What needs fixing before we release v35

I can handle all of these, if you want. Or at least try to, if i need help i will let ya'll know.

EDIT: - ArtInfo '' not found,,, All this is that whom ever did these left out "Art/Units/megafauna/" on the nif/shader lines :mischief:

ie: Had on almost all : "example"

<NIF>german_zebra_cavalry/hussar.nif</NIF>
<KFM>Art/Units/unique/russia/cossack/russiancossack.kfm</KFM>
<SHADERNIF>german_zebra_cavalry/hussar.nif</SHADERNIF>

should be:

<NIF>Art/Units/megafauna/german_zebra_cavalry/hussar.nif</NIF>
<KFM>Art/Units/unique/russia/cossack/russiancossack.kfm</KFM>
<SHADERNIF>Art/Units/megafauna/german_zebra_cavalry/hussar.nif</SHADERNIF>

EDIT:

I was just thinking, shouldn't the PUNK's in the core tech tree, be moved to the Alt-Timelines also??

Dieselpunk
- ART_DEF_BONUS_DIESELPUNK not found (because its an Art/Empty.nif slot)

- BONUS_STEAMPUNK in units/ Unit Combat
- BONUS_CYBERPUNK in units/ unit combat
- BONUS_ATOMPUNK in units/ unit combat (All of these should NOT matter, they are in CIV4UnitCombatInfos which should NOT matter because it is now a separate folder, but TB would know better sense its his file??)

Biopunk
- BOUNS_BIOPUNK in Civilizations/ unit art style type
- BONUS_BIOPUNK in Alt_timelines\Cyberpunk\ buildings
- BUILDING_PHEROMONE_LAB Alt_timelines\Cyberpunk\ buildings (These should be ok also, as in above also??? TB???)

Dont know what your saying about the "Craft stuff" on Hydro's stuff?? thats a different ballgame???
All cultures need to have a corresponding unitcombat. DH explained how to resolve it though I'm not sure what it should look like if the dependency tag was used to do so (still... there's no other use on these than to define the culture of the unit so it sounds like the dependency may work by simply making sure that the culture is in the definitions.)

Otherwise it's just a matter of defining the unitcombat in its own modular file in the module rather than the core.

The applications of these cultural unitcombats haven't come into play quite yet of course.
 
The freeze is still set to start on the 10th right?

I can't finish the changes i had planned to do before the freeze. This means i stop working on them and focus completely on fixing errors.
 
Today I want start uploading my files after cleaning
also can I remove intro.bik file? This file is not active and I dunno how make him to be played at start of the game. And he takes 79Mbs.
 
Otherwise it's just a matter of defining the unitcombat in its own modular file in the module rather than the core.

This is probably the better way over all when you have optional mods.

The freeze is still set to start on the 10th right?

I can't finish the changes i had planned to do before the freeze. This means i stop working on them and focus completely on fixing errors.

OK, lets move the freeze and release back a week.
 
wanted to ask about added translations. about the Russian language. thank you for added language. yet translated only the main menu. and it is impossible to translate everything else through an interpreter at least? it would be much easier. text a lot, and we have the translation is still no one does now
 
wanted to ask about added translations. about the Russian language. thank you for added language. yet translated only the main menu. and it is impossible to translate everything else through an interpreter at least? it would be much easier. text a lot, and we have the translation is still no one does now

Sorry, I a not understanding what you wrote.

We don't have any Russian translations in Caveman2Cosmos because no one has done them. I am not sure that we can support them. However if you have one of the text files with translations I can merge it with our version of the text file and we can see if it works.

People have given us their language translations and I have merged them in. That is how we have the French, German, Italian and Spanish.
 
Is the Resource tab of the Foreign Advisor still on the agenda to be fixed this cycle (assuming it ever was lol)?
 
I can put it back to the way it was, but that is worse than what is there now.

I have about 4 of Platyping's screens I am converting to C2C the Foreign Adviser is the fifth. If I remember rightly there was a bug that Platyping was fixing so I stopped, he then made some big changes/steps forward with the whole Foreign Adviser python combining two files into one. I never got back to it after he got it working. It is probably not helping that I am trying to convert them to BUG first so that I can put them out there for other BUG users.
 
I just updated my game and played 2-3 turns. What I noticed was that all my Straw Gatherer and A LOT of other buildings stopped their buisness. Any idea why? Maybe the new improvements are not valid prereqs for the vicinity buildings?
 
I can put it back to the way it was, but that is worse than what is there now.

I have about 4 of Platyping's screens I am converting to C2C the Foreign Adviser is the fifth. If I remember rightly there was a bug that Platyping was fixing so I stopped, he then made some big changes/steps forward with the whole Foreign Adviser python combining two files into one. I never got back to it after he got it working. It is probably not helping that I am trying to convert them to BUG first so that I can put them out there for other BUG users.

afaik Horatius imported it into RI which uses BUG
 
I just updated my game and played 2-3 turns. What I noticed was that all my Straw Gatherer and A LOT of other buildings stopped their buisness. Any idea why? Maybe the new improvements are not valid prereqs for the vicinity buildings?

If you did a recalc it sometimes takes a turn or two for the auto build chains to get rebuilt. This means that your straw gatherer doesn't get the access to the resource it needs until that building is rebuilt.
 
One of my tasks on my list here:

I said:
World Bank tag function adjustment to keep it from so quickly allowing the national gold accumulation to exceed integer limits (and possibly actually limit maximum gold to the MAX_INT to keep this from ever being a problem from any OTHER reason.)
I looked into this and here's how it seems to be working:
1)When built it will add 50% of the current amount of the player's total gold to the player's total gold.

I think this is WAY too much! Maybe 10%?

2)Every round it adds 1% of the player's total current gold to his gold total.

I wouldn't think this too much except that this wonder has been identified as thrusting the player forward into gold integer overloads very rapidly. 1,000,000 gold held would mean it adds another 10,000 gold per round. This may be a semi-extreme example but combined with the amount on building the wonder it may not be impossible by any means. I like the % concept so perhaps .05%? This would be half and the math can support it the way its written by changing the python from /100 to /500. This may help slow the push towards an int overload combined with the previous suggestion.


Or I can leave it alone. But it really can be one overpowered wonder as it is if the player gets to hoarding a lot.

What does everyone else think?
 
I notice that none of the things I put in the bug thread as known problems when we released v34 have been fixed.

I'll go through and add my comments at least:
  • Forming a Colony may cause you to declare war on everyone including your other vassals.

    I've never interacted with Colony code since I don't play with vassal options at all. If I tried to look into this it would take me a while since I have complete unfamiliarity with not only where the codes are that control it all but how it should work in the first place.

    Therefore, I have to say 'not my territory'.

  • Killing an animal while you or it are in barbarian territory may not result in capture or food or hammers.

    I thought this was how it was supposed to work? That said if we desire it to be changed I can possibly look into it. But then again, is this stuff handled in python or in the outcome mission code? Neither one is a region I'm terribly comfortable working in so I'd suspect this would take me a rather extended amount of time to work out. Might be worthwhile as it would help me grow more familiar with wherever this is taking place but I do find that generally the difficulty of a task vs the value of the task is one of the things that sways which direction I work in next since I want the most results from the time I invest more than anything. Still... it would be good to look into. However, is this a cause to delay a release?

  • Boats on auto explore will try and heal next to land units that are damaging them. They stay there trying until they sink.

    Yeah, this kind of AI work is still a little above my comfort zone at the moment. Again, it will require extensive research to not only find WHERE to tweak the AI and then how to get it to recognize that it's being hit. I THINK Koshling has included function calls that can enable a unit to recognize this stuff but I'm not sure how to call or use them so I'd have to find some examples of this elsewhere and apply it in just the right spot in the AI code (not an easy labyrinth to navigate either.)

  • Signs you place on the map disappear if you save.

    From what I understand this was something to do with a python/dll interaction bug. I can't even begin to theorize how this takes place.

In summary, all of the above would take me an exorbitantly long time to try to disseminate and work out. None are IMPOSSIBLE but I've familiarity with none of the regions the bugs are in so would be something I could struggle a great deal with. As a result, I've pretty much ignored them given that none are terribly game breaking.
 
  • Killing an animal while you or it are in barbarian territory may not result in capture or food or hammers.

    I thought this was how it was supposed to work? That said if we desire it to be changed I can possibly look into it. But then again, is this stuff handled in python or in the outcome mission code? Neither one is a region I'm terribly comfortable working in so I'd suspect this would take me a rather extended amount of time to work out. Might be worthwhile as it would help me grow more familiar with wherever this is taking place but I do find that generally the difficulty of a task vs the value of the task is one of the things that sways which direction I work in next since I want the most results from the time I invest more than anything. Still... it would be good to look into. However, is this a cause to delay a release?

It is in the dll. I tried changing the outcomes etc in the XML but to no effect. There is no Python involved.

  • Signs you place on the map disappear if you save.

    From what I understand this was something to do with a python/dll interaction bug. I can't even begin to theorize how this takes place.

This was introduced with Koshling's last attempt a graphics changes. The one where we could play a lot longer without having to resort to view ports. If you have Personalized Map on the signs don't disappear as frequently and come back after a save and load mostly.
 
I notice that none of the things I put in the bug thread as known problems when we released v34 have been fixed.

  • Killing an animal while you or it are in barbarian territory may not result in capture or food or hammers.

    Is this really happenig i don't remember seeing this in a game? I looked at the code back in february but i did not find anything but i look again.

  • Boats on auto explore will try and heal next to land units that are damaging them. They stay there trying until they sink.

    This is very hard to reproduce und debug and is that boat even able to see the danger?
 
  • Killing an animal while you or it are in barbarian territory may not result in capture or food or hammers.

    Is this really happenig i don't remember seeing this in a game? I looked at the code back in february but i did not find anything but i look again.

The error is in the xml the Outcomes are missing the bBarbarianTerritory tag.
 
I think we may need to stay in the freeze with nothing but bug fixes for awhile more. RL means that I a way behind on the stuff I am supposed to be doing to fix bugs.
 
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