What needs fixing before we release V34

OK we need to remove Super Forts we are loosing far more than we gain since we have lost the ability to capture forts anywhere and can't have canals. I was only for the towers because they seemed a solution to the Realist Culture spread.

I can easily remove the XML. How easy is it to remove it from the dll (Koshling/Tbrd/Alberts)?
 
I can easily remove the XML. How easy is it to remove it from the dll (Koshling/Tbrd/Alberts)?

If I may, super forts code is clearly displayed in the dll, I've been able to skip all those parts involving super forts when I've imported dll code in A New Dawn. There are a couple of occurrences not marked IIRC, mostly regarding ZoC or culture spread. So it shouldn't be too hard to remove that code. :)
 
OK we need to remove Super Forts we are loosing far more than we gain since we have lost the ability to capture forts anywhere and can't have canals. I was only for the towers because they seemed a solution to the Realist Culture spread.

I can easily remove the XML. How easy is it to remove it from the dll (Koshling/Tbrd/Alberts)?

I'm hoping, instead, that Koshling can take a moment to fix it rather than remove it. It's still a cool feature all in all.
 
Any new progress? Any items marked of the List?

Just curious.

JosEPh
 
I have been sick so I have not been pressing this. We should be in the freeze period now and only fixing bugs!

Any reason we can't start the freeze next Monday?

Must Fix

Volcanoes (rightfuture and Dancing Hoskuld)
Super Forts (Koshling and Dancing Hoskuld) - remove as we are loosing more than we gain.

Fill in the "empty" techs. I have a few for Heritage and Taxonomy.

Pedia Route page. (Dancing Hoskuld & Thunderbrd) - probably can't get to

City Screen specialists (Dancing Hoskuld) - can't get to

Signs not saved with game. - can't get to

AI for automated boats needs to get them to not stay next to enemy archers when healing as it just results in them being sunk!​

Any of these that we can't do?

I will remove the XML for Super Forts then we can test to see if we need to do anything to the dll or not.
 
On naval Blockade, I thought 45*38'N and alberts2 came up with a fix for that. I can ask 45*.

JosEPh
 
Fill in the "empty" techs. I have a few for Heritage and Taxonomy.

If you post your building-proposals here (or the New Building Thread), I can do them over the weekend!

Also, what about the bombardment issue? And did TB already add the new Education effects?
 
I did add the education effects. That's done and working nicely imo.

The list of things accomplished over the last few weeks is actually perhaps enough to make it the most productive 2 weeks I've ever had. But there's still a laundry list of cleanup tasks. I also see some of the new units and other new developments as being balance improvement factors. The way I see it, the longer we stay on this 'perfection' phase until we find that what we can see needs addressed has been (or is too big an issue to warrant holding up others with) the better.

I still have quite a list of things to address - a list of extremely varied task lengths and difficulties. Some, I don't know how long they'll take because they are wretchedly difficult bugs to uproot.

I'd have to say the bombardment rewrite plans and even any patchwork there is likely to be necessary to hold off until next cycle so it's going to be a known release bug. It's just too big a job to expect to get done within a month since it's going to require a total overhaul of the units that can bombard to define what will be new tags for bombardment.

This is by no means a comprehensive list of what I would like to make sure gets done before the release but it's what I still have written down and there's more I need to capture from recent conversations to add to this list. It also probably doesn't consider some of the worst debugging tasks since Alberts OR I (or perhaps some surprise assistance) may make the needed breakthroughs there at any time.

So far the list is:
  • Review and make clear all help hover popups. This means I need to reorganize some of those, make some tags condense rather than continue to list off items with a new line between each one, design hotkey pages to help sort the info out etc... I don't want to see any more help hovers running off the top of the page anymore by the time I'm done so this will take a while.

  • A health/unhealth/happiness/unhappiness audit - some incorrect values were showing for some players lending to there being some errors in here that need to be tracked down and eliminated.

  • Note to DH: Military Standard Canines shows that it speeds the production of bear units.

  • Some text fixes recently noted.

  • Update water hunting promos so they get a bonus vs the flight unitcombat

  • Evaluate to make sure that the best units are being selected properly for defensive stacks - and perhaps if I can find the time, make sure to make the attack stacks correctly select the best attacker.

  • Adjustment to the Food Trade mechanism so every population can't end up producing more food than it eats on purely trade enhancement.

  • Get the Rams updated so they are working as Nimek and I intended.

  • Adjust the earliest units so they are one size less and one quality category more.

  • I DID want to get a unit recalculation mechanism built but I'll leave that til next cycle.

  • Address some matters regarding bird flight discussed earlier.

  • Some Divine Prophets display fixes.

  • I'm sure there's more I can't think of off the top of my head.
 
@Faustmouse, I need one "Story about " for each animal. I was going to say like the Dart Frog but I did that one in a bit more complex way than I needed to, so I will post the Bear ones soon. It also needs new buttons for each one but I have not gotten to that yet.

@All, The main problem is that we need a release soonish as we promised one late Jan early Feb and I just realised not only that we are in late Jan but that I need to be away for a few weeks in Feb.

I suppose we could leave it until the end of Feb.
 
I did add the education effects. That's done and working nicely imo.

Ok great! I have some problems lately to update my SVN due the very slow internet here, where did you add the education effects?

  • Adjust the earliest units so they are one size less and one quality category more.

Do they really NEED (or deserve) a quality category more? If all early human units are equally "bad", this would be an improvement I think. If all early units are 20% weaker (or the REAL early ones 40%), they should be still nicely balanced. And it would increase the threat from wild animals, which is also a desirable effect IMO.
 
Do they really NEED (or deserve) a quality category more? If all early human units are equally "bad", this would be an improvement I think. If all early units are 20% weaker (or the REAL early ones 40%), they should be still nicely balanced. And it would increase the threat from wild animals, which is also a desirable effect IMO.
I do think they do. It'd make them too weak to bother to have. They're already well threatened by animals at 1 str and less as is.
 
On naval Blockade, I thought 45*38'N and alberts2 came up with a fix for that. I can ask 45*.

JosEPh

alberts2 has done that. It'll be in next AND revision, but I don't know if he has already pushed this change in C2C.
 
45°38'N-13°47'E;13023994 said:
alberts2 has done that. It'll be in next AND revision, but I don't know if he has already pushed this change in C2C.

The fix is already in the SVN.
 
Research discrepancies? (Thunderbrd)
Already taken care of.

AI for automated boats needs to get them to not stay next to enemy archers when healing as it just results in them being sunk!
I'm not familiar enough with the AI coding yet to say I could easily address this. Koshling probably could if he could find a moment.

Ok great! I have some problems lately to update my SVN due the very slow internet here, where did you add the education effects?
To the auto-buildings for education.
 
I still think the city limits for National Wonders are way too high now. Even if there are twice as many NWs now as there were, most cities were nowhere near their limits before - only your core 3-5 cities were hitting them. Then the limits were doubled.:sad: My 70-city empire in late Renaissance has 500 and maybe 600 free slots!...(and the two or three NWs available to build aren't worth it anyway!)

Fair enough I don't have all the new early NWs because I was on v29 then, but there can't be 500 of them...
 
I still think the city limits for National Wonders are way too high now. Even if there are twice as many NWs now as there were, most cities were nowhere near their limits before - only your core 3-5 cities were hitting them. Then the limits were doubled.:sad: My 70-city empire in late Renaissance has 500 and maybe 600 free slots!...(and the two or three NWs available to build aren't worth it anyway!)

Fair enough I don't have all the new early NWs because I was on v29 then, but there can't be 500 of them...

Is there a good reason to shrink the limits, though? What benefit would that bring? For those of us that run much smaller empires than you seem to, having those limits in place would be gamebreaking.
 
Is there a good reason to shrink the limits, though? What benefit would that bring? For those of us that run much smaller empires than you seem to, having those limits in place would be gamebreaking.

There was no good reason to increase them anywhere near this much, and that was only done in the last few months, since v33.

So do tell what era you're in and how many NWs you have total (and how many cities). Even if you have 100 NWs that I don't, I could fit those in 20-25 cities with half the slots I have now.

You have the Unlimited Wonders option for if you want to go over the limit. I'm saying that I don't have a Limited Wonders option for NWs anymore!
 
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