Unofficial BTS 3.13 patch

wow...thanks for all the wrk that went into thsi patch. It's kind of sad that a gamer has to create a patch to fix the patch. HaHaHa!!!:lol:
 
Im in the middle of a game using the 34 civ mod and a glitch has happened what has pretty much ruined my game(i didnt save that though) This patch fixes the glitch how do i get this patch into the game i am currently playing?

Not sure, since I've not used that mod yet, and uncertain how its coded... But, have you tried applying the patch to the Assets directory for the mod?
 
I'm not sure that you can. The only thing I can think of would be to first back everything up, then copy the 34 civ mod WITH Bhruic's patch into a folder with the exact same name as the one that currently has your non-Bhruic 34 civ mod. Then, try to load up your most recent save file which will default to the identically-named mod folder that now has Bhruic's patch.

So if your old mod was in a folder called "34 Civ Mod", backup everything there, then delete everything in the folder, and put everything from the 34 Civ Mod with Bhruic's patch into the "34 Civ Mod" folder.

I don't know for sure if that'll work, but it's the only thing I can think of that might have a shot.

I'm afraid this won't work. AFAIK, instead he should:
1. copy the SDK files into a new folder
2. copy the source files from the 34 civs mod into this folder
3. merge source files changed by Bhruic (included in the patch download) into this folder
4. compile a new dll from this folder
5. replace the dll from the 34 civs mod with the newly compiled dll
 
How about Gcc/G++ ... i guess not :(

I tried compiling with VS 2005, but somehow messed it up... It compiles, but the game crashes all the time... I used the unchanged sources for testing, so the crashes are not mine :sad:

I will look if i can get my hands on VS2003
 
I'm afraid this won't work. AFAIK, instead he should:
1. copy the SDK files into a new folder
2. copy the source files from the 34 civs mod into this folder
3. merge source files changed by Bhruic (included in the patch download) into this folder
4. compile a new dll from this folder
5. replace the dll from the 34 civs mod with the newly compiled dll

Assuming that his original 34 Civ Mod was otherwise identical to the already-existing 34 civ mod + Bhruic's patch, what would be the difference between doing what I suggested and this?
 
Assuming that his original 34 Civ Mod was otherwise identical to the already-existing 34 civ mod + Bhruic's patch, what would be the difference between doing what I suggested and this?

Ah. Seems I misunderstood the situation. I didn't quite grasp that chad187 already had a civ 34 mod with a CivGameCoreDLL.dll that incorporates both the increased number of civs and Bhruic's changes. Sorry 'bout that. :)
 
So does his idea have any chance at working or not?
 
Well, do you have a mod/DLL that contains both Bhruic's changes and increases the civ limit to 34 civs?

If the answer is yes, jkp1187's method is probably worth a shot. If not, then you'll have to follow the five-step-plan I outlined above.
 
So does his idea have any chance at working or not?

Give it a try. As long as you back everything up, you've got nothing to lose, and it's almost always better to try the easy way first...
 
A belated thank you, Bhruic, for helping us all out with your skilled patchwork! :)

And, thanks to Grumbler, for that installer, too!

I successfully downloaded the 1.11 version, but I'm not sure what to do with the 1.02 version? I was a bit confused why it wasn't all in the same patch..

Best regards,

~Benford's Law
 
A belated thank you, Bhruic, for helping us all out with your skilled patchwork! :)

And, thanks to Grumbler, for that installer, too!
You're welcome. Obviously, Bhruic's work is a lot more praiseworthy, but it's still nice to get some positive feedback once in a while. :)

I successfully downloaded the 1.11 version, but I'm not sure what to do with the 1.02 version? I was a bit confused why it wasn't all in the same patch..

The "1.11 version" is the dll with the SDK changes, the "1.02 version" are python fixes. The installation procedure is explained by the readme included with the patch.

If you use my installer, you get the 1.02 python fixes if you check "install the supplementary fixes".
 
Ok im not really good at this computer coding kind of stuff could you explain in detail what i have to do?
 
Ok im not really good at this computer coding kind of stuff could you explain in detail what i have to do?

First back up the folder with your 34 civ mod files, then download and copy the 34 civ mod WITH Bhruic's patch (linked in an earlier post) into a folder with the exact same name as the one that currently has your non-Bhruic 34 civ mod. Then, try to load your most recent save file.
 
Where is is Bhrichs patch saved under?
 
Where is is Bhrichs patch saved under?

It doesn't matter. Just copy the entire "34 civ + Bhruic's patch" mod into the mod folder that you're currently using for your "34 civ without Bhruic's patch" mod.
 
It seems like an easy to fix thing to me too. The only problem might be to find where this switch (between import and export) was made.

I don't quite understand why you would base the decision to change between civics on the information in this screen. It's not as if you would know the results of the change on trade before you have made the switch. So, you'll have to estimate these results yourself anyway.

I agree that most people probably don't know about this error.

I agree with Minor Annoyance. Before I knew about this I would occasionally base some civics changes between Mercantilism and the others on the imports vs exports. The way it works just now, being first place means you're actually providing other civs which a comparatively better trade income:export ratio than you yourself are getting. In this case maybe changing to another civic might redress the balance. It's only not useful because it's misleading. If it worked as intended, it might well be useful.

PS Minor Annoyance, it's just as well you tested it yourself prior to posting your intended vitriolic diatribe. ;)
 
How about Gcc/G++ ... i guess not :(

I tried compiling with VS 2005, but somehow messed it up... It compiles, but the game crashes all the time... I used the unchanged sources for testing, so the crashes are not mine :sad:

I will look if i can get my hands on VS2003

VS2005 Express, which is free, also works and is what I use ... the tutorial to set it up is a bit out of date, but post over there and myself and others can help get you going.
 
I agree with Minor Annoyance. Before I knew about this I would occasionally base some civics changes between Mercantilism and the others on the imports vs exports. The way it works just now, being first place means you're actually providing other civs which a comparatively better trade income:export ratio than you yourself are getting. In this case maybe changing to another civic might redress the balance. It's only not useful because it's misleading. If it worked as intended, it might well be useful.

PS Minor Annoyance, it's just as well you tested it yourself prior to posting your intended vitriolic diatribe. ;)

Oh, so there are more players who base their civic changes on this misleading information. Ok, that's not good. Especially since this information isn't that useful even if it were displayed correctly.

Maybe this is superfluous information, but superfluous information won't harm anyone.
It can be good to keep your foreign trade routes open even if your trading partners seem to be profiting more than you are. It would be even worse if they all are trading with one another and you don't join them.

Example: You and 3 smaller AI controlled civilizations A, B and C.

A, B and C are trading with one another so that they each gain 100 commerce per turn from each other civilization. Since each of them is trading with 2 other civilizations, they gain 200 commerce by trading (foreign trade routes).

If you open trade routes with A, B and C, then they gain 200 commerce in trade route commerce and you gain 100 from each of them because you are a larger civilization and opening your cities to foreign trade routes thus gives your trading partners far more extra foreign trade routes then what you gain.

End result:
You don't trade:
A, B and C gain 200 commerce from foreign trade routes, you gain nothing. Your disadvantage is 200 commerce. The statistics screen shows 0/0.
You trade:
A, B and C gain 400 commerce from foreign trade routes, you gain 300 commerce. Your disadvantage is 100 commerce. The statistics screen shows 600/300 which is actually a negative result for you as discussed before.

What I want to show is that mostly the exports value, the 300 is important. How much the other civilizations are gaining from trading with your cities is less important as it is split between all of your trading partners. In this case it is much better to trade even tough the statistics screen might suggest otherwise.

(Note that this example doesn't discuss everything. It is actually even more interesting for you to trade in this case because you need more foreign cities to trade with to fill all of your trade routes with foreign trade routes. The smaller AI civilizations might have already filled all of their cities with foreign trade routes before your civilization opened its borders for trading and so the increase in commerce might be negligible for them. But that was not the point that I was trying to make, so I left it out.)
 
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