October 3, 2008, 17:51
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#121
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Settler
Local Time: 12:11
Local Date: November 21, 2009
Join Date: Nov 2005
Posts: 4
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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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October 3, 2008, 18:41
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#122
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Deity
Local Time: 05:11
Local Date: November 21, 2009
Join Date: Apr 2004
Location: Of the Peanuts Gallery
Posts: 28,025
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That's something I want to look at when I'm able.
__________________
<Reverend> IRC is just multiplayer notepad.
I like your SNOOPY POSTER! - While you Wait quote.
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October 3, 2008, 19:17
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#123
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Emperor
Local Time: 06:11
Local Date: November 21, 2009
Join Date: Sep 2002
Location: Maryland Heights, MO
Posts: 6,188
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Code:
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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.
__________________
1st C3DG Term 7 Science Advisor 1st C3DG Term 8 Domestic Minister
Templar Science Minister
AI: I sure wish Jon would hurry up and complete his turn, he's been at it for over 1,200,000 milliseconds now. :mad:
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October 4, 2008, 07:30
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#124
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Settler
Local Time: 11:11
Local Date: November 21, 2009
Join Date: Nov 2005
Posts: 15
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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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October 5, 2008, 03:01
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#125
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Emperor
Local Time: 22:11
Local Date: November 21, 2009
Join Date: Dec 2000
Posts: 3,891
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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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October 5, 2008, 07:08
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#126
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Settler
Local Time: 11:11
Local Date: November 21, 2009
Join Date: Sep 2008
Location: USA
Posts: 24
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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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October 5, 2008, 07:55
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#127
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Settler
Local Time: 11:11
Local Date: November 21, 2009
Join Date: Nov 2003
Posts: 20
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Quote:
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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.
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Quote:
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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
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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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October 5, 2008, 18:45
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#128
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Prince
Local Time: 23:11
Local Date: November 21, 2009
Join Date: Apr 1999
Location: Christchurch, New Zealand
Posts: 952
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__________________
Avoid COLONY RUSH on Galactic Civlizations II (both DL & DA) with my Slow Start Mod.
Finding Civ 4: Colonization too easy? Try my Ten Colonies challenge.
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October 5, 2008, 19:07
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#129
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Settler
Local Time: 11:11
Local Date: November 21, 2009
Join Date: Oct 2008
Posts: 8
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Quote:
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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.
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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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October 5, 2008, 23:30
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#130
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Settler
Local Time: 11:11
Local Date: November 21, 2009
Join Date: Oct 2008
Posts: 8
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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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October 6, 2008, 00:04
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#131
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Emperor
Local Time: 22:11
Local Date: November 21, 2009
Join Date: Dec 2000
Posts: 3,891
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Quote:
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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.
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Actually that would be appreciated. I've got my hands full at the moment fixing map, AI and worldbuilder issues.
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October 6, 2008, 02:23
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#132
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Settler
Local Time: 11:11
Local Date: November 21, 2009
Join Date: Oct 2008
Posts: 8
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Quote:
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Originally posted by Dale
Actually that would be appreciated. I've got my hands full at the moment fixing map, AI and worldbuilder issues.
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Could you shoot me an email so I know where to send the code?
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October 6, 2008, 02:24
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#133
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Settler
Local Time: 11:11
Local Date: November 21, 2009
Join Date: Oct 2008
Posts: 8
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Quote:
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Originally posted by Durnil
Could you shoot me an email so I know where to send the code?
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*at a.bettik@gmail.com
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October 6, 2008, 04:38
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#134
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Emperor
Local Time: 22:11
Local Date: November 21, 2009
Join Date: Dec 2000
Posts: 3,891
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thesdale at gmail dot com
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October 6, 2008, 05:37
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#135
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Settler
Local Time: 11:11
Local Date: November 21, 2009
Join Date: Oct 2008
Posts: 8
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Quote:
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Originally posted by Dale
thesdale at gmail dot com
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I'll send it your way tomorrow.
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October 7, 2008, 05:24
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#136
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Settler
Local Time: 11:11
Local Date: November 21, 2009
Join Date: Nov 2003
Posts: 20
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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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October 7, 2008, 08:19
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#137
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Emperor
Local Time: 22:11
Local Date: November 21, 2009
Join Date: Dec 2000
Posts: 3,891
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v1.05 is posted. Please see the first post for details, download, instructions and changes.
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October 7, 2008, 09:08
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#138
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Settler
Local Time: 12:11
Local Date: November 21, 2009
Join Date: Nov 2005
Posts: 4
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Quote:
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NEW * European horses tripled in price.
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: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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October 7, 2008, 10:01
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#139
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Emperor
Local Time: 06:11
Local Date: November 21, 2009
Join Date: Mar 1999
Location: here
Posts: 6,307
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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?
__________________
"My nation is the world, and my religion is to do good." --Thomas Paine
"Strange is it that our bloods, of colour, weight, and heat, pour'd all together, would quite confound distinction, yet stand off in differences so mighty." --William Shakespeare
"The subject of onanism is inexhaustable." --Sigmund Freud
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October 7, 2008, 10:05
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#140
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Deity
Local Time: 05:11
Local Date: November 21, 2009
Join Date: Apr 2004
Location: Of the Peanuts Gallery
Posts: 28,025
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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.
__________________
<Reverend> IRC is just multiplayer notepad.
I like your SNOOPY POSTER! - While you Wait quote.
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October 7, 2008, 10:10
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#141
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Deity
Local Time: 05:11
Local Date: November 21, 2009
Join Date: Apr 2004
Location: Of the Peanuts Gallery
Posts: 28,025
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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.
__________________
<Reverend> IRC is just multiplayer notepad.
I like your SNOOPY POSTER! - While you Wait quote.
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October 7, 2008, 10:12
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#142
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Emperor
Local Time: 06:11
Local Date: November 21, 2009
Join Date: Mar 1999
Location: here
Posts: 6,307
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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?
__________________
"My nation is the world, and my religion is to do good." --Thomas Paine
"Strange is it that our bloods, of colour, weight, and heat, pour'd all together, would quite confound distinction, yet stand off in differences so mighty." --William Shakespeare
"The subject of onanism is inexhaustable." --Sigmund Freud
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October 7, 2008, 10:28
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#143
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Deity
Local Time: 05:11
Local Date: November 21, 2009
Join Date: Apr 2004
Location: Of the Peanuts Gallery
Posts: 28,025
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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...
__________________
<Reverend> IRC is just multiplayer notepad.
I like your SNOOPY POSTER! - While you Wait quote.
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October 7, 2008, 11:02
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#144
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Settler
Local Time: 11:11
Local Date: November 21, 2009
Join Date: Aug 2007
Posts: 23
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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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October 7, 2008, 11:29
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#145
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Settler
Local Time: 11:11
Local Date: November 21, 2009
Join Date: Sep 2008
Posts: 21
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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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October 7, 2008, 14:18
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#146
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Settler
Local Time: 11:11
Local Date: November 21, 2009
Join Date: Nov 2003
Posts: 20
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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.
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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...
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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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October 7, 2008, 15:08
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#147
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Emperor
Local Time: 22:11
Local Date: November 21, 2009
Join Date: Dec 2000
Posts: 3,891
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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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October 7, 2008, 15:41
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#148
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Settler
Local Time: 11:11
Local Date: November 21, 2009
Join Date: Nov 2003
Posts: 20
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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.
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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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October 7, 2008, 15:54
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#149
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Emperor
Local Time: 22:11
Local Date: November 21, 2009
Join Date: Dec 2000
Posts: 3,891
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Your game is saying it is vanilla, not PatchMod.
Here's the header from your save:
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Quote:
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„ 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
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And the header from my save:
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Quote:
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Mods\PatchMod\ d D a l e ' s G a m e A _ N e w _ W o r l d
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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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October 7, 2008, 15:58
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#150
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Deity
Local Time: 05:11
Local Date: November 21, 2009
Join Date: Apr 2004
Location: Of the Peanuts Gallery
Posts: 28,025
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Quote:
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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.
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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'?
__________________
<Reverend> IRC is just multiplayer notepad.
I like your SNOOPY POSTER! - While you Wait quote.
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