Things we must solve before V29

Koshling

Vorlon
Joined
Apr 11, 2011
Messages
9,254
Urgent TODOs before V29. These are the ones I am aware of:

  1. SO's rogue automation doing nothing issue
  2. AI's researching useless already-founded religion techs
  3. Civilian captive add-to-pop mission not working (and needing AI once it does work)
  4. Promotion issues reported that are causing units to lose promotions unexpectedly
  5. A number of bad game texts

I'm working on (1) and (2), and planning to look at (3) once they are solved. I assume TB is working on (4) (???). As to (5) I guess we just need to draw specific instances to attention as we see them (but there seem to be several I have seen recently).

What else?
 
I've got #4 on my list of to-do-during-freeze stuff yes. There's a number of issues I've been pointed to throughout this cycle and in a bit I'll post the bug fix list I've got around here somewhere... But yes, that one is on it.
 
(3) is probably something as simple as the event triggered not being set to choose a city.
 
@The Team:
I'd like to request either a hold off on the freeze to the end of next weekend or a willingness to grant me an exception on my next update. It's becoming clear I won't have it prepared in time for an update on Friday (well... probably not anyhow) as I got a bit fouled up this weekend with extra work on Saturday.

I'm asking so I can get this pushed before I work on the numerous debugging tasks with a fully updated file set. Most of the update I have involves new tags that very few of would be put to use before the freeze anyhow (many are those requested from members of the team). So it shouldn't introduce much risk at the cusp of the freeze date.
 
@The Team:
I'd like to request either a hold off on the freeze to the end of next weekend or a willingness to grant me an exception on my next update. It's becoming clear I won't have it prepared in time for an update on Friday (well... probably not anyhow) as I got a bit fouled up this weekend with extra work on Saturday.

I'm asking so I can get this pushed before I work on the numerous debugging tasks with a fully updated file set. Most of the update I have involves new tags that very few of would be put to use before the freeze anyhow (many are those requested from members of the team). So it shouldn't introduce much risk at the cusp of the freeze date.

What specifically is in this update? If it is just new tags that are unused for now I see no need to add that overhead to the release.
 
@The Team:
I'd like to request either a hold off on the freeze to the end of next weekend or a willingness to grant me an exception on my next update. It's becoming clear I won't have it prepared in time for an update on Friday (well... probably not anyhow) as I got a bit fouled up this weekend with extra work on Saturday.

I'm asking so I can get this pushed before I work on the numerous debugging tasks with a fully updated file set. Most of the update I have involves new tags that very few of would be put to use before the freeze anyhow (many are those requested from members of the team). So it shouldn't introduce much risk at the cusp of the freeze date.

I see no problem with waiting for ya.
 
What specifically is in this update? If it is just new tags that are unused for now I see no need to add that overhead to the release.
And no need not to. Its much easier to get moving on the debugging stuff once this is updated properly on the svn without creating greater risk of a later merge corrupting the work I've done so far.

There's a bit too many things to summarize right now but it also includes the religious disabling DH and I were discussing and that's pretty much setup and operational (could use some potential tweaks if he wishes them and it may invite some further tag devel next cycle but its a good start for now.) A touch of xml work to support that on a few civics will be all that's necessary to make it ready. The type of 'tweak' that you might expect during a freeze. It's got fully fleshed out AI to go with it but Koshling may wish to review that to make sure it lives up to his standards as I'm not quite as good with his methods as he is.

And yes, it'll ask for a little adaptation on the worker stuff but that shouldn't be much effort either.

I see no problem with waiting for ya.

Thank you kind sir!
 
Sorry, I have not been around much this last week or so and I am not sure how much time I will get this week either. There are a number of things I want to do with captives to try and make the World View buildings survive the loss of the city they were built in.

Edit I must move all the new terrain stuff into core:D
 
And no need not to. Its much easier to get moving on the debugging stuff once this is updated properly on the svn without creating greater risk of a later merge corrupting the work I've done so far.

There's a bit too many things to summarize right now but it also includes the religious disabling DH and I were discussing and that's pretty much setup and operational (could use some potential tweaks if he wishes them and it may invite some further tag devel next cycle but its a good start for now.) A touch of xml work to support that on a few civics will be all that's necessary to make it ready. The type of 'tweak' that you might expect during a freeze. It's got fully fleshed out AI to go with it but Koshling may wish to review that to make sure it lives up to his standards as I'm not quite as good with his methods as he is.

And yes, it'll ask for a little adaptation on the worker stuff but that shouldn't be much effort either.

Then I see no reason not to add that during the freeze, it seems minor enough. At any rate I'd like to be uploading this before the weekend after next, after then my schedule gets bogged down a bit for Easter.
 
Then I see no reason not to add that during the freeze, it seems minor enough. At any rate I'd like to be uploading this before the weekend after next, after then my schedule gets bogged down a bit for Easter.

Sounds good, give me an exact date you need the FPK's done then, i have alot to change before then . . . SO
 
must say the maps load now quite quick mine just loaded within one song (i use that slightly annoying song at the menu as an instrument of measuring how long it loads) and that is a large map it's no longer a valid comment on the Youtube vid of that song to say if you want a hour long loop go play C2C Great work people no longer i need to silence the menu :)
 
By a week from today I'd like to start packaging the release, assuming all bugs are fixed.

OK cause i hate for all that work i have so far gone to waste in the FPK's and re-addressing of alot of units etc, right now i only have MY working copy this way, but its getting to hard to keep track of right now.

Wish i could get that DARN Units.FPK to work correctly, rather than get that darn BT problem all the time.
 
So the freeze is starting. Does this mean I don't put in the Cannibalism and Human Sacrifice parts of the captives mod? I have not started the unit upgrade part yet and I still have not looked at the specialist part.
 
So the freeze is starting. Does this mean I don't put in the Cannibalism and Human Sacrifice parts of the captives mod? I have not started the unit upgrade part yet and I still have not looked at the specialist part.

Maybe the Captives could be disabled in the MLF for release, it seems like they are still very much a work in progress.

@SO: If possible I'd like to upload next Friday night, so getting the FPKs done on Thurdsay would be ideal.
 
Maybe the Captives could be disabled in the MLF for release, it seems like they are still very much a work in progress.

@SO: If possible I'd like to upload next Friday night, so getting the FPKs done on Thurdsay would be ideal.

I think the captives (at least that part whichbis operating now) are fine. I just finished spending a few days on AI for them, so I'd really prefer they stayed!
 
I think the captives (at least that part whichbis operating now) are fine. I just finished spending a few days on AI for them, so I'd really prefer they stayed!

Whatever DH thinks is best is what I'd go with, he knows what else he wants in the captives mod.
 
You can currently do everything except eat them and sacrifice them. I am doing the final test on eating them now. There have been some comments on doing stuff better is all.

edit I'll see what I can get done today. I need some buttons for the two cannibalism buildings. I have enough for the missions at the moment.
 
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