Taurus

Taurus 1.01

TXT_KEY_TRAIT_INDUSTRIOUS_PEDIA is garbage. It says it's the only trait to have 8 leaders, which is wrong (9); and the editorialization about Ind/Phi being seen by the game designers as "obviously overpowered" doesn't belong there either. Ind/Fin is near the same level and it was given to a leader who has among the best uniques too.
 
I guess I'll at least remove that inaccurate paragraph. For serious strategy advice, all of them would have to be rewritten. I had never actually read those before. "The Statue of Zeus world wonder is very good to have--mainly so that someone you're attacking doesn't have it." 💡 Could be straight out of an Attacko guide.
 
There's a problem with the horde event. It often doesn't display a notification that the units spawned, even to the player that's the target. See save for an example (used 1.02 named to Taurus).
 

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In this savegame, the Archers are already present on an unrevealed tile. They may have been moving north for several turns. The recipient of the event could then be a civ that you had, at least at the time, not yet met. The AI code doesn't seem to care much about targeting a nearby city. To save me some typing, this old post came up in a search:
When barb event barbs spawn, a certain city will be placed as their target. This city does not necessarily belong to the Civ the event happened to. They will ignore everything and make a beeline to their intended target, making no deviations from the shortest route, only fighting if something is directly on their way. So they can well pass 1 tile away from an unprotected city and not take it.

Only the barb event barbs act like this, the normal barbs play by different rules.
I'm suspecting that the UI is working as intended; can't tell from the save. Regarding game balance/ fairness, it's of course terrible.
 
Will you change it so that all players receive an event log notification (or at minimum, the one being targeted)? This seems like the sort of bug/oversight correction that would fit under Bull (like overflow to gold).
Speaking of the event log, what do you think of swapping the chat log tab with the combat log, or moving it completely to the right? It's literally useless in single player.
 
I'd like to keep the game rules the same as the other UI mods. Well, the same as BAT, which already includes some few bugfixes beyond those in BULL and BUFFY. I feel more is gained by keeping things fairly straightforward in that respect than by making a few unobjectionable random improvements. (On a side note, BUFFY version 3 had actually changed the tech requirement of the Vedic Aryans from Polytheism to Priesthood. Somehow BUFFY 4 or 5 reverted that change.)

The layout of the Turn Log is unfortunately implemented in the EXE; the available Python code only places the button for opening the Log.
 
Happens whenever opening the wonder tab with the bug option on in this save. Haven't had this happen before with this mod, though I have encountered something like this in an older version of More Naval AI.
 

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If the start game with resource display option is turned on, the first game I start after loading the program always has the option toggled on, but it often doesn't take effect. Has to be turned off then turned back on. But any other game I start after will have it work correctly.
Can you fix the old bug from bug that if advanced score layout is enabled, the city count overlaps with the player name until another civ is met? Screenshot shows both problems.
 

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I can't reproduce the issue with the Resource Display. Since it works correctly for you sometimes, I suspect that there is some race condition, i.e. that my code tries enabling the Resource Display at a point when the graphics engine is not guaranteed to be ready, and that it only works out on rather slow PCs (by today's standards) such as my own. I'm now delaying the activation of the Resource Display - though I guess it's only a quarter-second delay, not quite an eternity even for a computer. Anyway, if you're able to update manually to the current state of the 1.02 branch (comparison between that and v1.01), it would be interesting for me to know whether the problem still occurs. Or when I eventually upload the v1.02 release; could still take another stab at it in v1.03. If you do update from Git, please make sure not to miss the updated CvGameCoreDLL.dll. Maybe easiest to just get the whole folder (to be renamed to just "Taurus" after unzipping, and the SDK folder can be deleted) and to delete or replace your local existing Mods\Taurus.

The text placement – not sure what is going wrong there. Might have to do with the leader name being left-aligned while most of the other columns are right-aligned, maybe that just requires a small offset. I've moved it 4 pixels to the left. The result looks the same on my end as when the Align-Left BUG option is unchecked on the Scores tab. Still crammed, but at least readable, and maybe as intended.
 
I can't reproduce the issue with the Resource Display. Since it works correctly for you sometimes, I suspect that there is some race condition, i.e. that my code tries enabling the Resource Display at a point when the graphics engine is not guaranteed to be ready, and that it only works out on rather slow PCs (by today's standards) such as my own. I'm now delaying the activation of the Resource Display - though I guess it's only a quarter-second delay, not quite an eternity even for a computer. Anyway, if you're able to update manually to the current state of the 1.02 branch (comparison between that and v1.01), it would be interesting for me to know whether the problem still occurs. Or when I eventually upload the v1.02 release; could still take another stab at it in v1.03. If you do update from Git, please make sure not to miss the updated CvGameCoreDLL.dll. Maybe easiest to just get the whole folder (to be renamed to just "Taurus" after unzipping, and the SDK folder can be deleted) and to delete or replace your local existing Mods\Taurus.

The text placement – not sure what is going wrong there. Might have to do with the leader name being left-aligned while most of the other columns are right-aligned, maybe that just requires a small offset. I've moved it 4 pixels to the left. The result looks the same on my end as when the Align-Left BUG option is unchecked on the Scores tab. Still crammed, but at least readable, and maybe as intended.
The text display worked, but the resource fix didn't appear to make any discernible difference. Unless you're using a toaster oven, my computer probably isn't much faster than yours. It's an i3 2.3 ghz with 6gb ram.
 

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I think there's a problem in the bug mod (noticed this behavior in More Naval AI too) with the way it counts down alerts and mouseovers for unhappiness, production decay, maybe more. It gives a value of +1 more than it should be. In this save, if you end that turn, the alert the following turn will say 1 turn until persepolis gets a happy citizen back. But, the citizen is already happy on that turn. The dll is the most recent 1.02.
 

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I play with wide city bar always disabled and sometimes when starting a new game, the effect will be applied even though it's not checked. Have to toggle it on then off.
 
It's not possible to turn the sevopedia off - the toggle doesn't do anything. The sort lists toggle to off does work for as long as the game is open, but next time the game is run it will be active even though the option is off.
 
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