The Long Freeze

After I updated to 4013 and did a re-calc it spiked. But 2 turns later it was back to levels pre update. <shrug> Must've been something in the re-calc process then.

Calm down ls612. :p ;)

JosEPh
 
@modders:

There are still a fair number of bugs left on the list and we release in a week and a half. Are there any things there that we know won't get fixed in time for release? I'd like it if they all were, but I understand we all have limited time and SO doesn't want the release delayed.
 
@modders:

There are still a fair number of bugs left on the list and we release in a week and a half. Are there any things there that we know won't get fixed in time for release? I'd like it if they all were, but I understand we all have limited time and SO doesn't want the release delayed.

I've been stuck on the viewports crash in map generation the last 3 days (it's due to BUG initialization not happening soon enough so I'm having to rework BUG initialization now to try to solve it). I have a fix for Volkarya's viewport crash ready to push to SVN once I solve the other one.

Edit - I've got this working now, so subject to some testing and tidy-up I will hopefully have the two viewport fixes pushed by sometime tomorrow.
 
@modders:

There are still a fair number of bugs left on the list and we release in a week and a half. Are there any things there that we know won't get fixed in time for release? I'd like it if they all were, but I understand we all have limited time and SO doesn't want the release delayed.

Does anyone know if we have any example games that illustrate:
  • Fix displayed Tech Cost calculations to properly show the cost of a technology and how many beakers you are making per turn.
If so I'll look at that tomorrow...
 
Does anyone know if we have any example games that illustrate:
  • Fix displayed Tech Cost calculations to properly show the cost of a technology and how many beakers you are making per turn.
If so I'll look at that tomorrow...

Any save in the Ancient or beyond will show it, as all eras from Ancient onward have the BBAI tech modifier at a number other than zero. If you want I can post my save, or if you have one that's fine as well.
 
Any save in the Ancient or beyond will show it, as all eras from Ancient onward have the BBAI tech modifier at a number other than zero. If you want I can post my save, or if you have one that's fine as well.

No thtas fine, I just don't really remember what th problem was exactly - can you summarize it briefly for me so I know exactly what I'm looking for please.

Note - I will probably prioritize looking into the stagnant AIs that hav ebeennreported recently first however, as this seems like a more fundamentally serious problem.
 
No thtas fine, I just don't really remember what th problem was exactly - can you summarize it briefly for me so I know exactly what I'm looking for please.

Note - I will probably prioritize looking into the stagnant AIs that hav ebeennreported recently first however, as this seems like a more fundamentally serious problem.

Back in July when we were first discussing this the issue was that the display did not properly take into account BBAI tech modifiers and existing OR prereq modifiers. The reason it wasn't fixed then was that you said it was a tangled mess, to put it politely, and it would be a lot of work to fix. As for AI stagnation, I haven't seen the issue as it was reported, but it may show in the BBAI logs.
 
Back in July when we were first discussing this the issue was that the display did not properly take into account BBAI tech modifiers and existing OR prereq modifiers. The reason it wasn't fixed then was that you said it was a tangled mess, to put it politely, and it would be a lot of work to fix. As for AI stagnation, I haven't seen the issue as it was reported, but it may show in the BBAI logs.

Yeah it just started happening about 10-20 pushes or so ago. . .
 
Back in July when we were first discussing this the issue was that the display did not properly take into account BBAI tech modifiers and existing OR prereq modifiers. The reason it wasn't fixed then was that you said it was a tangled mess, to put it politely, and it would be a lot of work to fix. As for AI stagnation, I haven't seen the issue as it was reported, but it may show in the BBAI logs.
The display should take into account the BBAI tech modifier as I changed that at the beginning of August.
 
Back in July when we were first discussing this the issue was that the display did not properly take into account BBAI tech modifiers and existing OR prereq modifiers. The reason it wasn't fixed then was that you said it was a tangled mess, to put it politely, and it would be a lot of work to fix. As for AI stagnation, I haven't seen the issue as it was reported, but it may show in the BBAI logs.

So does this just show up in the hover text for the research progress bar, or in other places?
 
The display should take into account the BBAI tech modifier as I changed that at the beginning of August.

It was? I could swear we talked about doing it but ran out of time during the V25 freeze.

Edit: Yeah it apparently has been. I'll delete that one from the list. :rolleyes:
 
If someone could post some text for a concept page on each of Crime and Pollution I can add it in. I reckon this is a must before v27.
 
If someone could post some text for a concept page on each of Crime and Pollution I can add it in. I reckon this is a must before v27.

Those pedia pages have been in since mid-July, I added them back then. Would you like something to be added to them?
 
How about that ability to see them. They should be under C2C game concepts. At least in v26 they aren't. Coming in from v23 (Diplomacy spam lag... Crush puny human player!) blind I had no idea how things worked now... or what the water drop and brown pile or the shiny gold icon ment on the world map. I thought the water droplet was actually the counter part to flamability.

Crime, polution, etc... are incomprehencible without searching the forum. Having game crippling effects all over the place that mean nothing to me is maddening. Those extra tabs in the city screne are great... but useless until you stumble across them.

I only learned about the tab next to resources as I saw it in a screne shot in the middle the bug thread.

So while the pedia entries may exist... they are either missing or buried in some arcane spot this player could not find. Losing riot control promtions and getting police promotions (with no documentation outside of effects you could get if you could get them) to fight crime wasn't useful. Add in things like silver tounge 1&2 being in the pedia listing them as major promotions of the nonexistant combat diplomat and to this player madness rules the pedia's day.
 
Necratoid, I too felt the AI was trying a new form of psychological warfare with the incessant calls for diplomacy back in 23.


You...never realized that you had to click "cease bothering us"...TWICE?

Yes, sadly, for some reason, you had to click it twice for them to get the picture. Then the pestering stops. Is it still like this? If so, it should really be fixed.
 
I didn't leave enough AI's alive in the v26 games or last long enough in the game for it to try that again. The few left and with writing didn't annoy me enough squelch them.

Also, at least in an eternity game (v23) clicking twice only lasted for so many turns. After a few dozen or so they started annoying me again.

This time (v26) I ran into a weird bug (in the bug thread if you care) and then tried using the patch to fix it. After the patch the crime rate was constantly fluxing around randomly (+6 one turn -9 the next, +0 the next, etc...) Crime was unstopable and random... the riot control promtions gone... the police replacements listed but with nothing in the pedia entry explaining what tech was needed to get them.

So I bailed on that game and the next one when after just 300 turns no animals bothered to spawn. Now I await v27.

I just felt mentioning the complete uselessness of the v26 pedia for several major game mechanics so it could be addressed.
 
How about that ability to see them. They should be under C2C game concepts. At least in v26 they aren't. Coming in from v23 (Diplomacy spam lag... Crush puny human player!) blind I had no idea how things worked now... or what the water drop and brown pile or the shiny gold icon ment on the world map. I thought the water droplet was actually the counter part to flamability.

Crime, polution, etc... are incomprehencible without searching the forum. Having game crippling effects all over the place that mean nothing to me is maddening. Those extra tabs in the city screne are great... but useless until you stumble across them.

I only learned about the tab next to resources as I saw it in a screne shot in the middle the bug thread.

So while the pedia entries may exist... they are either missing or buried in some arcane spot this player could not find. Losing riot control promtions and getting police promotions (with no documentation outside of effects you could get if you could get them) to fight crime wasn't useful. Add in things like silver tounge 1&2 being in the pedia listing them as major promotions of the nonexistant combat diplomat and to this player madness rules the pedia's day.

*ahem* They are right here, in the C2C concepts tab, which I feel is an appropriate place for them.
 

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Fascinating... I take it that is a screen shot from the SVN? I was playing v26 vanilla and it wasn't there for me. I literally looked right there... which is exactly why I complained about it. The v26 vanilla pedia is in fact a mess. Lots and lots promotions with no explaination of how to get them. If this is now fixed great.

Also, why bother with a BC date at all? (annoying source code demanding it aside.) I personally feel that you shouldn't have a date displayed (turn count or the like is fine) until you research the Calander tech and the concept is actually invented.
 
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