Things we must solve before V29

Slightly minor but it could potentially be quick and really help balance out the earth maps...

Could someone get the code to the point where I can reference max left/right longitude in the WBS file? I could get all the maps edited and pushed to the SVN with the necessary XML. I just don't know how to get that variable to function.
 
I am thinking, based on comments, that I have not done enough for Slavery or Cannibalism to be included in v29. I have not done the down side for each as technology and civics advance for example.

I have not figured out how to do the disease yet either. If Hydro could define its effects and the building I could make it occur in a city based on a chance each time you butcher a human.

I'll see what I can do today but if I can't get it done then we should turn it of in the MLF for the release and then turn it on again in the SVN after the release.
 
@Koshling:

I've been noticing some serious pathing issues now in my game (units randomly refusing to go to the right place or taking ridiculous routes to do so). I've tested it and this is indeed a problem (as opposed to something involving a legitimate feature I'm unaware of), as I can manually force the good path. I'll post a save when I get one with both issues repeatable, but this should probably be looked at soon.
 
@Koshling:

I've been noticing some serious pathing issues now in my game (units randomly refusing to go to the right place or taking ridiculous routes to do so). I've tested it and this is indeed a problem (as opposed to something involving a legitimate feature I'm unaware of), as I can manually force the good path. I'll post a save when I get one with both issues repeatable, but this should probably be looked at soon.

There is a known problem with one of the subdued animals causing pathing problems, the eagle I think has ignore terrain which makes the stack go in a straight line and ignore all roads.
 
There is a known problem with one of the subdued animals causing pathing problems, the eagle I think has ignore terrain which makes the stack go in a straight line and ignore all roads.

This is a stack with two Heavy Swordsmen and no Animals though. And it is refusing to go into my cities.
 
This is a stack with two Heavy Swordsmen and no Animals though. And it is refusing to go into my cities.

@Koshling:

Well, when I tried to load the save to check that the pathing was still wrong it crashed on me. The dump shows that the crash is in the DLL. Here is the save and dump.
 

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@Koshling:

Well, when I tried to load the save to check that the pathing was still wrong it crashed on me. The dump shows that the crash is in the DLL. Here is the save and dump.

Crashed on load, or crashed on attempted movement? (if the latter trying to move what where?)
 
Crashed on load, or crashed on attempted movement? (if the latter trying to move what where?)

On load.

If you get it to load, the problem involved units in the area of the city of Umma being unable to move into the city, as well as taking convoluted paths around it if left to the devices of the pathing generator. However the more direct path around the city could be forced if I moved the unit one tile at a time.
 
On load.

If you get it to load, the problem involved units in the area of the city of Umma being unable to move into the city, as well as taking convoluted paths around it if left to the devices of the pathing generator. However the more direct path around the city could be forced if I moved the unit one tile at a time.

It's loading fine for me, and every unit I try paths fine into Umma (tried the heavy sword a bit SE of it and units from all nearby cities).

I don't have the very latest code (missing one rev worth of code changes), but I'm updating now and will recheck with latest...

Edit - working fine for me on the latest also. Are you running with or without viewports? (I have tried both with and without, but sometimes it doesn't load without due to MAFs - when it does though it works ok)
 
Alright then. Thanks to those who were willing to give me until the end of this weekend to sort things out with the current project.

But I'm going to concede defeat here. I'm getting stressed out and frazzled trying to sort out the bugs that I have in the project somewhere. It's probably going to take some very patient breaking down and reconstruction to figure out where the problem actually lies as the problem is taking place in either python or core but that's not to say its not an error in something I've done.

I also don't want to introduce some of the risk that I'm beginning to see could be greater than I had previously thought until after the release.

I gave myself until tonight to have it running smoothly enough to push to the SVN and that's not going to happen at this point.

So what I'm doing at this time is downloading a fresh repository SVN folder and I'll work on all the bugs I know about until at least the release is complete then get back to sorting out whatever has gone horribly wrong here. Ugh...

My apologies to the many many team members waiting for me to get around to one promised project or another. It appears I might be delayed a few more weeks than I had planned as I'll have to work on bug fixes for the SVN and then once those are sorted out, bug fixes in my current projects, THEN I can get around to other obligations.

Only having about maybe 5-15 hrs or so a week to mod is not helping... I swear I go to work and feel like its just a huge waste of time being there! There's so much I want to get done here!
 
.. I swear I go to work and feel like its just a huge waste of time being there! There's so much I want to get done here!

See there in-lies the problem. When your stressed out and worry about stuff you might have or might get things wrong, its not good for your health. So if i may suggest, get what you need done for the next release, THEN take 1 week completely OFF from modding. Just answer questions (if you want) but no biggy if you dont. Then if that is not enough take another, but when you get BACK, then you will feel MUCH better and more confident about yourself and modding again (I hope).:)
 
lol... I'm not THAT stressed. Not yet anyhow. Taking a week off would only compound the issue as it would be yet another week that things go unaccomplished. Confidence is not the issue either... its just timing. Release dates seem to be right on top of one another. When I was younger, a month felt like an eternity... now it feels like what a day used to feel like. A lot of this is coming from still trying to get used to having had about the same amount of time to work on things in total since the Christmas break to now as I did over the Christmas break itself. Still trying to mentally adapt to having 90% of my time taken up by the rest of life.
 
It's loading fine for me, and every unit I try paths fine into Umma (tried the heavy sword a bit SE of it and units from all nearby cities).

I don't have the very latest code (missing one rev worth of code changes), but I'm updating now and will recheck with latest...

Edit - working fine for me on the latest also. Are you running with or without viewports? (I have tried both with and without, but sometimes it doesn't load without due to MAFs - when it does though it works ok)

Hm, it is loading fine for me now too with the new SVN. Oh well, problem solved I guess.
 
@Thunderbrd:

This is I suppose for others as well, are there any other major bugfixes or changes that you know you want to make before V29? If so please list them, I'm thinking of bumping back the release to early next week if there is a lot of stuff outstanding.
 
I am aware of nothing DLL-wise.

I think we could probably release any time now the promotion fixes are done. The only thing I would **personally** really like to see (but it's Hydro's call) is the national smelters for the metals, since without those you are much more screwed than ever you used to be without convenient ore resources.
 
I am aware of nothing DLL-wise.

I think we could probably release any time now the promotion fixes are done. The only thing I would **personally** really like to see (but it's Hydro's call) is the national smelters for the metals, since without those you are much more screwed than ever you used to be without convenient ore resources.

I was not even sure if I wanted the National Smelters made. Mainly because the other buildings you can make can be spread to any city. So obtaining say Iron Wares is more common than before and having Iron Ore is less important. Since you can more easily trade with another civ for Iron Wares.

So yeah its not going to be made before the release since I am not even sure if I am going to make them. And if I do I am not sure how they will be.
 
I was not even sure if I wanted the National Smelters made. Mainly because the other buildings you can make can be spread to any city. So obtaining say Iron Wares is more common than before and having Iron Ore is less important. Since you can more easily trade with another civ for Iron Wares.

So yeah its not going to be made before the release since I am not even sure if I am going to make them. And if I do I am not sure how they will be.

I strongly disagree with the easier-then-before thing. Firstly the AI prices these REALLY high, and often has it on its no-trade list. Secondly, you often find iron (or other rarish resources) pop up just outside a city radius - you have NO way to get that iron now (usefully, since the ore is essentially useless unless its in a city vicinity) except to put down a city in a really dumb place (like 3 tiles from cities in several directions). A fort is useless too to try to get the resource if its some way away, again because the resource means NOTHING unless its in a vicinity (it has no use AT ALL excerpt as a vicinity resource). For such a key resource (iron principally, but to some extent any metal) that makes it very very hard to get in a somewhat unreasonable way. Basically you are forced to create a very badly placed city.
 
I was not even sure if I wanted the National Smelters made. Mainly because the other buildings you can make can be spread to any city. So obtaining say Iron Wares is more common than before and having Iron Ore is less important. Since you can more easily trade with another civ for Iron Wares.

So yeah its not going to be made before the release since I am not even sure if I am going to make them. And if I do I am not sure how they will be.

I'd have to agree with Koshling on this one. Most people will not be happy with the new system and will demand some way to distribute processed metal resources throughout their civ, like they used to do automatically.

Also, if there aren't any issues now I think I'll wait a day and then upload tomorrow night (for a release Saturday morning) assuming nothing goes wrong.
 
@Koshling

So extend vicinity code to 3 tiles from city (vicinity with metropolitan administration building)
That will solve most problems that you mentioned above
 
@Koshling

So extend vicinity code to 3 tiles from city (vicinity with metropolitan administration building)
That will solve most problems that you mentioned above

hmm - not sure about THAT specifically, but how about extending vicinity generally to be 'culture radius' of the city?
 
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