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The 3.0 Development Thread

Discussion in 'Civ4 - Star Trek Mod' started by deanej, Aug 16, 2009.

  1. deanej

    deanej Chieftain

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    I've put the 3.0 changelog below. What's left is polishing the leaderheads (putting the first contact text into the game, pedia entries, personalities). I'm afraid I can't promise it will be out soon, but I can promise that it will be out within the first couple weeks of May.

    •Added bUnique XML tag to Civ4UnitClassInfos.xml and Civ4BuildingClassInfos.xml
    •Krenim can build Heavy II and Kazon can build Intercepgtor (UUs no longer replace anything)
    •Disabled USE_CANNOT_TRAIN_CALLBACK (now obsolete)
    •AI recieves free Warp 5 technology on higher difficulty levels
    •Lowest difficulty levels: player recieves free Warp 5 technology
    •Highest difficulty levels: AI recieves free Phase Pistols technology
    •Barracks: no free promotions, grants 5 XP
    •Many Worldbuilder improvements by TC01
    •Disabled unrestricted leaders (due to civ traits)
    •Disabled vassal states (due to an unresolvable bug)
    •The AI can capture units
    •Theme files moved to Star Trek folder (instead of using Final Frontier's), so that people who have deleted the Final Frontier mod do not need to reinstall or download additional files
    •Fixed bug where systems built on a razed system would have buildings from the razed system
    •Merged movies into main mod folder
    •Renamed Serfdom to Penal Labor
    •Tacheyon Detector promotion requires 25 gold
    •Cloned bOnlyDefensive from units to promotions
    •Merged in TC01's cloaking modmod (with some modifications)
    •Klingon UU: Can attack when cloaked, quick attack range of 1
    •Merged in the CivAccelerator mod by the History of the Three Kingdoms mod team
    •Merged in part of the AI Autoplay mod (came with CivAccelerator)
    •Food and production from trade routes (if modded in) will now be properly applied
    •Engineer specialists provide production again, not XP
    •Added the scenario game option (hidden, used only for loading scenarios)
    •Scriptdata no longer used to keep track of scenario files. Use the scenario game option instead.
    •Forced city AI update at start of game, in case of a possible bug
    •Penal Labor: 5% military production bonus
    •bNeverCapture now works!
    •Added bAlwaysKeep and bOnlyOne to Civ4BuildingInfos.xml
    •No more buildings stored in long lists in python! XML is now used instead.
    •World wonders are kept when capturing a city
    •Changed Romulan UU to Scimitar (replaces Heavy II): can attack while cloaked, 1 range
    •Fixed AI population assignment bug
    •Disabled USE_CANNOT_FOUND_CITY_CALLBACK (functionality now in the DLL)
    •Overflow is now calculated before a building is added to a city (so hammer overflow is now always applied correctly for buildings)
    •Added Hostile Universe gameoption
    •Barbarian cities should now be founded
    •Disabled USE_GET_BUILDING_COST_MOD_CALLBACK (functionality now in the DLL)
    •Avoid Growth renamed to reflect that it prevents the auto-assigning of population
    •Added new technologies: Interstellar Diplomacy, Interstellar Economics, Advanced Engineering
    •Added the Project Genesis wonder (requires Advanced Engineering, +2 Great Scientist points, +2 science, won't lose best planet when hit by Subspace Warhead)
    •CvAI now understands unique buildings
    •Added Orbital Weapons Platform: requires Advanced Engineering, 15 strength, +25% city defense, 1 move (but immobile)
    •Vaadwaur UU: Fighter, replaces Interceptor, 25 range
    •Added civilization traits
    •Text fix for TradeYieldModifiers in Civ4TraitInfos.xml
    •Financial provides +50% commerce per trade route, no gold modifier
    •Fixed Starbase culture bug on flat maps
    •Added Assimilator promotion (30% chance to capture enemy units, requires combat 3)
    •Added Resistor promition (60% chance to resist capture, requires combat 2)
    •Units have 1% chance to capture enemy units during combat
    •Added unique wonders
    •Doubled unit XP values from combat
    •Religions have different effects when state religion
    •Religions can have help text
    •Merged in Sephi's Faster 3.19 mod
    •XML no longer logs blank entries and entries with NONE as an error in the XML log
    •Current building planet is updated when a city is captured (prevents exploit where a player can build on a culture ring they don't have access to when capturing a city)
    •Unique buildings will no longer be converted with the Assimilation option on
    •Regular game concepts are now displayed (requires clean install)
    •The Galaxy: normalized to calendar, can adjust gamespeed
    •Nerfed factories (only +25% production with power)
    •AI will build Habitation System on any planet
    •Fixed bug where AI would attempt to build Starbase on a plot owned by another player
    •Disabled customAssets (removes conflict with BUG)
    •Disabled many additional python callbacks (thanks to Afforess)
    •Alien Vessel: 2 strength
    •Removed "Faith of the Heart" full version from soundtrack
    •All light ships can carry missiles
    •Added new civilizations: Xindi, Maquis, Orion, Suliban, Voth
    •Added new leaders: Chang, Odo, Lore, Garak, Seska, Jaro Essa, Intendant Kira, Degra, Dolim, Eddington, Harrad-Sar, Silik, Forra Gegen, Odala
     
  2. Praylak

    Praylak Chieftain

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    Awesome, I'm looking forward to this.

    What do these do exactly?....
    -Sephi's Faster 3.19 mod
    -CivAccelerator mod
     
  3. deanej

    deanej Chieftain

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    They make the mod faster. Though I think disabling those python callbacks did more to make it faster than those changes. CivAccelarator caches data for the AI so it doesn't have to check things every turn. I don't remember exactly what Sephi did but I think it concerned unit AI.
     
  4. jfby

    jfby Chieftain

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    Incredible... I look forward to downloading and playing this. I will be going out of the country and will be bringing my laptop, so I'll be playing 2.0 and modding a bit, but really like all the changes listed!
     
  5. jfby

    jfby Chieftain

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    How much faster can we expect time between turns to be towards the end game?
     
  6. deanej

    deanej Chieftain

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    Don't know. The early turns seemed faster, so I imagine the later turns are a lot faster. Especially after the "construction ship attempts to build starbase on tile owned by another civ" bug got fixed (it resulted in a large loop slowing the game way down).
     
  7. jfby

    jfby Chieftain

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    AWESOME! I look forward to it greatly. Is there a way that bug can be fixed for 2.0?
     
  8. deanej

    deanej Chieftain

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    It's a simple python change in CvAI. God-Emperor posted it somewhere, probably the Final Frontier Plus thread.
     
  9. TC01

    TC01 Chieftain

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    While the bugfix is included in Final Frontier Plus (one of many reasons why FF+ is nearly as fast as normal BTS), it was in fact posted in the Final Frontier: Problems and Issues thread. The exact fix can be found in this post (discussion occuring around that post). But bear in mind that the line number of this file will be different.

    Here's a post by me, showing the context of where the code goes in CvAI.py. (That file can be found in Star Trek\Assets\Python).
     
  10. deanej

    deanej Chieftain

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    Major announcement: 3.0 will be released some time during either Monday or Tuesday (EDT) next week.
     
  11. os79

    os79 Chieftain

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    And it will have speed optimizations? Python callbacks are migrated to SDK? If so, then excellent news!!! :D
     
  12. jfby

    jfby Chieftain

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    Yeah buddy!
     
  13. deanej

    deanej Chieftain

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    It has a few AI optimizations, fixing a bug that had huge performance consequences, disables a bunch of BTS python callbacks that Firaxis didn't make possible to disable via XML without SDK changes, and disables four more (about half; these would be the ones that were easy to move and one that should have been disabled as of the first version for BtS because it was never used in Star Trek). Some of the building code was also made to use XML rather than python lists. What it doesn't have is Final Frontier Plus, which will be merged in for 4.0.
     
  14. El_Salmun

    El_Salmun Chieftain

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    Hello y' all,

    I'm also a trek fan and I love ur mod Deane - can't wait for 3.0 and 4.0. Wasted many hours on it :p.
    I also have to agree with KittJT:

    In 2.x the Borg are über-powerful (a sure win if u play them) and some of the minor nations like the Bajorans are quite un-canony strong. Still this doesn't mean ur mod doesn't rock :goodjob:.
    If u need any more help with modding (modeling, graphics, resarch 'n stuff - XML editing I might be able to help with but python programming is definetely not my thing) feel free to ask. Keep up the good work, I'm watching this thread with eagle-eyez:borg:.
     
  15. TC01

    TC01 Chieftain

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  16. El_Salmun

    El_Salmun Chieftain

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    Outstanding! :)
     
  17. apenpaap

    apenpaap Tsar of all the Internets

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    I finally found the time to download version 3 and take a quick look around, and noticed that you merged in the diverse religions from my modmod :)D). However, you only merged in the amounts of stuff that the religion's precence/holy city provides, and not the different yields that I had their temples and holy shrines give. I don't know if it was an oversight or intentional, but figured I'd best notify you in case it was an oversight.
    Also, I'm honoured by you including some of my leaders and the diverse religions component in the main mod.
     
  18. rxformula91

    rxformula91 Chieftain

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    Hi, I'm not sure if this is the best place to ask this but I was wondering like if there is a way to allow building of obsolete ships in the city build screen. Juts thinking cause say when I get to be able to build the Intrepid Class (EXPVI), I lose the ability to build Nebula Class (EXPIV)... to keep it canon perhaps Nebula's were still build when Intrepids were designed and mass produced... I'm just wondering if this is in the XML or is it in python thats all.

    Thanks in advance
     
  19. jfby

    jfby Chieftain

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    It's in the XML file. It took me a couple days to figure out with some help from some very understanding Forum members including deanej, but I've modded my game so that there are multiple ships that can either still be built in the end game, or a newer 'variant' (which uses the same graphics as the original version) in addition to the original Light VI and Heavy II. I try to give each ship a unique-ness that gives me a reason to build the different ships (some are better on offense then others, some heal other ships, some are faster, some see further, etc.).

    Of course I've only done this for the Federation, the other races more or less use the Light V and VI and Heavy II towards the end, though those too are unique.
     
  20. rxformula91

    rxformula91 Chieftain

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    I guess I'm trying to do something similar... do you mind giving me a little head start as to just which part of the code affects the building of ships? in different stages?
     

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