Solver's Unofficial BtS Patch

Sounds like many things have been learned from Civ 4 and some of it's fallible code. I am looking forward to a rewrite of Civ 5 that will have smarter code that will not lag machines, not create connection issues in multiplayer and give the players more flexibility. (Being able to see Civilopedia in the multiplayer staging room or, having more information available to them at that time, having a better MP gathering arena, and implementing a better filter system. With some research and effort, the MP Lobby could be so much more friendly. And hopefully for god's sake, have it's own server instead of an unreliable liaison.)

Edited 09/11/07
 
Ooh, an update! Looks like some nice tweaks to espionage behavior. Awesome stuff guys, much appreciated.
 
I think I may of copied over my original Civ4 GameCoreDLL file on accident?

In my Regular Civ4 Assets it says the file name of the CoreDLL is Sid Meier's Civilization 4 : Beyond The Sword Game Core DLL 1.0.0.1

... Is it suppose to be that or did I mess it up lol, I can play regular games but when I load solvers patch I lose my interface and it just shows the screen with black where the controls are, it also eliminates the intro movie.

My Beyond the Sword Assets GameCoreDLL is, Sid Meier's Civilization 4 : Beyond The Sword Game Core DLL 3.0.3.0

I dunno?

Solvers patch was working for me then all of a sudden I started getting Blacked out Interface in the game around the map, meaning I can see the map but I don't have the controls or the city/unit commands, the bottom part where all the commands are is just black.

I dont get it? It was around the time I was playing around with it.

Any help would be appreciated, I'm pretty sure that is solvers DLL in my regular civ folder lol I think I put it over that when I was messing with things :( weird thing is it still plays even online..

How can I fix it?

EDIT: I just installed his new patch again and it's working now, I'm confused. lol

I cant play vanilla still but.. who cares :p
 
What?! Loops depend on max available amount of players? Not on number of players still alive? I can't belive it!

There's a reason for it, imagine that ;)

There are many loops that iterate until MAX_PLAYERS and, for each iteration, do a check on whether that player is alive.
 
I'm not 100% positive. I believe it's because the numbers of living players may not be continuous - you can have players 1, 2, 3, 6 and 8 alive. Switching player IDs in-game is a no-go, so you need to iterate for MAX_PLAYERS and do an isAlive() check on iterations. Well, that's my take on it at least.
 
I'm not 100% positive. I believe it's because the numbers of living players may not be continuous - you can have players 1, 2, 3, 6 and 8 alive. Switching player IDs in-game is a no-go, so you need to iterate for MAX_PLAYERS and do an isAlive() check on iterations. Well, that's my take on it at least.

std::vector is the answer. Or something like from Boost. We have the vector (or list) with alive player's numbers (or pointers to player's objects) and cycling through it. When player dies we remove his number from the vector. But it's not necessary. isAlive() returns boolean and operator "if" checks it by 0.00000001 secund or so. It's pseudo cycle I mean. Or I hope.
 
well i dowloaded this patch extracted the files moved that.dill file into the assets and was something suppose to happen after that:confused:
 
well i dowloaded this patch extracted the files moved that.dill file into the assets and was something suppose to happen after that:confused:

is that suppose to be a wise remark


A wise remark would be - yes you get lots of bells and whistles graphics etc.

The other poster was being more serious. :D
 
You need to put the .dll file in the firaxis games > civ4 > bts > assets folder (the assets folder of the bts expansion folder). Rename the original file if you want, and stick it in there.
 
I find it amusing that corporation maintenance is made exempt from inflation with this patch. In my opinion, inflation as a whole is a kludge to make up for the fact that certain factors are not balanced. Mostly, that city maintenance is too small (larger maintenance costs allow settling to continue into mid game _and_ makes conquest in late game require a significant economy) civics are too cheap, and units, especially late game units, are too cheap to maintain. If the costs are ramped up to scale with an empire's growing economy, inflation isn't needed.
 
So you don't think they added inflation for realism's sake?
 
Well I guess the "inflation" in the game has little to do with inflation as we know it in real life. It's rather a balancing act: your empire's economy is continually growing (unless you are doing something really badly), so, therefore, you need to have some sort of a balancing cost that also grows with time.
 
Civilization is very unrealistic in a great many areas. It would be silly to add inflation for realism's sake. As I've stated, inflation is used as a game mechanic to cover up the fact that costs are not made to be appropriate for the eras. Civics already scale their cost to total population. Units can have their own maintenance costs (to make modern era units require modern era cities to fund). The only part that does not scale is the distance portion of maintenance costs.

I also tend to think of how inflation affects the future tech era. That is, costs keep rising, but potential income sources do not, as cities end up maxed out.
 
Can you pls fix the random ctd from having more than 18 players!!!! I can't play my mods...
 
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