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AoD2: 1.08 Changelog & discussion

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  • #46
    You could have both Russians and Pirates.
    Coling since 1994... :)

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    • #47
      How do I do that?
      Flash
      Ἐí ἀñ÷ῇ ἦí ὁ ëüãïò, êáὶ ὁ ëüãïò ἦí ðñὸò ôὸí èåüí, êáὶ èåὸò ἦí ὁ ëüãïò.
      the Moderator of the World Creators

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      • #48
        Edit Ozzy's file and add for the leader something like:

        BeginPlayer
        Team=9
        LeaderType=LEADER_CHAMPLAIN
        LeaderName=TXT_KEY_LEADER_CHAMPLAIN
        CivDesc=TXT_KEY_CIV_FRANCE_DESC
        CivShortDesc=TXT_KEY_CIV_FRANCE_SHORT_DESC
        CivAdjective=TXT_KEY_CIV_FRANCE_ADJECTIVE
        CivType=CIVILIZATION_FRANCE
        Color=PLAYERCOLOR_DARK_BLUE
        ArtStyle=ARTSTYLE_EUROPEAN
        PlayableCiv=1
        StartingGold=100
        StartingX=65, StartingY=71
        StartingEra=ERA_DISCOVERY
        RandomStartLocation=false
        Handicap=HANDICAP_CONQUISTADOR
        EndPlayer

        and then add cities and units like:

        BeginPlot
        x=36,y=54
        ...
        BeginUnit
        UnitType=UNIT_NATIVE, UnitOwner=1
        Profession=PROFESSION_BRAVE
        Damage=0
        Level=1, Experience=0
        PromotionType=PROMOTION_RANGER2
        FacingDirection=4
        UnitAIType=UNITAI_DEFENSIVE
        EndUnit

        BeginCity
        CityOwner=1
        CityName=TXT_KEY_CITY_NAME_CHOTA
        CityPopulation=1
        ProductionUnit=UNIT_NATIVE
        CitizenType=UNIT_NATIVE
        EndCity

        TeamReveal=1,
        EndPlot

        Check the file, I think it is pretty straight forward.
        Last edited by PrinceMyshkin; March 16, 2009, 13:39.
        Coling since 1994... :)

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        • #49
          Originally posted by PrinceMyshkin View Post
          I think they are cool. Perfect to chop wood in new colonies.

          Hmmm... not only RS doesn't go up, but also I get a strange message saying colony is 0% Tory... Shoudln't it be 100%?

          Im, have you patched to v1.01f before?

          PS I don't think it stacks, since there will be no tile with +2 food for Cyrus.
          mhm you misinterpret the working of the trade FF...
          what it does is adding +1 on ANY tile which produces 2 OR more... so any field which has 2 or more food counts or any field with 2 or mor tobacco and so on.. its never meant to be ONLY on tiles with +2 every meant to be 2 or higher

          something else:
          playing as pirates is very annoying now since the stupid pirate ships cant enter native villages anymore.. trading with brig is frustrating...

          prince it states 0% - Tory
          the Tory part is meant to be what this unit tends to.
          so 0% = no RS for this unit Tory means it tends to Tory. Once the RS for this unit goes above 50% it should change
          Last edited by immanuel_b; March 16, 2009, 14:18.

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          • #50
            I try to find the part of code that forces RS not to increase... My RS is always 0% no matter how many bells I produce.

            Yes, Chinese with Cyrus explains why China has 1.3B population... pretty strong.
            Coling since 1994... :)

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            • #51
              Alas, I am not the only one!

              Wheldrake wrote at CivFans:
              All my colonists seem stuck as 0% tories, even the ones born in the New World, but I'm hoping that will change once I get some elder statesmen working their stuff.
              Let's hope Dale will fix this soon!
              Coling since 1994... :)

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              • #52
                Originally posted by PrinceMyshkin View Post
                I try to find the part of code that forces RS not to increase... My RS is always 0% no matter how many bells I produce.

                Yes, Chinese with Cyrus explains why China has 1.3B population... pretty strong.
                Did you use upgrade or full?

                I would recommend DL'ing the full version as it will definitely work.

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                • #53
                  Full version. Tried everything -install, unistall, repatch, rename AoD2 with v1.08, without v1.08 in the end...

                  I believe there is something wrong, where RS is being calculated:

                  // PatchMod: Tories START
                  int count = 0;
                  int toryvalue = 0;
                  int iNew = 0;
                  if (!GET_PLAYER(getOwnerINLINE()).isEurope())
                  {
                  iNew = calculateNetYield(YIELD_BELLS);
                  iNew /= 6;
                  }
                  for (uint i = 0; i < m_aPopulationUnits.size(); ++i)
                  {
                  CvUnit* pLoopUnit = m_aPopulationUnits[i];
                  count++;
                  pLoopUnit->processToryChange(iNew);
                  toryvalue += pLoopUnit->getToryValue();
                  }
                  CvPlot* pPlot = plot();
                  for (int i = 0; i < pPlot->getNumUnits(); i++)
                  {
                  CvUnit* pLoopUnit2 = pPlot->getUnitByIndex(i);
                  if(pLoopUnit2 != NULL)
                  {
                  if (pLoopUnit2->isOnMap())
                  {
                  pLoopUnit2->processToryChange(iNew);
                  }
                  }
                  }
                  if (count > 0)
                  {
                  setRebelSentiment(toryvalue / count);
                  } else {
                  setRebelSentiment(0);
                  }
                  /* int iTurnFactor = std::max(1, GC.getDefineINT("REBEL_SENTIMENT_TURN_WEIGHT") * GC.getGameSpeedInfo(GC.getGameINLINE().getGameSpee dType()).getGrowthPercent() / 100);

                  int iPast = (iTurnFactor - 1) * getRebelSentiment();
                  int iNew = 0;

                  if (!GET_PLAYER(getOwnerINLINE()).isEurope())
                  {
                  iNew = calculateNetYield(YIELD_BELLS) * GC.getDefineINT("REBEL_SENTIMENT_BELLS_FACTOR");
                  }

                  if (!isHuman())
                  {
                  iNew *= 100 + GC.getHandicapInfo(GC.getGameINLINE().getHandicapT ype()).getAIRebelModifier();
                  iNew /= 100;
                  }

                  setRebelSentiment((iNew + iPast) / iTurnFactor);
                  */
                  // PatchMod: Tories END
                  }

                  int CvCity::getRebelPercent() const
                  {
                  // PatchMod: Tories START
                  return m_iRebelSentiment;
                  // return std::max(0, std::min(100, getRebelSentiment() / std::max(1, getPopulation())));
                  // PatchMod: Tories END
                  }

                  int CvCity::getRebelSentiment() const
                  {
                  return m_iRebelSentiment;
                  }
                  Coling since 1994... :)

                  Comment


                  • #54
                    ok i deleted my upgraded version and installed full as well so we all have the same basics...

                    playing chinese after like 40 turn no rise with an elder statesman in town i used the editor to cheat my 3 capital towns up a bit
                    improved them fully and put only specialists into it (3 ES 2 Fisher) than withdrew everything from them and kept game running till turn 120 no rise in any RS whatsoever...

                    what i found funny as well that the borders never expanded either.. guess you could expect at least 1 border expansion when there are 49 bells produced each turn for 80 turns long...

                    some other things to notice:

                    edu is still a tad too high imo i would cut it like 400g lvl 1 1k lvl 2 2k lvl 3 or something alike

                    IS/PC freedom needs a solution other than waiting 80 turns

                    auto specialising seems a tad too high as well maybe 2/3 from now?

                    Pirate Ships the Gallons from the Pirates should be able to enter Native settlements again

                    The Trait for Russian to get a Stockade each settlement neglects the FF from Military tree which is pretty easily reached maybe another bonus for this FF if you play russian?

                    guess thats it for now

                    regards

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                    • #55
                      Borders expand for me. RS does not increase.

                      Savegame showing this odd behaviour has been attached.

                      PS Im, are you saying this RS bug does not occur, if you apply the v1.07-v1.08 upgrade on v1.07?

                      EDIT: No, this doesn't work either. Went back to v1.07-v1.08 again, but RS bug persists.
                      Attached Files
                      Last edited by PrinceMyshkin; March 16, 2009, 17:02.
                      Coling since 1994... :)

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                      • #56
                        well lets add some things:

                        For those Nations which start on West side (Pacific) there is a kinda harsh Handicap built in. The Travel Time to "Europe" is still doubled. Maybe its possible that for those Nations which start west it would be opposite than for those who start East? As in going West half the time than going East.

                        Why do these Nations even go to "Europe"?

                        SoL still showing odd behaviours when promoted with Cargo Bay and told to "Explore".

                        Ranger III; Mountaineer III; Swamp Fox III; not working correctly.. States it allows to attack multiple Times per Round but it doesnt allow this. My Dragoons with 1 or mor of these Upgrades can still only attack once per turn...

                        more to add later tho its a bit strange to play this build with no way to gain rs..

                        regards
                        Last edited by immanuel_b; March 17, 2009, 06:28.

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                        • #57
                          Im, try to play on normal speed till Dale releases a hotfix. RS works fine for fast and normal speed.
                          Coling since 1994... :)

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                          • #58
                            Give me 10 minutes!

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                            • #59
                              No problem!
                              Last edited by PrinceMyshkin; March 17, 2009, 09:03.
                              Coling since 1994... :)

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                              • #60
                                I got a crash to desktop bug on 1.08.

                                Before installing 1.08, I removed the 1.07 folder. Then I unzipped 1.08. I attempted to create a new game English, Normal Speed, A New World, Huge. Game crashed during game load/map creation.

                                I replaced the 1.07 folder and was able to play on 1.07 without a crash.

                                In reading other posts, I'm wondering if the fact that 1.08 uses a new folder name might be the cause. And that because I removed Age of Discovery II folder, it crashed. If I get on tonight, I'll try and start a game with both folders installed to see what happens.

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