?
 
jdog5000 said:
Very strange ... did you happen to notice if the year increments multiple times aswell? Did AI players move twice also, or just the barb units?
Didn't notice on the turns, but I think they did. It was just like I had ended a turn. There were no AI units in my vision when this was happening so I don't know.
 
jdog5000 said:
I'll re-release the Vanilla version with the bugs you're running into fixed ... you'd have to set the tolerances to about 600 times what they default to to get the normal effect ...

EDIT: Vanilla version 0.6a posted on front page. Only change is to fix this one, obnoxious bug.

thank you very much! :)
 
Elorensun said:
Very Nice you mod !!!!

Do you take suggestion ?

1- Epic turn , something more logic for turn
2- somes civilizations more ;)


Very Very nice your mod !!
You're welcome :) Yes I certainly do take suggestions ... all per turn effects in the game scale with game speed, so the number of turns you're using shouldn't matter. The bug that was screwing with this has been eradicated I believe. There may be a merge of this mod and amra's posted soon (merged by someone else), so be patient on the more civs front ...
 
suspendinlight said:
Didn't notice on the turns, but I think they did. It was just like I had ended a turn. There were no AI units in my vision when this was happening so I don't know.
Wow, this is really weird. I have tracked down what you experienced, and it appears that sometimes, but not always, new barb civs get an extra turn ... here's an example:

PY: Turn 177 - Player 0's turn
PY: Turn 177 - Player 1's turn
PY: Turn 177 - Player 2's turn
PY: Turn 177 - Player 3's turn
PY: Turn 177 - Player 4's turn
PY: Turn 177 - Player 5's turn
PY: Turn 177 - Player 18's turn (barbarian)
(At end of game turn, new barb player 6 is spawned)
PY: Turn 178 - Player 6's turn
PY: Turn 178 - Player 18's turn
PY: Turn 178 - Player 0's turn
PY: Turn 178 - Player 1's turn
PY: Turn 178 - Player 2's turn
PY: Turn 178 - Player 3's turn
PY: Turn 178 - Player 4's turn
PY: Turn 178 - Player 5's turn
PY: Turn 178 - Player 6's turn
PY: Turn 178 - Player 18's turn

So yes, the barbarian player gets a strange extra turn and so does the new barb civ ... weird! Got a few ideas to try and track this down ...
 
jdog5000 said:
Wow, this is really weird. I have tracked down what you experienced, and it appears that sometimes, but not always, new barb civs get an extra turn ... here's an example:

PY: Turn 177 - Player 0's turn
PY: Turn 177 - Player 1's turn
PY: Turn 177 - Player 2's turn
PY: Turn 177 - Player 3's turn
PY: Turn 177 - Player 4's turn
PY: Turn 177 - Player 5's turn
PY: Turn 177 - Player 18's turn (barbarian)
(At end of game turn, new barb player 6 is spawned)
PY: Turn 178 - Player 6's turn
PY: Turn 178 - Player 18's turn
PY: Turn 178 - Player 0's turn
PY: Turn 178 - Player 1's turn
PY: Turn 178 - Player 2's turn
PY: Turn 178 - Player 3's turn
PY: Turn 178 - Player 4's turn
PY: Turn 178 - Player 5's turn
PY: Turn 178 - Player 6's turn
PY: Turn 178 - Player 18's turn

So yes, the barbarian player gets a strange extra turn and so does the new barb civ ... weird! Got a few ideas to try and track this down ...
Glad I'm not crazy! In the game I noticed it in, it happened every time a barb civ was formed. However, I had never noticed it before so it must be something that screwed up in certain games but can change game-to-game.
 
jdog5000 said:
You're welcome :) Yes I certainly do take suggestions ... all per turn effects in the game scale with game speed, so the number of turns you're using shouldn't matter. The bug that was screwing with this has been eradicated I believe. There may be a merge of this mod and amra's posted soon (merged by someone else), so be patient on the more civs front ...

sorry about my poor english , I think you misunderstood me , I talk about something like this for the turn :
http://forums.civfanatics.com/showthread.php?t=181126
 
suspendinlight said:
Glad I'm not crazy! In the game I noticed it in, it happened every time a barb civ was formed. However, I had never noticed it before so it must be something that screwed up in certain games but can change game-to-game.
Well, that was a tough one ... but I believe I've solved it. Issue stemmed from a feature in CvPlayer.setAlive that, if it was no one elses turn, set it to be the new players turn. They and all players after them got a 'bonus round' :crazyeye: I resolved this by creating a new function CvPlayer.setNewPlayerAlive that does not have this 'feature'. To avoid the bug, this new function has to be called right after setting up the new civ, otherwise the game will detect the new player and call the normal setAlive.

Anyway, through several test games there have been no more bug turns. Great spot to see this! Rarely an big issue, but certainly a bug that caused some strange behavior!
 
Here's a pretty minor bug. The message box says "The Malinese Empire has decided to join the Malinese Empire...". It should say they want to join the Persian Empire.
 

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Yet another strange bug:

Mehmed is my vassal and should have the same war/peace settings as me. However, Alexander rebelled against Churchill and started a civil war. I'm not quite sure how Mehmed ended up at war with Alexander also but he did (same turn he rebelled against Churchill). And for whatever reason, I am not at war with Alexander despite the fact that my vassal Mehmed is. Very strange.

Some background that might be important: Alexander did not exist just before this turn but he did exist earlier in the game before his empire crumbled due to two bloody civil wars, first against the Inca then against the Turks. I have a feeling some flag carried over from the earlier war against the Turks and made him automatically at war with Mehmed when he spawned.
 

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suspendinlight said:
Yet another strange bug:

Mehmed is my vassal and should have the same war/peace settings as me. However, Alexander rebelled against Churchill and started a civil war. I'm not quite sure how Mehmed ended up at war with Alexander also but he did (same turn he rebelled against Churchill). And for whatever reason, I am not at war with Alexander despite the fact that my vassal Mehmed is. Very strange.

Some background that might be important: Alexander did not exist just before this turn but he did exist earlier in the game before his empire crumbled due to two bloody civil wars, first against the Inca then against the Turks. I have a feeling some flag carried over from the earlier war against the Turks and made him automatically at war with Mehmed when he spawned.
You are correct, I currently only change the war/peace settings of rebels with their motherland. Alexander and Mehmed must have been at war when Alexander died, so then when he respawned that relationship still existed. I thought about what to do when respawning a prior civ, because it may have been a thousand years since they last existed ... but it might also have just been a few, and Mehmed may have been a big part of the Greeks demise. Seems like arguments could be made on both sides. What do you guys think?

The introduction of Vassal States makes this more complex ... frankly, I think this is a remnant of Firaxis coding for a less dynamic game. If you take on a capitulated Vassal, it should cancel all of their wars ... even ones with dead players.

Oh, and the prior bug you reported has been squashed.
 
New version 0.7w post to FP.

Notice the awesome new Revolution mod logo, create by skylined!

Version 0.7w

Changed all game speed mod calculations to CyGame.getEstimateEndTurn() (suggested by TGA)
SDK:
- Exposed CvPlayer set and changeRevolutionTimer in CyPlayer
- Added new function CvPlayer.setNewPlayerAlive and exposed in CyPlayer. This function fixes issue reported by suspendinlight where new civs occasionally got a bonus turn and all higher numbered players did as well

AIAutoPlay:
- Fixed exploit where Ctrl-Shift-X could cancel automation from lost election or other revolution
- New config option will fortify all units fortified by AI at end of automation

Barbarian:
- Added config option for min population for a group of barb cities to settle down
- Barb civs will now declare war on a nearby civ the can contact, then a nearby one, then one they can contact (reported by suspendinlight)
- Fixed rare bug when militaristic barb civ declares war on first civ they meet
- Militaristic barbs may now get a Great General

Revolution:
- Many tweaks to make Revolutions come more quickly when situation is bad
- Added detail view option to revolution watch popup (requested by suspendinlight)
- Added config option to change accumulation rate for rev index
- Added config options to make revolutions more/less likely for human player that AI
- Tiny civs can now also assimilate with human players, or you can reject their overtures
- Enhanced religious effects on revolution index, so that if your religion's holy city is owned by heathens your cities may demand war
- Added Environmental revolution (peaceful only) (requested by Quijote)
- Added Free Speech revolution (peaceful only) (requested by Quijote)
- Fixed bug where only Spiritual civs experienced anarchy ...
- Leader chance revolutions slightly less likely
- Can no longer immeadiately change civics after agreeing to civic revolutionary demands
- Added ask for holy war rev type
- Rebel civs now get your or cultural owner's religion in some circumstances
- Cities that have revolted a lot, more likely to revolt again
- Later rebels may get spies
- Rebels may be led by a Great General, more likely for large or repeated rebellions
- Rebels will now start with your civics in some cases (suggested by Quijote)
- AI will never allow Barbarian State to get revolting cities without a fight
- Rebels may now ask to become vassals of your empire under the right circumstances
- War decisions now made based on vassal master when appropriate
- Fixed bug where human could be forced to declare war in rare circumstances
- Potential revolution warning popup updated to contain more useful information (requested by Colin)
- Fixed bug that caused very low percent culture cities to be easier to hold on to
- Added config options for rebel reinforcement
- Added rebel reinforcement logic. Rebellious cities will continue to periodically spawn rebel units while rebellion lives, city supports it. (suggested by Dom Pedro)
- Rebels who initially get control of city either peacefully or violently now keep some cultural buildings
- Reduced max initial injure percent for rebel units spawned in field to improve rebel longevity
- Changes so that early era revolutions are now possible
- A human controlled tiny civ can no longer assimilate
- Assimilation message reports proper civs (reported by suspendinlight)
- Added new config option to only turn off leader revolutions for human player

RevUtils:
- computeWarOdds now supports Vassal States
- Fixed rare divide by zero in computeWarOdds
- Added reinforcement counter for each city
 
Won't there be any Vanilla updates anymore?

Btw.

Did someone else experience performance problems with ai turn lengths of more than a minute also in the earl<y parts of the game?
 
Caesium said:
Won't there be any Vanilla updates anymore?
Sorry, but it's just not feasible for me to keep two versions up to date and tested ... a substantial amount of the new code for 0.7 is Warlords specific. If you don't have Warlords, I would recommend getting it. Sure, there aren't very many huge changes, but the sum of the little changes really makes for a very different and improved feel IMO.
 
jdog5000 said:
Sorry, but it's just not feasible for me to keep two versions up to date and tested ... a substantial amount of the new code for 0.7 is Warlords specific. If you don't have Warlords, I would recommend getting it. Sure, there aren't very many huge changes, but the sum of the little changes really makes for a very different and improved feel IMO.
Hah, you're good. The only really new thing are the vassals, all other things were added by modders from this forum, nations, generals etc.
Warlords is nothing more than a mod, but Firaxis knows how to make money. For having the chance to use the good new mods, everybody has to buy the addon.
It's not your decision and I can understand you, but, can you tell me, how or what you changed in your mod from Vanilla to warlords?
Especially the Texts are from interest to me, though I and some buddies added multilanguage functionality to your mod and translated the whole revolutions text, and now, we'll have to start from scratch, if everything is against us.
 
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