Hydromancerx
C2C Modder
What SVN version? It's not the latest and I can't interpret the minidump without knowing which SVN version the DLL was.
v3586 with content from v3587 that was not committed by DH yet.
What SVN version? It's not the latest and I can't interpret the minidump without knowing which SVN version the DLL was.
DH has half fixed that (his version won't report an error). I have the full fix ready to push to SVN as soon as I can get performance to an acceptable level (my 500% estimate was way of - it's closer to 5000% at the moment)
DH has half fixed that (his version won't report an error). I have the full fix ready to push to SVN as soon as I can get performance to an acceptable level (my 500% estimate was way of - it's closer to 5000% at the moment)
Speaking of performance, have you been able to test how fast C2C runs on Win8 as opposed to Win7?
I am going to be very interested also, WHEN you run all the test you need to, thx.![]()
No perceptible difference
How do you like Win8 in general? I'm trying to decide whether or not to upgrade for $15 from my Win7, but I've heard many say that Win8 is/is going to be the new Vista, which would be bad.
It seems slightly more stable to me than win 7, but it's quite a big change in UI and takes a fair bit of getting used to (no start menu is still catching me out!)
So there is no way to get a 'classic' windows interface?![]()
See SVN thread - I've just fixed a bunch of crashes, bugs, and big performance issues with recent SVNs. HOWEVER, there are still serious issues (which I'll continue to work on), so I don't recommend the current SVN quite yet.
Outstanding bugs I've found and not yet fixed:
- Combat seems very screwed up. Units that should win easily are losing attacks again and again (way beyond any reasonable possibility of random chance)
I believe that this may have been around for some time. I had a stack a while back of ten or so units with an 80% chance of victory individually, but 8 of those ten units lost to 80%+ victory odds, which I attributed to my crappy luck. But, an underlying combat issue would explain that.![]()
In SVN 3597 I get these error messages;
Failed Loading XML file
modules\The_J\barbar_hunter_CIV4PromotionInfos.xml
LoadXML call failed for
modules\The_J\barbar_hunter_CIV4PromotionInfos.ximl.
Failed Loading XML file
modules\The_J\barbar_hunter\barbar_hunter_CIV4PromotionInfos.xml.
LoadXML call failed for
modules\The_J\barbar_hunter\barbar_hunter_CIV4PromotionInfos.xml.
See SVN thread - I've just fixed a bunch of crashes, bugs, and big performance issues with recent SVNs. HOWEVER, there are still serious issues (which I'll continue to work on), so I don't recommend the current SVN quite yet.
Outstanding bugs I've found and not yet fixed:
Obviously the first of these is the urgent one, and I'll work on that one first when I get started on modding tomorrow.
- Combat seems very screwed up. Units that should win easily are losing attacks again and again (way beyond any reasonable possibility of random chance) (Comments below)
- Archer bombard seems to work now, but gives a message saying it does 0% damage when it actually does do some damage (Interesting. Simply an incorrect reference in the message call I presume. This I can fix as long as the messaging isn't being done in python which wouldn't surprise me either.)
- The promotion line stuff seems to be working ok for the combat I/combat II, ... line (for example). However the following lines are not working - I still have units showing all those promotions separately - flanking, shock, cover, city garrison (might just be that the XML has not been adjusted for these yet though - I haven't checked). Note - this is after a turn is played - you have to play a turn for it to 'convert' the existing promotions to the new promotion-line scheme - that's a small bug in itself - I think it should do that on load at the end of CvUnit::read() (By all means shift it to that location if you feel it would work better. I worried it would have unintended consequences based on something I might not've understood about that suggested location. The XML on anything beyond Combat I left out on purpose for now as I was hoping to possibly get some guidance in converting the LineID structure to a text rather than an integer before committing so much of an adjustment in the Promotion XMLs. The Combat line inclusion was there to show the mechanism for those using the SVN.)
@TB - if you want to work on (2) and/or (3) let me know and I'll leave those for you as they are less urgent.
This is DEFINITELY my fault. It's a result of squeezing some less tested adjustments into the push to complete by the end of the weekend. I have a pretty good idea of why the problem exists since I know what I've changed. I will do all I can to resolve my erroneous mathematics this evening - it will take my immediate priority to resolve this. I'll let you know if I seem to have come up with a proper solution.It was definately fine two days ago, when I was last playing mybgame, so I don't think this is a ling standing issue. Right now as far as I can tell, the attacker loses every combat.
v26p1
shaman temple (deer) gives +5% food, as does shaman invocation hut (deer), shaman temple (seal), and shaman invocation hut (seal) ... basically there are 2 buildings for each animal that both gives 5% food bonus, seems there should only be 1 for each type of animal that gives that bonus