[Warlords] Composite XL More of Everything!

@Doompigion

SDI seems to be working fine...
10 Launched 2 got through, I'll look and see what I had it set at.


Fighters should not be intercepting, but I will test that next.
I will also mention the intercept bug to TheLopez (Over 100%)

@StrategyOnly
I kind of liked the effect. :) It made it feel like a Wormsign was comeing!
I'll redownload it and add the 24 fix to it and include it in .7
I'll also check out the Japan Map.
That error message is odd, I have no idea what it is, its not on my mod. Best bet is to look at the last file it says CVTop or something and see what its looking for. Also check with whoever's mod that is.

@Grm
COOL! I did a small change to the distance start from -25 to -20 which is what it was set in one of the .py files I looked at. I also noticed Tectonics has a medeterainian option...

@Grabnar
There is a heated debate being led by Impaler with TheLopez on that very subject, and I agree with Impaler. I would immagine if TheLopez does not fix it, Impaler will mod it into the .7 code (I hope)

We decided to not put in the "Favorite Religion" stuff for now.
 
I'll look into puting a cap on the acumulated Interception probability

I'll look into modifying Lopez's code but I've got my hands full at the moment, probably next CCCP version will look at adressing it if Lopez dons't adopt the idea in next version of his inquisitor mod.
 
Ket said:
That error message is odd, I have no idea what it is, its not on my mod. Best bet is to look at the last file it says CVTop or something and see what its looking for. Also check with whoever's mod that is.

I was playing "YOUR" mod, LOL:p XL
 
Ket said:
@Grm
COOL! I did a small change to the distance start from -25 to -20 which is what it was set in one of the .py files I looked at. I also noticed Tectonics has a medeterainian option...

The old world is comparatively larger on mine (I think) than terra, so the new on actually has it set to -15. I found that the distribution made a lot more sense when I tried it; there isn't enough tundra for tundra oasis to be a serious problem (well, not on standard at least) and there are enough 'peninsular' regions that civs can still start close in relative terms. The biggest problem with the map right now (I think) is that on Huge and to a lesser extent Large, the maps look rather messy. I have messed with tectonics, and it produced interesting results, but I need to look at the code more before I actually include that (and credit the originator...maybe even ask if they mind if I use the code).

What are the long term plans for promotions? Are you going to implement an original upgrade tree? It could help with avoiding things like over 100% interception rates...
 
I'll respond to the rest later but for now I need to respond to StrategyOnly

Yes I need those logs, Ok on the last two images where you mousing over a suspected invisible unit like a spy or a sub?

The other ones from CVTop.py I've never seen before...
Gonna have to look into those that does not look good.

My feelings are its PLE... I think Plot List Enhancements is still buggy but I could be wrong...
 
The later 2 are the Invisi-bug caused by mousing over an invisible enemy unit (probly a sub). Ther first set of popups look like a Python modual problem.

Stratagy, can you run a test for me on this Invisi-bug, I'm trying to confirm that its reproducable in un-modified Warlords (I've don so but want to be completly shure its not something in the CCCP). Clean out all your Caches CustomAssets and the like, load up a Civ4 no mod and go into World Builder, place some enemy subs and a unit of your own along the coast to reveal the area. Exit WB and mouse over the plots you know have subs. You should get the same error.


Here is a little teaser shot from the Spy Mod, Esipionage is working well after being de-bugged all day. In this screenshoot I've loaded up Tenotchtilan with Spies and stolen Agriculture, notice it says I've stolen 52 points not the full 96 that it costs. Thats because I was researching it myself and mearly stole the points needed to complete it. When ever you steal points your points are caped so you cant exceep the total % that the oponent has in the tech.

I'm thinking of releasing the next version with just 3 missions, Theft, Insurection and Espionage as the Assasination effect is proving tricky and I want to get the thing released asap. Subsequent versions can add many for the nice missions that have been sugjested in the idea request thread. I'm also thinking of putting many of the values like cost and risk factors on the MissionInfos.xml but I'm still debating that.
 

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@ GRM
I want to design a new system, I'll email you an interesting file that you can add promotions to and write on XML if you want to give it a shot. I was going to do a set of naval ones...

@Impaler
TY for confirming the invi-bug... Can you do me a favor on my next source dump could you look into interceptions... Im not getting interceptions with Dale's missiles and I see nothing modified to do so (the routines are still calling bestinterceptor)

Do we have a debug build... I could *cough* procure a MSC++ 2003 from work if needed...

Should I hold .7 for 2.0.0.6?
 
Try it with a land unit such as a Scout adjacent to the shore rather then a unit which can see the sub, you have to be mousing over a unit you cant actualy see (if its hard to remember ware you put the sub just fill the whole ocean with them then you cant miss).

How about holding untill Sunday Night, if I dont have CCCP 2.00.06 done by then and your otherwise ready then dont delay, anyways their will probly be new bugs in the Dll as always.

I'd love to get ahold of De-bug builds, I've been using some logMsg debugging that I picked up from jdog5000's revolution mod for the Spy Missions and it proved quite usefull. Prior to that I was relying soley on intuition and constantly reloading and crashining and testing effects. Send me an E-mails and we can discuss this in detail.
 
Impaler[WrG] said:
Try it with a land unit such as a Scout adjacent to the shore rather then a unit which can see the sub, you have to be mousing over a unit you cant actualy see (if its hard to remember ware you put the sub just fill the whole ocean with them then you cant miss).

How about holding untill Sunday Night, if I dont have CCCP 2.00.06 done by then and your otherwise ready then dont delay, anyways their will probly be new bugs in the Dll as always.

I'd love to get ahold of De-bug builds, I've been using some logMsg debugging that I picked up from jdog5000's revolution mod for the Spy Missions and it proved quite usefull. Prior to that I was relying soley on intuition and constantly reloading and crashining and testing effects. Send me an E-mails and we can discuss this in detail.

Re: Spy, I'm good with just the 3 added missions for now and we can bring more in later.

Jdog's Mod is amazing, I cant wait till it supports custom religions and civics as its going in. I do want to try to get Barbarian Settle Down in this version though, last time I tried to merge it I was conflicting all over the place with some of the stuff thats in for AI autoplay (which is a bit redudent as we can allready do autoplay from the console game.aiplay [turn]) anyway. I could use a look through on the intercept functionality of the .7 source, Ive got 3 more merges going in.... Building Civic Prereq, M.A.D. and Barbarians.

I think im going to pull Pirates as i dont think its working at all. But I may wait till .8 for that.

PLE may go as well... I dont know... Its causing some issues I think that might be part of Strategyonly's issues.

Lets do this, let me get my 3 mods in, send you my source if you can check the Missile Mod intercept functionality for me (I've stepped through the code and I cant see a problem myself) then we can get the new CCCP stuff in, and it gives GRM some time to get a new cut of Earth2 out. And lets plan a limited .7 beta for squashing any issues... You, Me, StrategyOnly, Roamty, GRM, Arlborn

My todo is pretty long still for .7
Spoiler :

Version .7 Completed
XML - Naval Units Can No Longer Get Defense Promotion
XML - Destroyer, Battleship and Transports Removed Uranium Req
XML - Uranium Reveals At Physics
XML - SSBN (Submarine Based Missile Launcher) Removed Temp
Building - Nuke Silo Required To Build ICBM -3 Happy +10%WW Local +1% Global 4 Max Built
Unit - ICBM Requires Oil as Well @ Nuke Power/Rocketry +1 Upkeep
Building - University +25% WW
Unit - Nuke Bomb (Simulates Air-Carried Nukes) Range Of Bomber, Can Rebase, No Recon, Can Be Intercepted, Treated as an Air Unit. Destroys itself on mission.
Python - Roamty Religion Screen Temp Fix
SDK - Dale's Missile Mod
SDK-Units - Inquisition (Includes Unit Civic Pre-req)
SDK - Civics Free Specialist
Python - Jeckel Dynamic Religion Screen...
MAP - Dune Caladan
MAP Script - Tectonics
FIX? - Earth2 Script minStartingDistanceModifier():return -15
Tech - First To Fission Gets the New Tac Bomber Nuke Unit


ToDo:
New Crusade Tech, Wonder (Ganarts) Wonder Crusade, Only in Militant
Specialist Stacker Mod -------- Pended to .8
Subs of all classes except for SSBN Get +25/+35 against transports
Slaves! ------------ Pended to .8
Floating Tori (Building) Shinto Holy City
Cannon Forge (Building)
New Buttons On Nuke Bombers
Shinto to 800BCE ish
SDK/Python - MAD NUKES
SDK - Building Civic Preq
Religion - Zorostrasim Added
Religion - Early Religion Rate Spread to 80 (was 100)
SDK - Religion Can Spread Organicly To A City with A Religion
Wonder/Building/Project - Crusades


Plus im holding on Art for the Shinto/Zorostrasim Inquisitors. Jeckels Full fix for the religion screen. So I could be ready middle of next week for a test run of .7, I want .7 to be clean incase it takes forever to add all the Civ Gold stuff in on .8, This also lets us do a few spy's early, middle, late

Gerikies can help us set up a debug build, I'll take the compiler issue into e-mail. Any idea with those odd negitive numbers where like for Theocracy its reporting +23984209875 unhappy. I know someone got around that with some SDK stuff....

Ill send a link for the new dump domorow afternoon.
 
Ok I have a serious bug in .7 and I have no idea how to debug it....

Occasionally and I have seen this twice in the test game I was just playing a unit that wins combat dies, both the attacker and the defender die, the unit does not have the kamikaze or missile flag of any sort. Once was a warrior the second was a chariot.....

Nothing in the logs is out of the unordanary, and the combat log does record the win but the unit dies.

Any thoughts on how to debug this...

Strike that: I was doing some tests on promotions and I gave combat I kamakaze 100 as a test to see what it did.... so ok...all is good.... I should sleep now.... Sigh.... LOL
 
Hi , Got a noob question ... I downloaded the mod... install .. all load correctly no trouble there ... but when I start a new games ... I got not pop-ups.. no menu builder.... no windows ( money per turn ) nothing I just got my unit... I tried all the buton... Someone know what to do ?
 
My internet won't move to the new house til the 9th, but I should be able to do some testing. The current script for Earth2 that's posted is working fine, apart from the lack of Oasis...consider it a feature for the moment. I actually have a promotion tree ready (on text, not code) for my own inprogress mod (which may never be finished, most of what I was aiming for is already in XL) which would be easily adaptable for XL; I am not completely sure if its all doable, but it relies on tech unlocks and a bit more specialization without obsolescence (No more Combat I-II-etc tree, and no more 'rendered-useless' ancient-age promotions).
In my mod I wanted to revamp the unit classification system a little, as well, and definitely moving some units (which may not be a big deal for your mod since many units have changed; but *all* of the mounted units shouldn't be classified as "mounted" in unmodded civ...Formations are elephant and chariot fodder, Spears do nothing against Horse Archers [unless they're more than 300 feet long...] and almost all 'gunpowder' style cavalry fought dismounted...er...rant over) I'm considering just emailing you the whole text file that I had all my ideas and trees on.
 
@MikeDoc Looks like an options issue that you have single unit graphics turned on considering you should see 8 or 9 units per unit in this mod not 1-3...
Go to options and look for single unit grapgics and uncheck it.

@Elorensun Look at page 10 or so for the fix, it involves removing 2 lines from a specific python file, Sorry about that, its some test code I had in that screws up on some people's windoes install.... Again look for page 10 of the thread .7 will ship without this problem thanks for your patience..

@GRM
I persionaly feel that without you, impaler and roamty this mod would not exist, I have no problem doing closer colab with you, send away just let me and impaler hav veto....just like you guys have veto....
 
Ket: If you havent merged in thouse mods yet then use my latest source dump (on its way via e-mail) this will make it easier for me to re-incorporate. As it stands right now the numerous changes in the last 3 dumps along with the work i've been doing account for a lot of diffs in the files and its time consuming/error prone to plow through them all to the actual content.

On air interception are you looking for a GlobalDefine Inteception and Evasion cap so no unit can exceed it regardless of how many promotions it gets or simply capping at 100%. A simple 100% cap dosn't realy Do anything for game play (its still a suicide mission to bomb the city) its just going to keep people from seeing number like 115%. I think the best solution would be balancing the Promotions and Units so that greater then 100% interception simply is not mathematicaly possible or atleast extreamly unlikley. Say for example their are 3 interception promotions at 10% each and the highest interception aircraft is at 70% so with all promotes its just at 100%.
 
Right o....

The part of interceptions im really worried about is the bomber units (Dale's Missle Code) not getting intercepted. I did send a source dump to dale and he picked it up but alas no response from him yet. I'll get your code merged with mine.
 
If I remember correctly Dale said that Missles would have a chance of interception (shoot down by point defences) but its different then regualr interception I think, perhaps the stack combat code is involved some how.

P.S. Did anyone notice the Espionage screenshot I posted, its about half a page up.
 
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