What needs fixing before we release V25

I was wondering if/when the viewport issues with event messages will be fixed. That is something that should be fixed before we release, in addition to the Viewport graphical issues. The TH era may have to wait, as I won't have the time to get started on that for a week or so, setting up a new computer takes so much time.:(

What viewport issue with event messages? As far as I know it's doing what it's supposed to (it won't attempt to display things [scroll the map that is] asssociated with messages that are not within the current viewport)
 
What viewport issue with event messages? As far as I know it's doing what it's supposed to (it won't attempt to display things [scroll the map that is] asssociated with messages that are not within the current viewport)

Oh, that is good. I was confusing this with the issues with AIAndy's caching, which was causing TXT errors.:blush:

Are you planning on doing anything more with Viewports before release?
 
Oh, that is good. I was confusing this with the issues with AIAndy's caching, which was causing TXT errors.:blush:

Are you planning on doing anything more with Viewports before release?

No, not unless serious bugs are found. I am not planning on chnaging anything before release now at all subject to the serious bugs criteria.

After release I plan to just work on the AI for most if not all the next release cycle.
 
No, not unless serious bugs are found. I am not planning on chnaging anything before release now at all subject to the serious bugs criteria.

After release I plan to just work on the AI for most if not all the next release cycle.

Would making it a BUG option be a lot of work, or could that be done before release?
 
Would making it a BUG option be a lot of work, or could that be done before release?

Not much work so sure - you'll still have to restart for any changes made via BUG to take effect though.


On another matter - we really must remove the tornado event or fix it. It's like having the Great Red Spot of Jupiter sitting on your resources now - a thiousand years of tornado! (I went into WB and removed it in my current game it was that bad)
 
Not much work so sure - you'll still have to restart for any changes made via BUG to take effect though.


On another matter - we really must remove the tornado event or fix it. It's like having the Great Red Spot of Jupiter sitting on your resources now - a thiousand years of tornado! (I went into WB and removed it in my current game it was that bad)

I think it may not be there. I saved and reloaded and it was gone. Since we are so close to v25 being released I will get rid of it for now.

One bug I reported that I think is a must to get fixed is that the whole world is revealed and visible if you go into WorldBuilder and exit. No fog of war even. Strangely it is just the terrain that is visible not the units.
 
Did Inflation Offset and Percent get fixed? If not it really should as it's game-breaking not to have done it.

Also I have been thinking a little more on the Inflation rates and I think the Offset's I posted still work but the iPercent might not. This is considering that C2C has just that much longer games than original so to extrapolate the iPercent from the original BTS Epic and Marathon, tweaking a little, and working from there on to fix Snail and Eternal just doesn't do it.
Original BTS has iPercent at 20% and 10% for those speeds, C2C has 14% and 9%.
C2C's Epic is slower than BTS's Marathon so should more be along the lines of 8 or even 7 iPercent while Marathon should be 5 or even 4 iPercent.
That would leave 2 and 1 iPercent for Snail and Eternity.
Because of the tweaks and fixes that have been made to money due to gold issue threads I'm thinking a better iPercent to use would be a mix between speed and consideration of gold available in game, so more along the lines of 12/8/4/2 for iPercent.

I'm no longer surprised some people are having money issues guys, while others don't. I've always played with staying in Civics that grant No Inflation extra long, I also never Rush Buildings (which increases inflation too). Both things because I'm an avid opponent to letting inflation run rampant (and rampant it is in C2C).
Any one NOT following those guidelines will very early on see themselves overrun by inflation even early on in any game. SO's screenies in the Ideas/Discussions thread looks to be a prime example of Inflation taken a stranglehold and forced his tax to 100% before even inventing Paper.

I'm adding this to the list of things I think should be fixed before v25 is released.

Cheers
 
I can't "fix" that. I can only remove the graphic.

BTW when did scribal school change to require written tradition? It seems to be doubling the effect of that civic. I could understand the civic reducing the cost of the building but every civic choice after writing assumes you have scribes to do the writing.

The School of Scribes has been changed back to a non-Civic buiding and the faster production from Writing civic has been put back in.
 
Did Inflation Offset and Percent get fixed? If not it really should as it's game-breaking not to have done it.

Also I have been thinking a little more on the Inflation rates and I think the Offset's I posted still work but the iPercent might not. This is considering that C2C has just that much longer games than original so to extrapolate the iPercent from the original BTS Epic and Marathon, tweaking a little, and working from there on to fix Snail and Eternal just doesn't do it.
Original BTS has iPercent at 20% and 10% for those speeds, C2C has 14% and 9%.
C2C's Epic is slower than BTS's Marathon so should more be along the lines of 8 or even 7 iPercent while Marathon should be 5 or even 4 iPercent.
That would leave 2 and 1 iPercent for Snail and Eternity.
Because of the tweaks and fixes that have been made to money due to gold issue threads I'm thinking a better iPercent to use would be a mix between speed and consideration of gold available in game, so more along the lines of 12/8/4/2 for iPercent.

I'm no longer surprised some people are having money issues guys, while others don't. I've always played with staying in Civics that grant No Inflation extra long, I also never Rush Buildings (which increases inflation too). Both things because I'm an avid opponent to letting inflation run rampant (and rampant it is in C2C).
Any one NOT following those guidelines will very early on see themselves overrun by inflation even early on in any game. SO's screenies in the Ideas/Discussions thread looks to be a prime example of Inflation taken a stranglehold and forced his tax to 100% before even inventing Paper.

I'm adding this to the list of things I think should be fixed before v25 is released.

Cheers

See my post on the other thread. I suspect you're right about the iPercent due to the larger number of turns, bu I don't think the offset is relevant (I'll check more carefully later)

Edit - ok, I take it back -the offset DOES matter. The relevamt code is:

Code:
//	Called once per turn to update the current cost-to-turn-1-cost ratio
void CvPlayer::doInflation(void)
{
	int iInflationPerTurnTimes10000 = getCurrentInflationPerTurnTimes10000();
	int iTurns = ((GC.getGameINLINE().getGameTurn() + GC.getGameINLINE().getElapsedGameTurns()) / 2);

	if (GC.getGameINLINE().getMaxTurns() > 0)
	{
		iTurns = std::min(GC.getGameINLINE().getMaxTurns(), iTurns);
	}

	iTurns += GC.getGameSpeedInfo(GC.getGameINLINE().getGameSpeedType()).getInflationOffset();


	// Keep up to second order terms in binomial series
	//int iRatePercent = (iTurns * iInflationPerTurnTimes10000) / 100;
	//iRatePercent += (iTurns * (iTurns - 1) * iInflationPerTurnTimes10000 * iInflationPerTurnTimes10000) / 2000000;
	if ( m_accruedCostRatioTimes10000 == -1 )
	{
		m_accruedCostRatioTimes10000 = 10000 + iTurns * iInflationPerTurnTimes10000;
		m_accruedCostRatioTimes10000 += (iTurns * (iTurns - 1) * iInflationPerTurnTimes10000 * iInflationPerTurnTimes10000) / 20000;
	}
	else
	{
		m_accruedCostRatioTimes10000 = (m_accruedCostRatioTimes10000*(10000 + iInflationPerTurnTimes10000) + 5000)/10000;
	}
}

Edit2 - I actually think the code is incorrect. Since it was changed so that inflation simply changed the rate at which costs adjust per turn (rather than magically applying the inflation as if it had been that rate in effect forever, which is how it used to work) the iTurns shouldn't matter at all, and the offset SHOULD be irrelevant. I'll look to modify the code later to enact that, but note that it still means that any inflation you've baked in early you're stuck wih unless we give some civics deflationary modifiers, so I still think that is necessary.
 
@BlueGenie and Koshling:

Huh? I thought I had fixed out of control inflation back in V22.:confused: Are there other more optimal values for the five balanced gamespeeds? If so, what are they.
 
@BlueGenie and Koshling:

Huh? I thought I had fixed out of control inflation back in V22.:confused: Are there other more optimal values for the five balanced gamespeeds? If so, what are they.

Having looked into it more and thoguht about it a bit, I've started a new thread for this issue, as I think it goes beyond V25-appropriate tweaking.
 
Speaking of things that need doing before we release, we need to add a GEM that doesn't crash and has the proper start date, otherwise people will be irked.:mischief:
 
I'm getting into modern ages and I'm noticing some minor bugs that should be fixed.
Shaft mine doesn't get bonuses from techs that regular mine gets. I'm guessing modern mine doesn't get them too. So right now, regular mine gives +6 hammers and shaft mine only +4 hammers and +1 coin.

Diesel punk - you can build that culture before you can research the technology. I still think punks should be moved to national wonders, but this is up to mods.

Biodome spawns only bears (very rarely), wolves, panthers and lions. Is it working properly or not?

I might get more later.
 
I think it may not be there. I saved and reloaded and it was gone. Since we are so close to v25 being released I will get rid of it for now.

One bug I reported that I think is a must to get fixed is that the whole world is revealed and visible if you go into WorldBuilder and exit. No fog of war even. Strangely it is just the terrain that is visible not the units.

I cannot reproduce this. Can you provide more details and/or an example save?

All I did to test it was start a new game, go into wolrdbuilder (everything revealed), exitted worldbuilder (back to how it was before). I tested with viewports enabled and default size.
 
@BlueGenie and Koshling:

Huh? I thought I had fixed out of control inflation back in V22.:confused: Are there other more optimal values for the five balanced gamespeeds? If so, what are they.

I posted a screenie in the other thread. In it you can clearly see that @2600+BC, in late ancient, on Epic, Inflation accounts for 1/3 of my total expenses. Not the 25% others report on longer/slower speeds. (And this early in the game even 25% is a bit much imho).

JosEPh
 
I posted a screenie in the other thread. In it you can clearly see that @2600+BC, in late ancient, on Epic, Inflation accounts for 1/3 of my total expenses. Not the 25% others report on longer/slower speeds. (And this early in the game even 25% is a bit much imho).

JosEPh

Ugh, I knew this was somwhat my doing.:mad: Back in June i was testing how much gold could be removed from slower gamespeeds with tweaks to the inflationpercent modifier, and I accidentally committed those changes, meaning that inflation was 40-100% too high for each gamespeed. I have fixed this now, although Koshling and BG are working on a more complete fix in the Inflation thread, so this is a sticky-tape bandage,
 
I'll take it! And run with it too!

JosEPh ;)
 
Just remember it will not change the costs in your current games Joe. Unfortunately.

Cheers
 
Just remember it will not change the costs in your current games Joe. Unfortunately.

Cheers

See my latest proposal on the inflation thread - this would (after a little application on your part anyway)
 
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