The Long Freeze

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.

Wait Really? I was unaware that the V26 pedia was broken! That's bad, although since we're releasing V27 in a week it shouldn't be too bad.
 
@AIAndy:

The only major bug remaining so far as I know is the Crime and other property display issue. Are you going to have a fix for that by the end of this week?

Also, I've updated the OP to include updated bugfix info and a release date.
 
@AIAndy:

The only major bug remaining so far as I know is the Crime and other property display issue. Are you going to have a fix for that by the end of this week?

Also, I've updated the OP to include updated bugfix info and a release date.
Likely. Although I have very little time at the moment I should get to it tomorrow evening.
 
Likely. Although I have very little time at the moment I should get to it tomorrow evening.

I'll look into Volkarya's obsolete-buildings-still-cause-property-changes issue then since you're busy currently, so lave that one to me unless I ask for help.
 
I'll look into Volkarya's obsolete-buildings-still-cause-property-changes issue then since you're busy currently, so lave that one to me unless I ask for help.
The relevant function for that is CvGameObjectCity::foreachManipulator.
But it uses CvCity::getNumActiveBuilding which does make an obsoletion check.
So not sure if the obsolete building can really apply a property change but maybe some of the display evaluations do not check that way.
 
I'll look into Volkarya's obsolete-buildings-still-cause-property-changes issue then since you're busy currently, so lave that one to me unless I ask for help.

There is something similar when building units obsolete buildings say they contribute XP but they don't actually.

General Balance:

  • Adjust Terrain and Feature happiness and health.

I don't see that happening as it needs some discussion to get the balance right.
 
In the hover over Bull Leaping still shows as giving +1XP to units even after it goes obsolete. It does not actually give the XP after it goes obsolete.
 
For v28 we should look at the pedia more. Two things need to be done in my opinion
  • concepts need to be merged and updated
  • resources need to be split into 3 map, manufactured and culture. The Culture resource may need to be a whole new page I am not sure.

There are 4 concept pages Game, BTS, RoM and C2C. As a first cut I reckon Game ad BTS should be merged into one as should RoM and C2C. Then we need to go through the Game/BTS concepts and document where C2C is different. For example the Animal concept in the Game Concepts page is just wrong in C2C.

The other major thing to do is to get the extra column for specialists working in the city screen.
 
For v28 we should look at the pedia more. Two things need to be done in my opinion
  • concepts need to be merged and updated
  • resources need to be split into 3 map, manufactured and culture. The Culture resource may need to be a whole new page I am not sure.

There are 4 concept pages Game, BTS, RoM and C2C. As a first cut I reckon Game ad BTS should be merged into one as should RoM and C2C. Then we need to go through the Game/BTS concepts and document where C2C is different. For example the Animal concept in the Game Concepts page is just wrong in C2C.

The other major thing to do is to get the extra column for specialists working in the city screen.

I agree with this. Game and BTS concepts should be merged into Basic Concepts, and ROM/C2C should be merged into Advanced concepts. That way people will know more about the new features. I can also add an entry to the FAQ about the Concepts pages.

I will post a plan for V28 development tomorrow for discussion and we can talk about adding new stuff for V28.
 
[*]Fix issues with Property Decay calculations and display, pointed out by Vokarya
Ok, I have analyzed that and there were some minor display issues with no proper check that a source is active which I have fixed and will upload once it completes updating (unfortunately it is downloading some FPK again which takes a lot of time so it might be after sleep that I actually upload it).

One major issue is not actually in the DLL but in the traits XML. There are some major property sources in there like this one for aggressive:
Code:
<PropertySource>
   					<PropertySourceType>PROPERTYSOURCE_ATTRIBUTE_CONSTANT</PropertySourceType>
						<PropertyType>PROPERTY_CRIME</PropertyType>
						<GameObjectType>GAMEOBJECT_CITY</GameObjectType>
						<RelationType>RELATION_ASSOCIATED</RelationType>
						<AttributeType>ATTRIBUTE_POPULATION</AttributeType>
						<iAmountPerTurn>4</iAmountPerTurn>
						<Active>
							<Greater>
								<PropertyType>PROPERTY_CRIME</PropertyType>
								<Mult>
									<AttributeType>ATTRIBUTE_POPULATION</AttributeType>
									<Constant>10</Constant>
								</Mult>
							</Greater>
						</Active>
				</PropertySource>
When crime exceeds 10 times the population that adds 4 crime per population and turn. That can really lead to sudden runaway crime. For instance in a 10 pop city that would add 40 crime per turn once you get above 100 crime.

But also the inverse (which are more sensible as the effect of the source is directed against the active condition):
Code:
  				<PropertySource>
   					<PropertySourceType>PROPERTYSOURCE_ATTRIBUTE_CONSTANT</PropertySourceType>
						<PropertyType>PROPERTY_CRIME</PropertyType>
						<GameObjectType>GAMEOBJECT_CITY</GameObjectType>
						<RelationType>RELATION_ASSOCIATED</RelationType>
						<AttributeType>ATTRIBUTE_POPULATION</AttributeType>
						<iAmountPerTurn>-4</iAmountPerTurn>
						<Active>
							<Greater>
								<PropertyType>PROPERTY_CRIME</PropertyType>
								<Mult>
									<AttributeType>ATTRIBUTE_POPULATION</AttributeType>
									<Constant>10</Constant>
								</Mult>
							</Greater>
						</Active>
				</PropertySource>
When the 10 pop city exceeds 100 crime, it gets -40 crime per turn so it will be very easy to stay around 100 crime.

Are those sources really supposed to be that strong?
 
That's the New Traits Sgtslick added recently alright. It did catch my attention. And I did say I thought some of the new traits just had way too much in them. But I was told on the Crime part to "meh, deal with it".

You are the 1st on the Team to catch this. I hope it gets some attention now.

JosEPh
 
I suspect it's a mis-code and Sgtslick MEANT to add a static +4/turn (or take away 4 in the second case) above the triggering pop level, NOT to add +4/pop/turn.
 
I simply copied AIAndy's example that gave he me and changed the initial value around. If someone wants to go in and change the crime in the traits be my guest. I won't be at my home computer till tomorrow. Alternatively, if you could show me what they should be and ill change them tomorrow.
 
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