Version 2.6 discussion

Been reading the posts about the infinite loop bug and from a laymans point of veiw could this be the problem?? - Updated: Better BtS AI 0.60N
It's part of RevDCM mod anyway so the problem should appear when testing that mod alone but it doesn't occur with it. And I haven't seen any similar bug reports in Better BtS AI forum section.
 
Ah just thought I would point out what seemed obvious lol

If you need me to do any testing for you at any time then let me know. As I said earlier I am only a layman but if you have anything thats time consuming I could always lend a hand, share the work load so to speak.
 
A few ideas for possible new units and some changes. All taken from WolfRevolution. I really like the battering rams and kinda miss em, although the Barbs don't seem to know how to use them properly.

The other two are minor changes, Preatorian to Legionnaire and a rework of the immortal as athey were actually an infantry unit and not a mounted unit.
 

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That's odd. Did you have enough gold to build roads? Only carth paths can be built without gold.

Yes I had plenty of money over 100 in fact.

The missionary sounds and possibly also abandon city mod will be added to next version ie. 2.7. I think few changes are required to Abandon mod: first it should check if player has techs that allow him to build colonists or pioneers and when city is abandoned, he'll get those units instead of settlers. Second thing is that there should some kind of penalty for demolishing buildings (gold?) and cultural penalty on nearby plots if city is razed.

The original mod was called Abandon City Demolish Buildings mod. I could rename it to Abandon City Sell off Buildings mod and then we would have a Civ pre 4 function where you could sell off buildings to private citizens and make some money :) This was a very useful feature in Civ 2 and 3. In one of them it automatically sold off buildings when they became obsolete giving you money.

Currently the code only gives workers. When working on the conversion of this mod to Bug 3.6 I pared everything back. I am now putting the settlers back in but colonists and pioneers are not generally available in all mods and I wanted only one version of the code. I will look into it. I was thinking that I should give Civs that have special workers them instead of generic workers. That is the problem wint modding - there is always something else you can improve:crazyeye:

Been playing with this add on and really like it, however the missionary sounds seem a little loud compared to the originals, so much so that you can hear when the sample begins and ends. (If you know what i mean)

Humm, I have no idea how to change the volume of the sounds - looks like I have a learning challenge :)

I personally think that a gold penalty is sufficeint for the raze building function, could this be tied into the hammer cost for that particular building?? ie. bigger the building bigger the cost to demolish.

See above - I think you should get money for selling/demolishing a building :)
 
A few ideas for possible new units and some changes. All taken from WolfRevolution. I really like the battering rams and kinda miss em, although the Barbs don't seem to know how to use them properly.

The other two are minor changes, Preatorian to Legionnaire and a rework of the immortal as athey were actually an infantry unit and not a mounted unit.

I love the 2 rams. They totally have to be put in the next version! :)
 
If you need me to do any testing for you at any time then let me know. As I said earlier I am only a layman but if you have anything thats time consuming I could always lend a hand, share the work load so to speak.
On most evenings when I watch tv or movies I let RoM run test games with AI autoplay (set it to 1000 turns) with different mod settings (or after I've modified some settings in xml/python) to see that if the 'waiting' bug occurs with those settings. Because it can take more than 500 turns to get the bug happen it's rather time consuming just to run couple test games. I use marathon and standard size map for this just because with smaller speeds and maps there is less chances for the bug to occur (map gets filled too fast).

So I do these tests and try to pinpoint the bug location. Last night I actually got one python error from test game but it was about updating flags which all I then checked and all player flags looked to be ok and I have no idea why now default BtS python code failed... but I don't think this was the cause for 'waiting' bug though the game crashed in this situation so I suspect that some unit model might have graphics problem. After reloading that game the game continued normally several more turns which makes it harder to locate the bug if it can't be reproduced by following certain steps.

So if you or anyone else can do these kind of tests and then post detailed reports with log files if something went wrong. Though with 2.61 you can't enable revolution or barbarian civ components without editing gameoptionInfos.xml file.

I love the 2 rams. They totally have to be put in the next version! :)
In RoM the battering ram is used as UU for Assyrian civ. I've thought making it a siege unit for all but didn't know if another graphics of the same unit type existed anywhere. Now I do know ;) Also in some RoM test versions I've had Siege Tower unit - that graphic does actually appear in normal game as well as it was added by Warlords expansion, I just made it available as a unit - but I haven't included it in any versions as it was difficult to decide stats for it.
 
@Zappara

In my second game with 2.61, I got the infinite loop once again but reloading kept me going without problems for the rest of the night.

It is true that playing RevDCM on its own seems not to introduce such an issue but this doesn't mean it is not the cause of it (or one of its components like Better AI). Components under different situations can behave differently. I say that because the same infinite loop issue occurred in another mod (HoTK) which uses Better AI and doesn't use any other RevDCM component.

On the other side I really love the new routes. They sure give an interesting chance for micromanagement in the early game. It is good that Cart Paths are free as it solves a problem where the AI would be deprived from strategic resources for a long time only because it can't connect them with roads for lack of money.
 
@Kalimakhus

So true about the loop problem. I'll try to follow Better AI, Revolution and BUG mods' forum sections in case similar problems are described in their bug threads. It's bit annoying that it takes this long to get tracked down but I'm sure it will eventually get fixed. While modding RoM I'll keep my eyes open for any oddities in xml files - one thing that I just realised was that random events can be the cause too and random events can also crash the game without any error messages so need to run couple tests with events disabled. I also know that jdog changed Better AI's handling of random events when new civs are made during game - was one of the bugs I had found from earlier revolution version.

I like the new routes too and seems AI really wants to rush to techs that allow new route types. :) Paved road requiring stone resource gives strategical advantage if you have access to the resource - and Electric Railroad allows player to build railroads bit later if he lacks the oil/coal resources which are needed for regular railroad. :)
 
@Kalimakhus

So true about the loop problem. I'll try to follow Better AI, Revolution and BUG mods' forum sections in case similar problems are described in their bug threads. It's bit annoying that it takes this long to get tracked down but I'm sure it will eventually get fixed. While modding RoM I'll keep my eyes open for any oddities in xml files - one thing that I just realised was that random events can be the cause too and random events can also crash the game without any error messages so need to run couple tests with events disabled. I also know that jdog changed Better AI's handling of random events when new civs are made during game - was one of the bugs I had found from earlier revolution version.

I like the new routes too and seems AI really wants to rush to techs that allow new route types. :) Paved road requiring stone resource gives strategical advantage if you have access to the resource - and Electric Railroad allows player to build railroads bit later if he lacks the oil/coal resources which are needed for regular railroad. :)

Zappara,
I never use random events in my games and I also never had that waiting for civs- bug.. have not played 2.61 yet but 2.6 working just fine for me.

Thanks for patch, new routes looks good!
 
@ Zappara

Hi !

I have added patch 2.61, but now I have a black screen followed by a civ error early in the game.
So, I play with 2.6 but without barbares and something else about civ. Like that I don't have infinite loop.
I'm wondering if my problem with 2.61 has or not a link with system of new roads ...
What do you think about that? do you need more information?
Anyway, congratulations for this excellent mod !
 
now ran through 3 Large map games with Rand Events, Barb civ and REVDCM enabled - no problems at all here

Using 64 bit O/S and 8Gb memory (wonder if it's a memory issue causing the inifinite loops)

EDIT LOL nope not memory - just after posted I started a new auto game and just as a barb civ went to a full civ, (infinite loop)
 
If possible, you should make it so that Modern Infantry can be recruited even once you research robotics ( Ithink this can be done; it works that way with Infantry and Modern Infantry). Otherwise, you're stuck with Mech Infantry for your defensive unit of choice, which isn't particularly desirable due to their +2 upkeep costs and exclusion from the Pro/Agg traits.
 
Zappara, can you still build regulre roads with 2.61?
Yes, you just got now 6 new route options :)

@ Zappara

Hi !

I have added patch 2.61, but now I have a black screen followed by a civ error early in the game.
So, I play with 2.6 but without barbares and something else about civ. Like that I don't have infinite loop.
I'm wondering if my problem with 2.61 has or not a link with system of new roads ...
What do you think about that? do you need more information?
Anyway, congratulations for this excellent mod !
See CvAltroot.py file from Rise of Mankind folder (open in notepad and follow instructions there). Also please post log files from your game so I can tweak further the BugPath.py file.

now ran through 3 Large map games with Rand Events, Barb civ and REVDCM enabled - no problems at all here

Using 64 bit O/S and 8Gb memory (wonder if it's a memory issue causing the inifinite loops)

EDIT LOL nope not memory - just after posted I started a new auto game and just as a barb civ went to a full civ, (infinite loop)
Same here, yesterday I ran one game with all RevDCM options on without problems (+14 civs was created during that game) and another test game ended in infinite loop.


In order to fix the infinite loop problem I've started v2.62 patch the following changes so far have not fixed the problem (basically I'm changing everything I can to RevDCM defaults):

Version 2.62 changes so far:
Spoiler :

Python
------
- Changed: AutologEventManager, applied RevDCM fixes
- Changed: CvUtil, applied RevDCM fixes

Pythoncallback defines
----------------------
- Changed: CannotSpreadReligion to 0 (not used)
- Changed: CannotResearch to 0 (not used)

Espionage
---------
- Changed: city poison water default amount 12->5 (spy promotions increase it)
- Changed: city unhappiness default amount 12->8 (spy promotions increase it)

Ini
---
- Changed: Revolution.ini is set to default RevDCM settings

Config
------
- Changed: RevDCM xml config set to default RevDCM settings

Buildings
---------
- Changed: Statue of Champion uses now different graphics
- Changed: River port uses LSYSTEM_RIVER instead of LSYSTEM_2x2 (places building near River)
- Fixed: Hittite Iron Forge had duplicate art defines, removed one
- Fixed: Modern granary had duplicate art defines, removed one

PlotLSystem
-----------
- Fixed: Lemon plantation should use now correct plantation rack and grinder art defines when the plot is worked

Effects
-------
- Fixed: New missionaries use now temporarely other BtS missionaries' effects

Sounds
------
- Fixed: New missionaries have now temporary sound effects which use generic missionary sounds

Leaderheads
-----------
- Fixed: Suppiluliuma's nif reads texture sim2.dds correctly


I'll post more info about my findings next week, I've got bit busy weekend now so can't lurk on forums and can't test RoM much
 
On most evenings when I watch tv or movies I let RoM run test games with AI autoplay (set it to 1000 turns) with different mod settings (or after I've modified some settings in xml/python) to see that if the 'waiting' bug occurs with those settings. Because it can take more than 500 turns to get the bug happen it's rather time consuming just to run couple test games. I use marathon and standard size map for this just because with smaller speeds and maps there is less chances for the bug to occur (map gets filled too fast).

So I do these tests and try to pinpoint the bug location. Last night I actually got one python error from test game but it was about updating flags which all I then checked and all player flags looked to be ok and I have no idea why now default BtS python code failed... but I don't think this was the cause for 'waiting' bug though the game crashed in this situation so I suspect that some unit model might have graphics problem. After reloading that game the game continued normally several more turns which makes it harder to locate the bug if it can't be reproduced by following certain steps.

So if you or anyone else can do these kind of tests and then post detailed reports with log files if something went wrong. Though with 2.61 you can't enable revolution or barbarian civ components without editing gameoptionInfos.xml file.

Yes I will Run some games like this through the week. Back to the RandomMapScript (unfortunately). I've been generating a load of maps using it then checking in World Builder. I've found that The script generally generates quite a bit less plains than the original script. I'm guessing that salt can only appear on plains or desert. So maybe this is why on some maps it does not appear at all.

Is marshland replacing the plains perhaps? Also the type of map where salt does not usually appear is on Island type maps... where there is no large landmass.
 
If possible, you should make it so that Modern Infantry can be recruited even once you research robotics ( Ithink this can be done; it works that way with Infantry and Modern Infantry). Otherwise, you're stuck with Mech Infantry for your defensive unit of choice, which isn't particularly desirable due to their +2 upkeep costs and exclusion from the Pro/Agg traits.

Yes I think this makes sense. Good to have a choice of top quality but expensive Mech Inf or more regular Modern Inf who can be useful for guarding areas which aren't expected to be attacked (e.g. cities at the centre of the empire or minor resources).
 
I have figured out why I can't build the new road types. I still have Zulu9812's addon for 2.6 active and it does not have the new worker actions.
 
Game I'm playing at the moment. Large map, Marathon speed. RevDCM, StartAsMinorCiv, Techdiffusion and DynamicCivNames

Game CDT'd at turn 375, the auto save took me to turn 376 after the crash?!?!

Upon reload the game continued as normal. No particular events that I noticed that could have caused it.
 

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Same game Not sure what turn but roughly 100 turns later. CTD

Edit: CTD was on turn 418, again nothing of note happened. Autosave took me back to turn 415 CTD did not reoccur.
 

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