V37

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For my own part, I am aiming for November 27 for the next version of Space Colonization. Then I might be ready to integrate it into the SVN.
 
I would like for us to merge some of the stuff into core that we feel should be there. This means for the most part the stuff in the My_Mods folder. We need to know that it has been tested properly etc.
  • New_Cultures
NO. Ignore now loads.

This option, if added to core will stop any XP players (including myself) from being able to play C2C. The game does not even load to the initial menu screen with this option in My_Mods folder. I have to delete it every time I update from the SVN. As TB will verify, I sometimes forget and post a bug report.

IMO it should be moved to My_Mods(unloaded).
 
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Not moving them into core will mean we can't fix them at all. Moving them into core should highlight what the problem with the XML or maybe art is so it can be fixed.
 
Not moving them into core will mean we can't fix them at all. Moving them into core should highlight what the problem with the XML or maybe art is so it can be fixed.
Sure, if they are done one at a time by a system sensitive to the issue. If it only causes trouble on XP then only an XP system has a hope of identifying where the problem actually is. Although there is an interesting art problem expressed on the multi-player bug thread that may relate.
 
Guess what no longer a problem.

Updating from 9322 to 9346 and the game loads without removing the new cultures. So some changes in the last 20 commits has fixed the issue.
 
Guess what no longer a problem.

Updating from 9322 to 9346 and the game loads without removing the new cultures. So some changes in the last 20 commits has fixed the issue.

Not so.

I was able to load the game with the New Cultures until I got to the Tribalism part of the tree. Then the initial screen would not load until I removed them again. My guess is that is trying to display one of them at this point.
 
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Not so.

I was able to load the game with the New Cultures until I got to the Tribalism part of the tree. Then the initial screen would not load until I removed them again. My guess is that is trying to display one of them at this point.
Depending on how you load the game, you may be able to determine what civs are part of your game and that narrows it down to which ones to individually, one at a time remove to test which one is causing the problem. Soon as you remove the right one, it'll let you get through the error spot. Then we gotta figure out what's wrong with that particular civ's art.
 
Ah... guess it's going to be a one at a time removal prospect then. ugh... Or remove halfs to narrow in on the problem.

OK, I may have a go this weekend. Binary chop is the quickest method. I used that to find which version of the.dll screwed up editing in WorldBuilder last year (which still does not work!!). Just my little gripe. :mischief:

Change - load - crash, etc. etc. Luckly it is bad weather this week-end.

Of course it may take even longer if there are problems in both halves of the file. - UGH.

But which file should I use as the base.

If I leave Art files as they are - I assume they will be ignored if the XML does not point to them. Am I right or wrong?

With XML the file: Cultures_Civ4BonusInfos.XML may be the one to use.It has 191 culture entries (chop 95, 48, 24, 12 etc.),

Is that the right one to use?

Also will removing cultures from that .XML file and not from other XML files cause a crash or will other entries be ignored.

If not the latter - I am out of my depth.

So any guidance appreciated.
 
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If I leave Art files as they are - I assume they will be ignored if the XML does not point to them. Am I right or wrong?

You are correct you can ignore the ART and TEXT files.

With XML the file: Cultures_Civ4BonusInfos.XML may be the one to use.It has 191 culture entries (chop 95, 48, 24, 12 etc.),

Is that the right one to use?

Also will removing cultures from that .XML file and not from other XML files cause a crash or will other entries be ignored.

If not the latter - I am out of my depth.

So any guidance appreciated.
Unfortunately you have to do all three at once Bonus, Buildings and Units. Whatever Cultures you comment out of one you will need to comment out of each of the others or you will get errors.
 
Ok, to all members of the team, and to all fans of the mod:

This is it! The last week of v37's development! Or I hope it is at least. I'm willing to let release be delayed if one of the team members feels something REALLY needed to get done and they haven't been able to achieve it yet. But in general, I'd like us to consider ourselves in a freeze and if you haven't already discussed the goal in PM or if it isn't a fix, and especially if the adjustment would be a high risk for a bug, then please restrain yourselves until after the release for it.

Playtesting and feedback is welcome but high risk bugfixes are likely to be put off. Low risk ones should be addressed as quickly as we can.

I'm hoping we can have the release packaged and downloadable by the end of next weekend.
 
Fine by me. Anarchy will be what it will be. Any other changes I might be looking at can all wait.

Just getting some playtesting in right now is also a challenge.

JosEPh
 
Fine by me. Anarchy will be what it will be. Any other changes I might be looking at can all wait.

Just getting some playtesting in right now is also a challenge.

JosEPh
If you can just run a quick test on where we are at with anarchy to make sure that my recent adjustment didn't go throwing it way out of whack, I'd appreciate it though.
 
I just have a relatively new game on Marathon/Emperor/PM map that is in Ancient era, I'm currently researching Copper Working. So some Civic changes should come up later tonight or tomorrow.

I do still have a copy of SO's game, strange game that it is, that I could plat awhile. But I really have no idea how soon the next Civic changes are that will be coming up. I suppose I could just change what he has right now once the # of turns before next Civic change is allowed.

JosEPh
 
I just need to know I haven't totally screwed up and have civic changes that should clearly be taking a number of turns only taking one or something to the other end of the extreme. With the multiple ways that modifiers were programmed to apply I just need to ensure I did the math right when I combined them into one total modifier rather than having them apply in stages that could incidentally become exponential.

I've asked your help on that because I don't have any good test case games for such an anarchy test.
 
I've got 2 usable games, to look at. So I'll see what shakes with them. The last save game breaking SVN update sometime after 9337 wiped out all my games that had any real length to them. 5 games were flushed because they would no longer load. But that's the live of a modder hey! :)

JosEPh
 
Yeah, that's the same reason I have so few test games to look at. I have a hell of a boneyard of outdated saves I need to just get rid of now.
 
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