If you can't reproduce it (i.e. something you can do to cause it), there isn't much I can do to determine what's going on. (Well, unless you want to run it through a debugger which will give more details.)
I tried a few starts with 2.5d on top of just the XP patch.
Games 1, 2, and 6 crashed when it should have opened the new "goto" window.
Game 3 and 5 crashed when it should have opened the usual base production window upon completion of a unit (game 3) or facility (game 5).
Game 4 crashed because of the north/south pole problem (when a unit at the north or south pole tries to change facing the drawing routine crashes - I've known about it for years and simply reload the turn, delete the offending unit in the scenario editor, then close the editor and continue (I don't care about the score penalty)).
Others are testing on standard maps, so I am trying this on one of my oversized maps. So far, no joy. Will keep trying, though.
I really like the new stuff in #RULES. I'm using Drones:2; Unit Cost:24; Pacifism:10; Ascent:Trant; and Stockpile:2.
He's gonna ask for savegames from right before all the crashes.
What are the dimensions of the oversized maps?
Would it be doable, with a reasonable amount of work, to make it so that the DRONE faction rule causes each base to start with a extra drone? This change would make the effect of the DRONE rule symmetrical to the TALENT faction rule.
Does anyone know where the code that controls these effects is located?
Would it be doable, with a reasonable amount of work, to make it so that the DRONE faction rule causes each base to start with a extra drone? This change would make the effect of the DRONE rule symmetrical to the TALENT faction rule.
No it wouldn't; the DRONE rule is currently symmetrical to the TALENT rule; unless it's 0, "DRONE, X" gives 1 drone per X citizens, and similarly for TALENT.
You're thinking of SOCIAL, +TALENT, which is something else, and what you're looking for is then SOCIAL, -TALENT (though both forms will be affected by social engineering effects on TALENT).QuoteDoes anyone know where the code that controls these effects is located?
4EA540 is where the drone and talent calculations are located.
It's actually a fairly good procedure to analyze, if you'd like to improve your skills in that regard (though if so you'll want to use the version from Kyrub's patch, as my changes have made it somewhat more complicated and less neat in order to fit in the extra features.)
I am attempting to explain that the non-social TALENT bonus (TALENT, #Population) gives a extra talent at each base on top of the additional talent for every number of population while the non-social DRONE penalty (DRONE, #Population) does not give a extra drone at each base on top of the additional drone for every number of population. If you take a look at Lal's bases you will notice that at size 1 they have a talent while Zakharov's bases at size 1 only have a worker. Attached below are screenshots illustrating this.
Thank you for telling me the address that controls talent and drone calculations. I have had some sucess in identifying the calculations for specific Postive and Negative Social Economy, Probe, Efficency, Police, and Morale effects.
You guys both know I like you and think the world of you, right? Bluntly contradicting each other is rude.
I can see the point, Talent/X rounds up whereas Drone/X rounds down. But it's better modding wise if Drone/X rounds down. You can use -TALENT for the first worker to be a drone. (or +1 drone on lower difficulties)
If anything I'd argue that perhaps Talent/X should also round down also instead of rounding up. Then Lal would need TALENT, 4, SOCIAL, +TALENT. He's the only default faction that gets Talents anyways so this wouldn't really change much. You can make Talent/X effectively round down by doing something like TALENT, 4, SOCIAL, -TALENT for Lal. This isn't quite analogous though due to the rounding up. The first Talent then appears at size 5 and not 4. But it's close and perhaps a lot less work than modding code?
Yea, I think rounding down Talents intuitively makes more sense. The way it's worded implies rounding down to me:
^Extra TALENT for every four citizens: {Attracts intellectual elite}
The wording is the same as University's which is where I think all the confusion comes from:
^Extra DRONE for every four citizens {(lack of ethics)}
If they had specified rounded up/down I could see the argument the other way.
I do agree for balance reasons it's a good point that Lal might need an offsetting bonus like NODRONE, 1 or ROBUST, POLICE, or perhaps removing his -EFFIC. Personally I think he might be the strongest default faction on Transcend anyways (at least in my modded SE set) and wouldn't necessarily need a buff. Being able to run +2 ECON early is a big boon. He gets good tech without the military downsides of Morgan and Gaia. Unlike University he can run Fund in a hard war. And unless you're really getting crushed you'll be eligible for governor votes. More often than not Lal ends up governor which is a massive catchup (commerce) & intel (infiltrator) mechanic.
Rounding down talents would be more useful for those who are making new factions, I think.
If they had specified rounded up/down I could see the argument the other way.
I tried a few starts with 2.5d on top of just the XP patch.
Games 1, 2, and 6 crashed when it should have opened the new "goto" window.
Hey George Bluth, Sr.:I don't get the George Bluth Sr. reference.
In the vanilla game, I avoid building certain units because the AI never builds them (like sea probe teams, or armored probe teams for base defense), or builds them only rarely and uses them inefficiently (supply crawlers). Does this patch improve on that at all?
I eliminated 50% of the production window crashes by changing "a base can build more than one item per turn" back to zero (from one). I eliminated another 49% by changing "recalculate base statistics after each change for non-AI" back to zero (from one).
I had only one "goto window" crash during that time. I think that may be caused by my extra-large map (360x180). If so, I wonder if it can be an optional item, or are there parameters in that item's code that could be adjusted to handle huge map sizes? I remember reading at Apolyton that someone played successfully on a 512x512 map, once it was explained how to get sizes above 256x256.
Everything else is working fine: Drone Rules, Unit Cost, Pacifism, and Missiles do what they're supposed to do, even if it's not what I expected at first. I'll have to play with those settings a few times to find something I'm happy with. Are the default codes in your alphax.txt the numbers that make it work as originally written?
Quote from: Guynemer;6315953Hey George Bluth, Sr.:I don't get the George Bluth Sr. reference.
In the vanilla game, I avoid building certain units because the AI never builds them (like sea probe teams, or armored probe teams for base defense), or builds them only rarely and uses them inefficiently (supply crawlers). Does this patch improve on that at all?
Glad to have you. Is this something from a movie? It rings a bell -a black and white, Jimmy Stewart sorta bell, maybe- but I can't discern what note is playing.
?Quote from: Guynemer;6315953Hey George Bluth, Sr.:
In the vanilla game, I avoid building certain units because the AI never builds them (like sea probe teams, or armored probe teams for base defense), or builds them only rarely and uses them inefficiently (supply crawlers). Does this patch improve on that at all?
D'oh!
Okay, you pwned an owner right off. Want a wacky avatar as a prize?
I would like to play with Yitzi's patch. A few questions first.
Which version should I use? (Is there a stable version?)
What are the changes it makes to the game?
??Quote from: Guynemer;6315953Hey George Bluth, Sr.:
In the vanilla game, I avoid building certain units because the AI never builds them (like sea probe teams, or armored probe teams for base defense), or builds them only rarely and uses them inefficiently (supply crawlers). Does this patch improve on that at all?
I'll try to think of something clever w/o Will Ferrell in it when I get caught up. I think I'm coming down with something, so may not be a good brain day.
I got it to appear by changing jnz terranx_.005A01E6 at address 005A0123 to je terranx_.005A01E6. However, when you are successful with the second option (a specific target) it still only gives you a single technology to choose from. Also, if you select the second option, you get nothing if the other faction has no new technology. These issues are bugs that need to be corrected.
The second option only lets you choose from the technologies that you have prerequisites for. The first option either takes a random technology or the faction's world map if no techs are found. Which is more appropriate?
The second option only lets you choose from the technologies that you have prerequisites for. The first option either takes a random technology or the faction's world map if no techs are found. Which is more appropriate?
I think the whole idea is to give a choice, probably with a higher failure rate if you want to choose a tech.
I'll try to think of something clever w/o Will Ferrell in it when I get caught up.