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Old October 3, 2008, 17:51   #121
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Hi guys! Thanks for the patch (and mod). Already playing all my SP games with it

I realize Dale was in beta so the following might be in with good reason but I noticed more than once that when i trow goods in the sea it only takes the king one or two turns to demand extra taxes again. Maybe the 'meter' doesnt reset correctly or I did such massive amount of trading before its over the tax break again but it makes trowing things in a bit useless.

Next is a small request. When I trade with natives I cant seem to adjust the amount of goods I want to trade with them.

Anyway, ignore at will, keep the good work up
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Old October 3, 2008, 18:41   #122
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That's something I want to look at when I'm able.
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Old October 3, 2008, 19:17   #123
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Code:
bellRateMultiplier = ((GC.getHandicapInfo(getHandicapType()).getKingUnitThresholdPercent() / 100) * GC.getDefineINT("REVOLUTION_EUROPE_UNIT_THRESHOLD_INCREASE"));


This may have already be addressed, but I think multipling by 0.01 is safer than dividing by 100; with division unless the other number is a float or double, int division is going to happen which will truncate.
By multipling by 0.01 instead the result in either case will be a double.
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Old October 4, 2008, 07:30   #124
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i'm not sure whether it's about the patch, it keeps crash when it goes to the next certain turn, hmm.

and i copy 1.03 back to PatchMod to replace 1.04, it does not crash again. the 'next' turn is about Montezuma's policy screen, i'm not sure whether it's about video or some sort of it.

Last edited by goddy; October 4, 2008 at 07:44.
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Old October 5, 2008, 03:01   #125
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Please post the save where all I have to do is hit end turn to make it crash so I can debug it.

Thanks
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Old October 5, 2008, 07:08   #126
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If nobody has suggested it yet, to make a shortcut that will automatically load the mod as you open the game, create a shortcut pointing to:

"C:\Program Files\2K Games\Firaxis Games\Sid Meier's Civilization IV Colonization\Colonization.exe" mod="PatchMod"

or, if your path to the game is different, simply add
mod="PatchMod"
to the end
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Old October 5, 2008, 07:55   #127
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Quote:
Originally posted by goddy
i'm not sure whether it's about the patch, it keeps crash when it goes to the next certain turn, hmm.

and i copy 1.03 back to PatchMod to replace 1.04, it does not crash again. the 'next' turn is about Montezuma's policy screen, i'm not sure whether it's about video or some sort of it.
Quote:
Originally posted by Dale
Please post the save where all I have to do is hit end turn to make it crash so I can debug it.

Thanks
I have similar (maybe the same) issue.

On when the diplo screen pops up (usually on turn transition) the game will crash sometimes (Bluescreen, Restart)

The crashes are reocurring (about once aver 2- 3 hours of playing) but not reproduceable - loading up a Autosave from the turn it crashed, i get the same Diplo, but no Crash. (It crashes again a few hours later at some point...)

These are 100% not connected to the Patch - i get them with this patch, wirh Ellestars REF mod and with the clean game.

The Bluescreen will say something about Bad Memory Paging (not enought time to read it all...) so i guess it's some kind of memory leak - perhaps connected to graphical assets.
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Old October 5, 2008, 18:45   #128
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My thoughts on calculating REFs:

http://apolyton.net/forums/showthrea...hreadid=181042
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Old October 5, 2008, 19:07   #129
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Quote:
Originally posted by Refar
The Bluescreen will say something about Bad Memory Paging (not enought time to read it all...) so i guess it's some kind of memory leak - perhaps connected to graphical assets.
I've had this sort of issue with a variety of games - Make sure that you have the most up-to-date drivers for all of your hardware. This can often cause BSODs.
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Old October 5, 2008, 23:30   #130
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Dale -

If UI changes for sorting the trade routes are not feasible, there is still code that could be inserted to give it SOME semblance of order. If you'd like, I can write that up and send it your way.
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Old October 6, 2008, 00:04   #131
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Quote:
Originally posted by Durnil
Dale -

If UI changes for sorting the trade routes are not feasible, there is still code that could be inserted to give it SOME semblance of order. If you'd like, I can write that up and send it your way.
Actually that would be appreciated. I've got my hands full at the moment fixing map, AI and worldbuilder issues.
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Old October 6, 2008, 02:23   #132
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Quote:
Originally posted by Dale


Actually that would be appreciated. I've got my hands full at the moment fixing map, AI and worldbuilder issues.
Could you shoot me an email so I know where to send the code?
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Old October 6, 2008, 02:24   #133
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Quote:
Originally posted by Durnil


Could you shoot me an email so I know where to send the code?
*at a.bettik@gmail.com
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Old October 6, 2008, 04:38   #134
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Old October 6, 2008, 05:37   #135
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Originally posted by Dale
thesdale at gmail dot com
I'll send it your way tomorrow.
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Old October 7, 2008, 05:24   #136
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Changing the ini for:

; Dont show the game background during movies - may speed up movie playing
HideMovieBackground = 1

(Was = 0 originally)
Seem to have stopped the above mentioned crash on diplo issue.
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Old October 7, 2008, 08:19   #137
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v1.05 is posted. Please see the first post for details, download, instructions and changes.
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Old October 7, 2008, 09:08   #138
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NEW * European horses tripled in price.
:O

Well cant argue it wasnt needed. Hope with triple you mean max 600 though, otherwise its a bit unbalanced with guns price.
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Old October 7, 2008, 10:01   #139
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Ummm... again, can't argue that it's necessarily a bad move, but isn't that outside the scope of a patch? If you're going to do that, why not make LBs affect garrisons?
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Old October 7, 2008, 10:05   #140
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Basically? Increasing prices is a balance issue. Changing a fundamental game mechanic that has been explicitly intended by the game developers, and to the best of our knowledge they have not changed their minds on this, is not appropriate for a patch.
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Old October 7, 2008, 10:10   #141
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One thing to look at with 1.05: The new messages about nearly-out-of-space and out-of-good. Not only 'do they work properly' (I am fairly confident they do), but 'are they annoying as heck'. We didn't put them in with an option to turn them off, and I need to know if there's a reason to put in an option to turn them off.
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Old October 7, 2008, 10:12   #142
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Well isn't the LB a balance issue as well? Especially since you're hard coding the AI to use a standing army, thereby making it more difficult for them to achieve independence?
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Old October 7, 2008, 10:28   #143
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We adjusted the LB balance issue already (regarding REF size), in the first patch. We (read: Dale) made the AI much, much better at achieving independence... They aren't going to have THAT big of a standing army, and frankly they should take longer to declare ... they were declaring way too early in terms of their power situation already.

LBs affecting garrisons has been explicitly defined by the developers as working as intended (it's in a thread here somewhere). If a solution exists that accomplishes their goals, it's possible we'll look into it, but LBs will not be made to affect standing army units directly, unless Firaxis changes their mind or issues a clarification themselves. If we change it, it would be to make SoL decay slower (to allow you to educate your army, and then send them out), I suspect.

The intention of the patchmod - as with Solver's patch from BtS - is to be as close as we can come to what Firaxis would release as a patch. As such, we really can't make a change Firaxis explicitly negated...
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Old October 7, 2008, 11:02   #144
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Not sure if this has been brought up or can be addressed, but can you guys do something about the fact that all of the European countries seem to settle in the same place? I'm playing either a large or huge map, and 2 (or sometimes all 3) other countries are within a few tiles of me. It's ridiculous, and it happens 4 out of 5 games I generate.
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Old October 7, 2008, 11:29   #145
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I noticed the no-war-in-20-turns affects indians when you loot their burial grounds. I had a "they declare on you!" & "no declaration of war allowed first 20 turns!" at the same time. Intentional? Can you separate European AI from native AI? And can the 20 turn be scaled for speed?
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Old October 7, 2008, 14:18   #146
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The Sail to East/West coast seem not to be working properly...

Most of the time it does not work at all:

Once i found the Passage to Europe on the other side, i got two Buttons in the Europe Screen - Sail East and Sail West - both have exactly the same effect however - the ship will come back on the side (and the exact location) where it embarked from - i think it was the default, unpatched behaviour as well.

-----

On one map however (made with Cephalos script: http://forums.civfanatics.com/showthread.php?t=293491) i had a weird occurence:
The Buttons for Sail West / East did work. However the ship came back at weird locations.

If it came back the same side as embarked, it changed location, not coming back on the same plot where it embarked from. Not sure how the plot was chosen. Closest to harbour ?

When coming back to the other side (Embark East Come Back West) i would kind of expect this - because it impossible to come back on the same spot then.

But most of the time i want my ship to pop back exactly where it started from. It's i.e. important on privateers.

Edit: I recreated the weird behaviour from a autosave.
Rapidshare... Sorry
http://rapidshare.com/files/151819923/Weird.zip.html
The Weatern Passage is not Discovered yet.
Use the Active Galleon - move it to another europe tile, send it to europe and back and it will pop up in the plot where it is in the save.
You could use the Privateer to quickly go to the West side of the map, to try it from there as well...

-----

For the "Not working at all" i can provide a savegame - tho it is easily reproducible - Tiny map, play as Dutch for the faster ship...

The second, weird, behaviour i only seen once and wasn't able to reproduce so far. Another map generated with Cephalos script led to the "not work at all" - state.

Last edited by Refar; October 7, 2008 at 14:48.
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Old October 7, 2008, 15:08   #147
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Thanks Refar will check it out. Wouldn't be surprised if something else has broken the east-west returns.

The return plot is based on average closeness to your colonies. But if it's critical for privateer avoidance I can stop that occuring for return trips to the same side.
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Old October 7, 2008, 15:41   #148
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Oh so the one i called "weird" and provided a "bugged" save for is actually the expected behaviour
Sorry

Here's one for the really buggy part:
http://rapidshare.com/files/151837279/A_New_World.zip.html

The Ship is in Europe (came from West). Send it to back east or west - it will allways come back west.

I have increased the number of turns in a standard game, otherwise my game is clean, so there should be no mods interfering.

-----

I think it would be better if ships returning on the same side would pop back exactly where they embarked from.

I did not run in Privateer-Avoidance a lot so far.
But for Privateer-Usage i really prefer them to work near other colonies than my

And with normal shipping - i will sometimes have something like 2 treasures on a island. So i pick one and it would be nice if the Galleon came back to pick the second...

Last edited by Refar; October 7, 2008 at 15:52.
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Old October 7, 2008, 15:54   #149
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Your game is saying it is vanilla, not PatchMod.

Here's the header from your save:

Quote:
 „  M a g i c D r a g o n ' s G a m e A _ N e w _ W o r l d
And the header from my save:

Quote:
  Mods\PatchMod\ d D a l e ' s G a m e A _ N e w _ W o r l d
So either you have installed the mod over the default files (let me know if this is the case) or you're running this game not in PatchMod.
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Old October 7, 2008, 15:58   #150
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Quote:
Originally posted by Dale
Thanks Refar will check it out. Wouldn't be surprised if something else has broken the east-west returns.

The return plot is based on average closeness to your colonies. But if it's critical for privateer avoidance I can stop that occuring for return trips to the same side.
I think I'd agree that it should be back to the same spot on return trips - or, maybe, (you're going to kill me aren't you), a third button for 'return to original plot'?
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