Things we must solve before V29

rightfuture is working on converting some of the Stone Age events to C2C the folder is where he is testing on his machine and a place where we can release them to the SVN when ready.

phillipschall's is a modmod reducing the religion spread of the early religions so that later in the game all religions have a chance to be dominant. Basically the early religions don't spread except via missionaries and you can't build missionaries until Meditation as per vanilla Civ IV. This also has the effect of increasing revolutions early in the game because you can't safely have a state religion. Edit this one can be removed as he should release it as his own mod mod anyway.
 
Would it be OK for me to put some more of the Captives stuff in then? I have settled slaves being freed when you leave Slavery working (I think, tested and seems OK) plus "Free Slaves" in a city which adds the slave to the food reserve of the city. Plus Human Sacrifice but only for culture so far not for happiness yet.

Does it impact the decision to change civics or to unsubscribe from a worldview? If so it'll need AI support too...
 
Would it be OK for me to put some more of the Captives stuff in then? I have settled slaves being freed when you leave Slavery working (I think, tested and seems OK) plus "Free Slaves" in a city which adds the slave to the food reserve of the city. Plus Human Sacrifice but only for culture so far not for happiness yet.

At this point given how much stuff is currently broken I'd be against adding anything except for Bugfixes. V29 will be released in a day or two assuming nothing more goes wrong *crosses fingers*.
 
Does it impact the decision to change civics or to unsubscribe from a worldview? If so it'll need AI support too...

Perhaps. Settled Slaves will have all sorts of civics affects but just the same way as they do now. Does the AI take into consideration the current number of settled slaves in the empire when deciding to switch world view? Slaves will have a big impact on :hammers: and :anger: in a city. Freed Slaves are just a poor version of the worker, they work slowly until upgraded to workers or join a city as general population (food).

Freeing Captives (Military, Neanderthal and the new Freed Slaves) in a city gives food to the city since food equals part population. This is a new mission that will probably require some AI.

Human Sacrifice is currently only available on Captives and gives a cultural boost or temporary happiness. Both similar to the animal equivalents. So since Captives have UnitAI the same as subdued animals I doubt extra AI is needed.

I still have to change the "Join city as slave/Settle as Slave" from its current specialist function since there is no way to make it require a worldview. This will require to link to the settle as specialist AI I expect.

I also want to change the way that the units upgrade to missions so that I can control where it can happen - it has been reported as OP to allow the upgrade anywhere.
 
Perhaps. Settled Slaves will have all sorts of civics affects but just the same way as they do now. Does the AI take into consideration the current number of settled slaves in the empire when deciding to switch world view? Slaves will have a big impact on :hammers: and :anger: in a city. Freed Slaves are just a poor version of the worker, they work slowly until upgraded to workers or join a city as general population (food).

Not really - it basically figures enabling the worldview is better than not having it, since that seems to pretty much be universally the case at least until the late game. They don't have an anger impact until emancipation is discovered I think (?), and I probably need to do some work on the AI to decide when it is a good idea to get rid of the worldview, but generally adopting it is a no-brainer at the time in the game you can first do so.
 
Status update:

Hang reported by Zeinul - this was a very nasty and subtle issue. I have just (after 8 hours) managed to get a fix to pass. HOWEVER, I am highly concerned hat the fix will have negative performance implications, so I want to do some performance profiling also, and I **may** have to find a better solution if it is a problem. This will now be tomorrow.

Hang reported by Snorfu1 - haven't addressed this yet, but I understand it well and it should b easy. Not expecting this to significantly delay things (so still tomorrow)

I am not planning to look at any other issue beyond those two - let me know if anyone thinks there are any more must-do's that
 
@Koshling: I'm hitting a dead end on my research into the trade bug. AIAndy is right that my diagnosis was incorrect but I can't figure out where the problem actually lies. I did provide a save for that. Is it something you'll look into then?
 
@Koshling: I'm hitting a dead end on my research into the trade bug. AIAndy is right that my diagnosis was incorrect but I can't figure out where the problem actually lies. I did provide a save for that. Is it something you'll look into then?

If I have any time left after finishing the two above during the course of my C2C time tomorrow, and nobody else has got anywhere with it, then I will - can you post a direct link to the save please (or to th post that has it attached) from here so I can find it easily.

Edit - and also please post some instructions as to which cities to look at...
 
Here is the savegame and some discussion.

Apparently my wife's game is NOT suffering from loss of trade routes. But this one is somehow. May have something to do with the fact that he only has a capital city. But really, he should be getting foreign trade routes. I can't see why he wouldn't be and his trade routes tally shows he should have 11 routes but no valid cities are being found somehow.

Just to be clear, its in his one and only city that he's not showing routes when he should be.

The diagnosis in that post is apparently completely off base though.

A number of other incorrect calculations are showing in the city screen's help hovers. This save also shows the defense value miscalculation I mentioned earlier as well.

UPDATE: VICTORY!!!!

Apparently changing this line in CvCity::updateTradeRoutes() and calculateExtraTradeRouteProfit(int iExtra, int* &aiTradeYields) const
Code:
if (pLoopCity->plotGroup(getOwnerINLINE()) == plotGroup(getOwnerINLINE()) || GC.getDefineINT("IGNORE_PLOT_GROUP_FOR_TRADE_ROUTES"))
to
Code:
if (isConnectedTo(pLoopCity) || GC.getDefineINT("IGNORE_PLOT_GROUP_FOR_TRADE_ROUTES"))
resolves the foreign trade bug.

I'll update with a dll with this fix later tonight.
 
Here is the savegame and some discussion.

Apparently my wife's game is NOT suffering from loss of trade routes. But this one is somehow. May have something to do with the fact that he only has a capital city. But really, he should be getting foreign trade routes. I can't see why he wouldn't be and his trade routes tally shows he should have 11 routes but no valid cities are being found somehow.

Just to be clear, its in his one and only city that he's not showing routes when he should be.

The diagnosis in that post is apparently completely off base though.

A number of other incorrect calculations are showing in the city screen's help hovers. This save also shows the defense value miscalculation I mentioned earlier as well.

UPDATE: VICTORY!!!!

Apparently changing this line in CvCity::updateTradeRoutes() and calculateExtraTradeRouteProfit(int iExtra, int* &aiTradeYields) const
Code:
if (pLoopCity->plotGroup(getOwnerINLINE()) == plotGroup(getOwnerINLINE()) || GC.getDefineINT("IGNORE_PLOT_GROUP_FOR_TRADE_ROUTES"))
to
Code:
if (isConnectedTo(pLoopCity) || GC.getDefineINT("IGNORE_PLOT_GROUP_FOR_TRADE_ROUTES"))
resolves the foreign trade bug.

I'll update with a dll with this fix later tonight.
I am not sure if that is a good change. It makes trade connections symmetric. If player 1 has a trade agreement with player 2 and player 3 while player 3 has no open borders with player 2, then if all connections from 1 to 3 are over 2, the former state was that cities of 1 may trade with cities of 3 while cities of 3 may not trade with cities of 1.
After your change they may both.

Besides, that means there is still some underlying issue that blocks the plot group of the player in that savegame from reaching other cities.
 
I had considered there may be a deeper issue there with plot groups that goes somewhat unexplained. But it does work as a patch until one of you who understand plot groups can look a bit further into things.

In that save, there was open borders with a nation that butted right up against his nation, a road connecting his city to that nation's city (at least one and probably more) and there was still NO foreign trade routes. Something was simply broken there in the plot group evaluation. The isConnectedTo call seemed to be nearly the same check but there's an additional OR consideration. Since I didn't really 'get' the plotgroup stuff much I attempted this and it seemed to properly resolve the game's status though I get what you're saying.
 
I had considered there may be a deeper issue there with plot groups that goes somewhat unexplained. But it does work as a patch until one of you who understand plot groups can look a bit further into things.

In that save, there was open borders with a nation that butted right up against his nation, a road connecting his city to that nation's city (at least one and probably more) and there was still NO foreign trade routes. Something was simply broken there in the plot group evaluation. The isConnectedTo call seemed to be nearly the same check but there's an additional OR consideration. Since I didn't really 'get' the plotgroup stuff much I attempted this and it seemed to properly resolve the game's status though I get what you're saying.
The plot groups are Koshling's code so best would be if he looks at it.
 
Because v29 will release soon this is my proposal for this version description

Game performance
30% faster than v28 especially on time advanced games
faster load/save times
10% less RAM memory cosumption (MAF error much much less probably)
Lot of AI improvements (AI can now build big stack of death correctly)
Lots of bugs was solved to give you real pleasure from gaming :)

New game concepts

- prisoners, hostages - catch your enemies on battlefield and enslave them. Sell them on the market, kill them on sands of coloseums to give your people enterteinment, sacrifise them for the pleasure of your gods or even eat them. Of course you can set them free also...

- industry chains buildings. Every metal resource is replaced with metal ore resource. Now you must not only mine ore resource but also build appropirate infrastructure (smelters, smiths etc) to make usable resources from it.

Additionally
1 new civic category
3 new techs
40 new buildings
x new resources


This version is 10 times better than v28 was
StrategyOnly - Mod development team leader
 
Because v29 will release soon this is my proposal for this version description

Game performance
30% faster than v28 especially on time advanced games
faster load/save times
10% less RAM memory consumption (MAF error much much less probably)
Lot of AI improvements (AI can now build big stack of death correctly)
Lots of bugs was solved to give you real pleasure from gaming :)

New game concepts

- prisoners, hostages - catch your enemies on battlefield and enslave them. Sell them on the market, kill them on sands of coliseums to give your people entertainment, sacrifice them for the pleasure of your gods or even eat them. Of course you can set them free also...

- industry chains buildings. Every metal resource is replaced with metal ore resource. Now you must not only mine ore resource but also build appropriate infrastructure (smelters, smiths etc) to make usable resources from it.

Few new techs
Mumification, feline domestication, drying

Now that sounds great, ls612, Pls add this in the Desc in moddb thx. (But in my corrected words above thx.
 
@Nimek

In addition to the metal stuff I have added Bridges and around 40 other new building such as a Bridal Shop, Funeral Pyre, Karaoke Club, Pancake House, Day Care Center and Dried Meat Maker. You can see the full list in the SVN logs. There are also 5 new Pests and a TON of tweaks to buildings. Oh and a few new wonders which include the Humphrey Metrodome and Golden Gate Bridge.

EDIT: Also isn't the Labor Civics new? I know the Burn Garbage civic is new. Not to mention all the nice icon/buttons I made for existing civcs.

EDIT2: Also we have some new resources like Turquoise and Parrots. Not to mention all the Ingots and Wares from the metal buildings. We even have Bronze, Brass and Electrum ingots! Yay alloys!
 
@hydro

I know. Your hard work can not be overestimated but is this description I focused on peformance and entire new game concepts.

Thanks SO for warm words :)
 
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