What needs fixing before we release v35

That wont necessarily work. The translators are more likely to have done the translations in the core files so if the text is the same in both you need to merge the duplicates together. If the text is not the same then you need to decide which is the correct one.

That should be only common sense:) That was one reason i didnt want to do it, to tedious, and my hand/arm would not of taken that much copy and paste stuff.
 
Arabia is missing or wrong in CvCultureLinkInterface.py

Looks good to me????
Code:
	if (gc.getInfoTypeForStringWithHiddenAssert("CIVILIZATION_IRAN") > 0):
		coords.append(GeographicalCoordinate("CIVILIZATION_IRAN", 21.426, 39.830))

	if (gc.getInfoTypeForStringWithHiddenAssert("CIVILIZATION_ARABIA") > 0):		coords.append(GeographicalCoordinate("CIVILIZATION_ARABIA", 21.423, 39.826))
	if (gc.getInfoTypeForStringWithHiddenAssert("CIVILIZATION_SOMALIA") > 0):		coords.append(GeographicalCoordinate("CIVILIZATION_SOMALIA", 21.423, 39.827))

but i will try this?

Code:
	if (gc.getInfoTypeForStringWithHiddenAssert("CIVILIZATION_ARABIA") > 0):		coords.append(GeographicalCoordinate("CIVILIZATION_ARABIA", 21.425, 39.829))

nvrmd, someone changed the whole thing around :crazyeye:
 
Looks good to me????
Code:
	if (gc.getInfoTypeForStringWithHiddenAssert("CIVILIZATION_IRAN") > 0):
		coords.append(GeographicalCoordinate("CIVILIZATION_IRAN", 21.426, 39.830))

	if (gc.getInfoTypeForStringWithHiddenAssert("CIVILIZATION_ARABIA") > 0):		coords.append(GeographicalCoordinate("CIVILIZATION_ARABIA", 21.423, 39.826))
	if (gc.getInfoTypeForStringWithHiddenAssert("CIVILIZATION_SOMALIA") > 0):		coords.append(GeographicalCoordinate("CIVILIZATION_SOMALIA", 21.423, 39.827))

but i will try this?

Code:
	if (gc.getInfoTypeForStringWithHiddenAssert("CIVILIZATION_ARABIA") > 0):		coords.append(GeographicalCoordinate("CIVILIZATION_ARABIA", 21.425, 39.829))

nvrmd, someone changed the whole thing around :crazyeye:

That was me, that file was :crazyeye: now it's working and a bit reformatted.
 
Remove all those excessive yieldchanges and modifiers where all values are zero.
Code:
<YieldChanges>
				<iYield>1</iYield>
				<iYield>0</iYield>
				<iYield>0</iYield>
			</YieldChanges>
			<CommerceChanges>
				<iCommerce>1</iCommerce>
				<iCommerce>0</iCommerce>
				<iCommerce>0</iCommerce>
				<iCommerce>0</iCommerce>
			</CommerceChanges>
			<ObsoleteSafeCommerceChanges>
				<iCommerce>0</iCommerce>
				<iCommerce>0</iCommerce>
				<iCommerce>0</iCommerce>
			</ObsoleteSafeCommerceChanges>
			<CommerceChangeDoubleTimes/>
			<CommerceModifiers>
				<iCommerce>0</iCommerce>
				<iCommerce>0</iCommerce>
				<iCommerce>0</iCommerce>
			</CommerceModifiers>
to
Code:
<YieldChanges>
				<iYield>1</iYield>
				<iYield>0</iYield>
				<iYield>0</iYield>
			</YieldChanges>
			<CommerceChanges>
				<iCommerce>1</iCommerce>
				<iCommerce>0</iCommerce>
				<iCommerce>0</iCommerce>
				<iCommerce>0</iCommerce>
			</CommerceChanges>
			<ObsoleteSafeCommerceChanges/>
			<CommerceChangeDoubleTimes/>
			<CommerceModifiers/>

In addition activate the xsd-schema so all files refer to the same and actual schema.
 
Remove all those excessive yieldchanges and modifiers where all values are zero.
Code:
<YieldChanges>
				<iYield>1</iYield>
				<iYield>0</iYield>
				<iYield>0</iYield>
			</YieldChanges>
			<CommerceChanges>
				<iCommerce>1</iCommerce>
				<iCommerce>0</iCommerce>
				<iCommerce>0</iCommerce>
				<iCommerce>0</iCommerce>
			</CommerceChanges>
			<ObsoleteSafeCommerceChanges>
				<iCommerce>0</iCommerce>
				<iCommerce>0</iCommerce>
				<iCommerce>0</iCommerce>
			</ObsoleteSafeCommerceChanges>
			<CommerceChangeDoubleTimes/>
			<CommerceModifiers>
				<iCommerce>0</iCommerce>
				<iCommerce>0</iCommerce>
				<iCommerce>0</iCommerce>
			</CommerceModifiers>
to
Code:
<YieldChanges>
				<iYield>1</iYield>
				<iYield>0</iYield>
				<iYield>0</iYield>
			</YieldChanges>
			<CommerceChanges>
				<iCommerce>1</iCommerce>
				<iCommerce>0</iCommerce>
				<iCommerce>0</iCommerce>
				<iCommerce>0</iCommerce>
			</CommerceChanges>
			<ObsoleteSafeCommerceChanges/>
			<CommerceChangeDoubleTimes/>
			<CommerceModifiers/>

In addition activate the xsd-schema so all files refer to the same and actual schema.

I include cleaning the Yields and Commerces in my current project.

The xsd in the svn is not complete, i had planed to complete this months ago but RL and a broken SSD:mad: delayed this. Maybe i can finish it this weekend.
 
Keep in mind that the yields and commerces showing 0 must still be there if they are BEFORE a line that HAS a value or you'll make nearly all yield and commerce modifiers apply to the fist few yields and commerces!
 
Keep in mind that the yields and commerces showing 0 must still be there if they are BEFORE a line that HAS a value or you'll make nearly all yield and commerce modifiers apply to the fist few yields and commerces!

According to my initial advice:
Remove all those excessive yieldchanges and modifiers where all values are zero.
 
One of my tasks on my list here:


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?
This is still awaiting some comments. If I don't receive any I'll get to adjusting it as proposed.
 
This is still awaiting some comments. If I don't receive any I'll get to adjusting it as proposed.

Not sure why this wonder should have any impact on player :gold: at construction, to be honest.

OTOH 1% do not seem that unreasonable - if you have 1 million :gold:, you could use it to rocket your construction/upgrade anyway. If 10k :gold: per turn is unbalanced, being able to stockpile 1 million :gold: (and spend those 10k every turn for 100 turns...) is even more, so I'd say the problem is there rather than in the 1%.

On a side note, I'm a bit disturbed that the in-game effect of banks (including world bank) is to increase you :gold: revenues - it's quite a stretch compared to what they do (or should do) IRL. More realistically, they would increase :hammers: or :commerce: (lending money helps business grow), but I don't think this would fit well within the game. Well, food for thought for another day...
 
hmm... so take the at construction blast down to nothing and keep the building at 1% per round otherwise?

Then, theoretically if the building is continuing to cause trouble then it's a problem elsewhere huh?

One issue with this is that it has a lot to do with how the player plays the game so a player who TRIES to accumulate a lot of gold can easily do so at that stage as the margins within each increment on the slider itself each represent a greater and greater amount of gold as time goes on so late in the game 5% can mean a LOT of gold. You can force a player down to 50% gold on the slider to keep his nation running well and he can still end up getting 5k per round by putting another 5% into gold. So at some point the overloads themselves will need to be more directly addressed.

That proposal should work to an extent to help (this is just a patch issue to alleviate some symptoms anyhow, not an underlying fix to the larger problem.)
 
This is still awaiting some comments. If I don't receive any I'll get to adjusting it as proposed.

I agree with you. 10% or even 5% initially, and 0.05 to 0.1% ongoing.

However (and I may have misunderstood you), you refer to changing /100 to /500. /500 is equivalent to 0.2%. 0.05% would be /2000
 
Hopefully (my) Space stuff will remove some money from the game. In my test game I have 50 cities and it changes from -10.000 :gold: per turn to +5000 :gold: per turn easily, depending if I build labs in every city or Credit Union etc.
 
Ok, aside from one little bug in the strength animals are getting when generated by the biodome under Size Matters that I haven't figured out yet (which isn't terribly bad considering they can't attack...) I've completed the tasks I wanted to complete before the release.

There's a lot on the plate still but I've done all the prerelease stuff I wanted to get done.

@Hydro: should we move our FPK files to the core at this point? I could do that for us as we wait for release...
 
Ok, aside from one little bug in the strength animals are getting when generated by the biodome under Size Matters that I haven't figured out yet (which isn't terribly bad considering they can't attack...) I've completed the tasks I wanted to complete before the release.

Just letting you know, my 30-strength baby lion is in my Aotearoa game that started in v29, so Size Matters option is definitely not switched on.
 
Just letting you know, my 30-strength baby lion is in my Aotearoa game that started in v29, so Size Matters option is definitely not switched on.

Yeah i am pretty sure its not SM, but really what does it matter what the str is, you cant attack anyways??
 
Yeah i am pretty sure its not SM, but really what does it matter what the str is, you cant attack anyways??

Not a biggie, but it does make a difference. The AI leave their tamed animals in the open for my HNs to XP up on, but my Bandit Rider (and even Warlords and Highwaymen) will think twice (and then forget it:lol:) if they're strength 30.

As for strength 200, if you got that in early Industrial where I am, you could use that as top defender in your attack stack of death, and just clean up the map!;)
 
Just letting you know, my 30-strength baby lion is in my Aotearoa game that started in v29, so Size Matters option is definitely not switched on.

Hey now that's good to know! Definitely something about the building then... I'll go investigating further.
 
Back
Top Bottom