Alpha Centauri 2

Community => Chiron News Network => Topic started by: Yitzi on August 07, 2013, 05:11:45 PM

Title: Yitzi's unofficial SMAX patch 2.2e
Post by: Yitzi on August 07, 2013, 05:11:45 PM
Yitzi's unofficial SMAX patch 2.2e

http://alphacentauri2.info/index.php?action=downloads;sa=view;down=142 (http://alphacentauri2.info/index.php?action=downloads;sa=view;down=142)

More bugs fixed.
Title: Re: Yitzi's unofficial SMAX patch 2.2e
Post by: TarMinyatur on August 17, 2013, 05:50:53 PM
DropPod-equipped units which attack on the same turn of an orbital insertion cause a crash to desktop.
Title: Re: Yitzi's unofficial SMAX patch 2.2e
Post by: Yitzi on August 18, 2013, 06:01:03 AM
Ok, I found the problem and fixed it.  The only problem is, I've made enough progress on the next project (pacifism drones rules) that the program won't work properly until I finish that, so I'll just try to hurry that up and the orbital insertion bug will be fixed in version 2.3.
Title: Re: Yitzi's unofficial SMAX patch 2.2e
Post by: Darsnan on August 18, 2013, 04:03:52 PM
Here is a bug with the Scenario Generator (for some reason its telling me that I am editing a Monolith unit?  :-\  ):

Title: Re: Yitzi's unofficial SMAX patch 2.2e
Post by: Yitzi on August 18, 2013, 09:45:42 PM
Here is a bug with the Scenario Generator (for some reason its telling me that I am editing a Monolith unit?  :-\  ):

No idea what's going on there, or even if it was introduced by my patch.

If you provide instructions how to replicate it (possibly with a save file to start from), I can investigate.
Title: Re: Yitzi's unofficial SMAX patch 2.2e
Post by: Dio on August 19, 2013, 02:02:42 AM
I am unable to start a new game with the custom factions and alphax rules that I have. I know it works when I use the default version of the alphax and faction files.
Title: Re: Yitzi's unofficial SMAX patch 2.2e
Post by: Dio on August 19, 2013, 02:20:20 AM
I figured out that it has something to do with the changes I made in the Alphax file.
Title: Re: Yitzi's unofficial SMAX patch 2.2e
Post by: Yitzi on August 19, 2013, 04:24:19 AM
If you provide me with copies of the alphax and faction files you're using, I might be able to figure out what's going on.  No guarantees, though.
Title: Re: Yitzi's unofficial SMAX patch 2.2e
Post by: Dio on August 19, 2013, 05:50:10 AM
Here is the modified Alphax file.
Title: Re: Yitzi's unofficial SMAX patch 2.2e
Post by: Yitzi on August 19, 2013, 01:01:16 PM
I found your problem: In the abbreviated names for the techs, you renamed Centauri Ecology from Ecology to CentEco, but you did not rename it in all the other places it's referenced in alphax and all the faction files.  Hence, it was still looking for the tech Ecology, which no longer existed, so it crashed.

Rename it to Ecology (and change what you did put as CentEco), or rename it to CentEco in all locations, and I think it will work (unless you did something similar with another tech as well).
Title: Re: Yitzi's unofficial SMAX patch 2.2e
Post by: Dio on August 19, 2013, 03:25:27 PM
I have resolved that issue. However, it still freezes after you finish selecting a faction when starting a new game. I will attach all of the faction files that would be effected by such changes.
Title: Re: Yitzi's unofficial SMAX patch 2.2e
Post by: Yitzi on August 19, 2013, 04:17:30 PM
Provide your new alphax.txt file and anything else that's not the original file, and I can test and see if I can figure it out.
Title: Re: Yitzi's unofficial SMAX patch 2.2e
Post by: Dio on August 19, 2013, 06:54:24 PM
I figured it out :danc:. The problem has been solved.
Title: Re: Yitzi's unofficial SMAX patch 2.2e
Post by: Geo on August 19, 2013, 07:23:46 PM
Lal was the problem?
Title: Re: Yitzi's unofficial SMAX patch 2.2e
Post by: Buster's Uncle on August 19, 2013, 07:59:45 PM
He goes kinda crazy aggressive suddenly in mid-game...

(Yitzi, you know you have the right to ask us to knock it off.)
Title: Re: Yitzi's unofficial SMAX patch 2.2e
Post by: Dio on August 19, 2013, 08:27:38 PM
 
Lal was the problem?
In a indirect way, yes.
Title: Re: Yitzi's unofficial SMAX patch 2.2e
Post by: Darsnan on August 23, 2013, 11:15:02 PM

No idea what's going on there, or even if it was introduced by my patch.

If you provide instructions how to replicate it (possibly with a save file to start from), I can investigate.

Can't do that, but if anyone sees this in the future while building a scenario please report it (although I do consider it an extremely minor bug, and probably not worth too much effort).

Another bug: armor on Interceptor Probes does not work! The Probe Interceptor unit scrambles as it should in response to an air attack on an adjacent unit, however the armor is ignored and the defense rating is zero!

Also, if a Probe NJ targets a nearby unit, should a Probe Interceptor scramble to intercept the Probe Action from happening?

D
Title: Re: Yitzi's unofficial SMAX patch 2.2e
Post by: Yitzi on August 24, 2013, 12:07:11 AM
Another bug: armor on Interceptor Probes does not work! The Probe Interceptor unit scrambles as it should in response to an air attack on an adjacent unit, however the armor is ignored and the defense rating is zero!

That would probably be because a scrambling interceptor never uses its armor value; it always uses its weapon, and probe teams have 0 attack.

Quote
Also, if a Probe NJ targets a nearby unit, should a Probe Interceptor scramble to intercept the Probe Action from happening?

Not sure.  Does it?  If you can take a poll on how exactly probe interceptors should work, I can probably implement it, though it's such a strange case that it probably won't be a particularly high priority.
Title: Re: Yitzi's unofficial SMAX patch 2.2e
Post by: Darsnan on August 24, 2013, 12:33:27 AM
Also, a Probe NJ attacking from a sea square shouldn't need amphibious ability to probe an adjacent land unit.

D
Title: Re: Yitzi's unofficial SMAX patch 2.2e
Post by: Dio on August 24, 2013, 12:39:41 AM
So I was testing the special rule WORMPOLICE for the faction rule editing guide with your patch and I think it does not work. My reason for saying this is that I tried using mindworms as police with the faction that had WORMPOLICE and then again with a faction that did not have it. The result was that they both controlled one drone.
Title: Re: Yitzi's unofficial SMAX patch 2.2e
Post by: Yitzi on August 25, 2013, 02:53:18 AM
Also, a Probe NJ attacking from a sea square shouldn't need amphibious ability to probe an adjacent land unit.

D

Actually, how do you get a probe needlejet in the first place?  The unit editor won't let me make one, which suggests they're not supposed to be possible (which is why the program assumes that they don't exist, resulting in bugs when they do.)

So I was testing the special rule WORMPOLICE for the faction rule editing guide with your patch and I think it does not work. My reason for saying this is that I tried using mindworms as police with the faction that had WORMPOLICE and then again with a faction that did not have it. The result was that they both controlled one drone.

Thank you.  I have no clue how that one got past alpha testing, but it will be fixed in 2.3.
Title: Re: Yitzi's unofficial SMAX patch 2.2e
Post by: ete on August 25, 2013, 07:01:43 PM
Probejets can be created as custom alpha(x).txt units only.
Title: Re: Yitzi's unofficial SMAX patch 2.2e
Post by: Yitzi on August 25, 2013, 07:55:44 PM
Ok, so that explains it.  You made something that wasn't supposed to be possible, and therefore it's not working properly.

If you want, once I start taking requests you can put in a request to make probejets work properly, but I consider it a mod-enabling change rather than a bugfix and will prioritize it accordingly.
Title: Re: Yitzi's unofficial SMAX patch 2.2e
Post by: ete on August 26, 2013, 04:57:00 PM
Your alphax.txt in the download has the line:
The Ascent to Transcendence, 200, 0, None, Disable, End of Singular Sentience Era, 0, 0, 2, 2, 2,
rather than
The Ascent to Transcendence, 200, 0, Thresh, Disable, End of Singular Sentience Era, 0, 0, 2, 2, 2,

I imagine that's unintentional?
Title: Re: Yitzi's unofficial SMAX patch 2.2e
Post by: Yitzi on August 26, 2013, 05:37:10 PM
Your alphax.txt in the download has the line:
The Ascent to Transcendence, 200, 0, None, Disable, End of Singular Sentience Era, 0, 0, 2, 2, 2,
rather than
The Ascent to Transcendence, 200, 0, Thresh, Disable, End of Singular Sentience Era, 0, 0, 2, 2, 2,

I imagine that's unintentional?

No, that is quite intentional.  Before my patch (2.2 if I remember correctly), it would behave as though that were "None" no matter what you actually put in there, i.e. as soon as the Voice was built, anyone could build the Ascent.  I changed it to follow what's actually in there, so in order to keep the default rules the same, I changed it to what was there already.

If you change it back to Thresh with my patch, you'll need to have researched Threshold of Transcendence to build the Ascent.  Which is arguably a good thing, but it's not what happened before my patch, so I changed alphax to avoid changing the default behavior.
Title: Re: Yitzi's unofficial SMAX patch 2.2e
Post by: ete on August 26, 2013, 05:46:49 PM
Okay, thanks for explaining.
Title: Re: Yitzi's unofficial SMAX patch 2.2e
Post by: geojak on August 26, 2013, 06:03:48 PM
Hey Yitzi, i read on the Wiki page about your patch, that your work is based on scients and kyrubs patches. how exatly? do i need to install somehow does patches before i use yours, or does your patch integrate  those 2 patches?

ps: can i use your patch to increase the maximum population beyond 127?
Title: Re: Yitzi's unofficial SMAX patch 2.2e
Post by: Yitzi on August 26, 2013, 06:06:33 PM
Hey Yitzi, i read on the Wiki page about your patch, that your work is based on scients and kyrubs patches. how exatly? do i need to install somehow does patches before i use yours, or does your patch integrate  those 2 patches?

My patch integrates those two; once you're ready to install Scient's, you can jump straight to mine.

Quote
ps: can i use your patch to increase the maximum population beyond 127?

No.  Increasing it up to 255 would be a lot of work, which I didn't do, and beyond that would be nearly impossible.
Title: Re: Yitzi's unofficial SMAX patch 2.2e
Post by: Buster's Uncle on August 26, 2013, 06:08:19 PM
[ninja'd]
Yitzi's patch does incorporate scient and kyrub's earlier work.  I dimly remember scient talking about the pop rollover, but I think that was this year, and if he did anything about it, that would be on the 2.0 scient-Iffic patch, which has yet to be released.

P.S.  Welcome to AC2!   :danc:
Title: Re: Yitzi's unofficial SMAX patch 2.2e
Post by: geojak on August 26, 2013, 06:26:40 PM
thank you for your quick reply :) (really quick!)
will try your patch out, thx!

i`m new to the "old" civ games. stated with civ5 with was nice but a little bit too less options.

ps: guess a super city`s beyond 128 wouldn`t be that useful, so i can life with that ;)
 


Title: Re: Yitzi's unofficial SMAX patch 2.2e
Post by: ete on August 26, 2013, 07:13:52 PM
I'm getting the editing unit (monolith) bug, and a likely related issue with not being able to view which units are occupying a square (along the bottom) while in scenario editor.

To reproduce: Make a scenario, place a unit, right click and click edit unit. For the other part, just click the unit and you'll see it does not show up on the bottom display. The bottom display not working bug persists even if you save the game as a .SAV and reload.
Title: Re: Yitzi's unofficial SMAX patch 2.2e
Post by: Yitzi on August 27, 2013, 01:39:44 AM
I'm getting the editing unit (monolith) bug, and a likely related issue with not being able to view which units are occupying a square (along the bottom) while in scenario editor.

To reproduce: Make a scenario, place a unit, right click and click edit unit. For the other part, just click the unit and you'll see it does not show up on the bottom display. The bottom display not working bug persists even if you save the game as a .SAV and reload.

Ok, I've investigated a bit, and found that the same bugs show up in Kyrub's version.  The editing unit (whatever) bug isn't specifically "monolith"; if you start with an empty map it's "monolith", but starting the scenario editor from a game (via ctrl-k or the menu) can give other possibilities.

The "bottom display not working" bug could be quite difficult to fix without a version of the game where it works properly (which Kyrub's does not fulfill), but as a workaround you can start a normal game, activate the scenario editor from there, clear the map, and then the bottom display seems to work properly.
Title: Re: Yitzi's unofficial SMAX patch 2.2e
Post by: ete on August 27, 2013, 01:47:44 AM
Thanks for investigating. I also came across editing unit (Green) after posting. I have a version (scient's old one I think, though it could have been another version) where the bottom display worked properly, could you work from that?

And that workaround may make it work. I'll see if it works with loading custom map files.
Title: Re: Yitzi's unofficial SMAX patch 2.2e
Post by: Yitzi on August 27, 2013, 01:54:34 AM
I just tested, and scient's also has the same bug.
Title: Re: Yitzi's unofficial SMAX patch 2.2e
Post by: ete on August 27, 2013, 02:02:08 AM
ah, that's strange.. I don't remember having that issue while making my previous scenario.

no.. on testing, I don't have it on my previous scenario. Which is odd because I think I used the same steps for both, and I do get it on this new map.

That one's probably just been in the game all along then, I'll try and isolate the cause tomorrow.

Edit: Your workaround solves the second issue, and both seems to be happening in the scient version. My apologies for assuming it was caused by your patch, I had just not run into/noticed them before. Also, it came up with editing unit (Gaia's Landing) everywhere in my last test.
Title: Re: Yitzi's unofficial SMAX patch 2.2e
Post by: Buster's Uncle on August 27, 2013, 02:27:25 AM
Do either of you keep clean and/or only officially patched versions of the game for testing purposes?
Title: Re: Yitzi's unofficial SMAX patch 2.2e
Post by: Yitzi on August 27, 2013, 04:04:27 AM
Do either of you keep clean and/or only officially patched versions of the game for testing purposes?

I have such a version, but I don't use it because it won't work with my current alphax.  (Scient's patch did enough that I can modify it to use alphaxb instead, and then have alphaxb be the original version, but with the original I can't do seem to do that.)
Title: Re: Yitzi's unofficial SMAX patch 2.2e
Post by: Darsnan on August 30, 2013, 10:52:21 PM
Ok, so that explains it.  You made something that wasn't supposed to be possible, and therefore it's not working properly.

If you want, once I start taking requests you can put in a request to make probejets work properly, but I consider it a mod-enabling change rather than a bugfix and will prioritize it accordingly.

Understood. Another bug with Probe NJ are that once the Probe Jets MC a Carrier, the Probe NJ automatically lands on the Carrier it just subverted.

D
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