Version 1.7 feedback

CIV4CivilizationsInfos.xml needs to be updated to allow each civ to build their own Spice Corp HQ I think. It doesn't look like this has been done in the 1.7.2.1 files at least.

Unfortunately I have made my local area unstable after releasing 1.7.2.1, because I have added in your tech tree changes. Probably you are right, that the civinfos file is the only piece missing. I will back out the temporary tech tree changes, add the civinfos information, and retest. My weak point in testing is always manual play; I have confirmed that the AI's can build spice headquarters. So now the human player is behind :-)
 
My weak point in testing is always manual play; I have confirmed that the AI's can build spice headquarters. So now the human player is behind :-)

David is part of the Technocracy, a stalking horse for the rise of the Thinking Machines and domination by the Synchronized Empire! Beware!
 
Some notes from testing:

a) Laza tiger should IMO be a UU with a small national limit, not a Maula Guardsman replacement. Imperials should still get regular guardsmen, and the Tigers should be a rare specialist. Armies of tigers marching over the land feels odd.
[Also, should it have a city attack penalty, and a penalty vs suspensors?]

b) CHOAM religion shrine is a bit strong. Maybe tone it down to 2 gold per spice?
Great Processor shrine is a bit too weak (consider how late it comes). Boost the research yield, or give free specialists?

c) Suspensor transport should upgrade to light carryall. Otherwise, if you have Holzmann generators (for suspensor frigates) but not Air power, then you have no transports (because transports are obsoleted by frigates).
Is there a need for a separate Carryall class? Why not just make them thopter class?
 
City placement does not take into account Peaks and Outcrops. If my Settler starts on an Outcrop then I cannot settle in place, and Peaks are worthless tiles so even though these features are reasonably rare we should really fix this.
 
City placement does not take into account Peaks and Outcrops. If my Settler starts on an Outcrop then I cannot settle in place, and Peaks are worthless tiles so even though these features are reasonably rare we should really fix this.

Agree, the faction starting and city placement AI algorithm needs to be updated to recognize that these tiles have zero value.

Another possibility; could we allow you to settle on an outcrop, and then have the outcrop feature removed?
 
I think I've figured out part of the problem with the AI under-building improvements; the AI stays in Slavery, whereas I always change to Serfdom, with the +50% worker bonus.
Tinkering with Slavery to make it less appealing to the AI than Serfdom will be key I think. I will do some testing and report back.
 
Guys: stupid question.

I am doing some testing, and I have forgotten how I can access the "financial advisor" screen for all the other factions, and I can't find the post where someone explained this to me before. Can someone please remind me?

Thanks.
 
ctrl-z to view all. (Do you have "chipotle" in your civilizationiv.ini?) Then almost all of the screens have a dropdown at the top, to select which player you want to view the screen as.
 
Ok, doing some slavery testing.

Take the same map (large size Arrakis, 24% land, 9 civs, Noble difficulty, Quick speed) run the game for 200 turns.

1. Baseline (no changes). (Iterated twice to check for variation, but this doesn't help, because with the same random seed from the first game, autoplay generates identical results even across 200 turns).
2. Remove population hurry from slavery. See if whipping is still hurting the AIs.
3. Remove hurry from slavery, and remove mine and harvester bonuses from slavery (so the civic does nothing except health penalty). (Intention; make slavery less attractive a civic, so AI will move to serfdom and build more improvements).
4. Make slavery have no hurry, no mine/harvester bonus, but give +10% hammers and +1 unhealth in all cities.

Results attached.


Summary results:
1 vs 2 Whipping is significantly hurting the AI. Populations with whipping removed are 14% higher by turn 200 than they are with the status quo, scores are 15% higher with no whipping. Total beakers + gold income is 33% higher.
2 vs 3. Removing the tile bonuses does in fact hurt the AI; performance is roughly halfway between 1 and 2.
3 vs 4. 4 performs worse than 3, which is *really* odd. Either its just pure randomness, or the AI also really likes the global hammer bonus, and so stays in slavery even longer as opposed to the other more advanced civics.

Ideally we'd run testing multiple times across different random starting seeds to sensitivity test the results, but I don't have the time for that. These seem at least somewhat indicative.

Also ideally, we could count how many turns each player spent in slavery civic vs other civics.

I'm not sure what we should conclude in terms of hammer bonuses, but I think we have pretty good case for deactivating whipping again.
I personally like the idea of the +hammer bonus in all cities instead of on mines and harvesters, as that way turbines are unambiguously better than mines, except for bonus resources, so we use mines only in the early game and on harvesters.
 

Attachments

Testing the latest version: got this error (every turn, after some X turns in).
I think this came up before?
 

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You have gotten this many times before. Each time I have explained it is because the mod is trying to write to a file in your c:\\ drive. On your machine, you must not have permissions to write to your c:\\ drive. It is trying to print a message indicating that there is some mismatch between the python file and the xml files. But, from the alert, we cannot see which file.

Is it possible for you to give yourself permission to write to the c:\\ drive, even temporarily? Then the contents of file c:\\stats.csv would give some information about the problem. Probably, it would be a message like:

GCI: unable to find XYZ_ABC_DEF

Where XYZ_ABC_DEF is the internal name of some building or unit which is used in the python but no longer defined in the xml.

Edit: sorry, that came out somewhat more sarcastic than I intended. I have run civcheck again on the 1.7.2.6 release, but the only symbol undefined in the python is BUILDINGCLASS_WEATHER_SCANNER from RevDefs.py. This cannot cause the above message. So I believe you may have installed the patches in slightly the wrong order, or made some other local change to delete an xml symbol. Hopefully with the final 1.7.3 version, there will be less opportunity to have patches in the wrong order.
 
On your machine, you must not have permissions to write to your c:\\ drive

I can fully write to C drive.... its my personal PC and my windows login has administrator privileges (I'm fairly sure).

How would I get permission if I didn't have it already? Try running BTS as Administrator?
 
I should probably change the error message so it shows as a python alert instead. But, this "should" only happen when there is an internal problem. Can you use notepad to save a file to your c:\\ drive? Is it possible that due to a previous run, you have a file c:\\stats.csv which already exists, and is not writeable?
 
My C:\ drive is fully accessible, its where all my stuff is installed. I can create files in it just fine.

Or alternatively I can just delete the mod and do an entirely new install of 1.7.3.
 
Can 1.7.3 be installed over 1.7.2.6, or is it best to do a new install of 1.7 and then 1.7.3 patch?
 
There have been a number of incremental patches since 1.7.2 was released; this includes all of them. All of the changed files are included in 1.7.3. As long as you have the base release of 1.7, it does not matter which other patches you may have. This will bring you up to date.
 
I have to wonder about the double slash in the "c:\\stats.csv". Doesn't this mean a folder on the c: drive that has no name (the blank between the slashes), or is the error report just messed up? It may be missing (or have lost) whatever folder related configuration info it normally uses to build the path.
 
1.7.3
I suspect something has been lost in the merges; Fremen were supposed to now start with Mysticism instead of Exploration (and to start with 1 scout 1 soldier).
 
god-emperor said:
I have to wonder about the double slash in the "c:\\stats.csv". Doesn't this mean a folder on the c: drive that has no name (the blank between the slashes), or is the error report just messed up? It may be missing (or have lost) whatever folder related configuration info it normally uses to build the path.

The python is simply: f = open ("c:\\stats.csv", "a"). There is no missing path information. I am just trying to write a simple logfile without getting involved in searching for "my documents" in different languages or whatever.
 
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