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Locutus
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ACS CTP1/2 Manager & Civ4 Co-Manager
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Hengelo, The Netherlands
Nov 1999 time: 06:34
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I think a lot of us (especially regular players) would like a patch to be released ASAP, so all the improvements made over the past few months will actually be available for everyone in a more or less final format.
Though a lot of great work has been done already, I think most of us agree that we can't release a new patch until the game is up to v1.11 level. This is not yet the case, as far as I can see.
But if we ever hope to get there, it's important to keep track of what has been done already and, more importantly, what still needs to be done. That's what this thread is for: to keep track of which issues at the very least need to be in the first patch and what their status is. These will mostly be issues that were fixed in v1.11, but there may other issues that absolutely *have* to be included in the first new patch as well, but that weren't yet in v1.11.
I dug up the most detailed list I could find of al changes made in the v1.11 patch and made a list of which ones are still To Be Done (TBD) and what is already PARTially or entirely DONE. Since I'm very busy with RL stuff lately, I may not be fully aware of everything that's been going on, so feel free to correct me where necessary. I also added a priority to every issue, so that people looking for something to do have an idea of where to start. I'm sure other people have very different ideas on what should have the highest priority though, so feedback is needed. Note that the issues are numbered for easy reference.
Please note also that for the patch to be released ALL of these issuess will need to be resolved anyway, so even medium and low priority issues still have a fairly high priority (at least compared to stuff not on this list).
Notes:
Issue #1: I vaguely seem to recall it was fixed, but I'm not sure about it, can anyone confirm (or deny)?
Issue #23: Does anyone happen to have a list of which SLIC functions exactly have and haven't been implemented at this point?
Any feedback, comments, etc more than welcome...
Edit: BTW, if anyone knows of any issues that need to be added to the list (whether they are from v1.11 or not), please post them.
Last edited by Locutus on 26-02-2004 at 02:20
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Locutus
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ACS CTP1/2 Manager & Civ4 Co-Manager
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Hengelo, The Netherlands
Nov 1999 time: 06:34
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Putting this in a new post 'cause I know it'll get messy
| # | STATUS | PRIORITY | TYPE | | | | ISSUE |
| 1. | DONE | ZERO | Savegames | | | | * Fixed corrupted save game bug |
| 2. | TBD | MEDIUM | Scenarios | | | | * Fixed random civ chooser for scenarios (world map) |
| 3. | DONE | ZERO | Savegames | | | | * Fixed autosave directory name for scenarios to match normal directory. |
| 4. | DONE | ZERO | Graphics | | | | * Increased animation queue to 12, making unit-in-wrong-place bug less likely [doubtful if it actually works, but fixed nonetheless] |
| 5. | TBD | LOW | Sound | | | | * Always terminate a unit's sound effects when it dies |
| 6. | DONE | ZERO | Scenarios | | | | * Set cell owner when cheating tile improvements [An undesirable change, should be left as-is] |
| 7. | TBD | ZERO | User Interface | | | | * UnitSpeed and MouseSpeed removed from advanced options (available elsewhere in options) [A revamp of the Advanced Options Menu would be desirable at some point, but there's no rush there] |
| 8. | DONE | ZERO | Savegames | | | | * Incremented save file version to force string reload for old games. |
| 9. | DONE | ZERO | User Interface | | | | * Added missing contextual info to several messages |
| 10. | DONE | ZERO | User Interface | | | | * Added auto-center for bombardment |
| 11. | DONE | ZERO | Gameplay | | | | * Fixed lawsuits against franchises |
| 12. | DONE | ZERO | Gameplay | | | | * Prevented cities from revolting twice in a row (so if you have the wonder that gives you revolting cities, you'll at least have a chance to hold onto them) |
| 13. | DONE | ZERO | Graphics | | | | * Added sanity check on city styles (avoids crash when settling in Alexander) |
| 14. | DONE | ZERO | Multiplayer | | | | * Fixed movement point propagation for settlers from disbanded cities in network games with 3+ players |
| 15. | DONE | ZERO | Gameplay | | | | * Can't rush buy capitalization/infrastructure |
| 16. | TBD | HIGH | Multiplayer | | | | * Fixed feat propagation in network games |
| 17. | DONE | ZERO | Scenarios | | | | * Fixed difficulty choice in scenarios |
| 18. | DONE | ZERO | User Interface | | | | * Setting research goal to something already researched clears the goal. |
| 19. | N/A | ZERO | Gameplay | | | | * Trade routes are revalidated when loading a saved game. Sort of fixes a problem seen only once where a city lost track of its routes. Unknown how it happened to begin with. [Solution worse than the problem (if it exists at all); won't be reimplemented] |
| 20. | DONE | ZERO | Gameplay | | | | * Fixed active defense movement checks so that land defenders work. |
| 21. | DONE | ZERO | Multiplayer | | | | * Added extra checks to disable science victory in network games |
| 22. | DONE | ZERO | SLIC | | | | * Enabled access to database values from SLIC |
| 23. | PART | ZERO | SLIC | | | | * Added about 40 SLIC functions, mostly related to diplomacy (has no effect on any existing scripts) [some functions left unimplemented but they are never used and their intended function is unclear] |
| 24. | DONE | ZERO | Scenarios | | | | * Fixed scenarios that allow players other than player 1 to be played |
| 25. | DONE | ZERO | Cheat Menu | | | | * Fixed crash bug caused by launching editor, generating goods, exiting, and moving a unit. |
| 26. | DONE | ZERO | Multiplayer? | | | | * Added check for clear queue actions from clients received after they lost the city to another player |
| 27. | TBD | HIGH | Multiplayer | | | | * Fixed nuking cities in network games - sometimes left a stale reference to the dead city around. |
| 28. | TBD | HIGH | Multiplayer | | | | * Fixed propagation of city defensive bonus in net games |
| 29. | TBD | HIGH | Multiplayer | | | | * Made sure diplomatic proposals in network games execute at the same point on every machine. |
| 30. | DONE | HIGH | Multiplayer | | | | * Network object bookkeeping gets cleared when exiting a game (exiting and rejoining occasionally left something lying around, resulting in a resync not long after joining) |
| 31. | DONE | ZERO | Multiplayer | | | | * Disabled restart key in net games |
| 32. | DONE | ZERO | Gameplay | | | | * Fixed science tax being one percent lower than it was supposed to be (didn't happen on every machine) |
| 33. | DONE | ZERO | User Interface | | | | * Fixed display of turns for cap/inf |
| 34. | DONE | ZERO | User Interface | | | | * Fixed message tab to always show newest messages |
| 35. | DONE | ZERO | User Interface | | | | * Leave embargo button enabled when cancelled |
| 36. | DONE | ZERO | Diplomacy | | | | * Diplomatic proposals/responses sent from UI get the highest priority possible so that the AI won't override them |
| 37. | DONE | ZERO | System | | | | * Added version label to shell [Replaced by disclaimer string] |
| 38. | DONE | ZERO | User Interface | | | | * Fixed auto-selection of currently researching advance on science chooser |
| 39. | DONE | ZERO | AI | | | | * Improve AI pathfinding: replace ASTAR-_BLOCKED with ASTAR_OCCUPIED |
Last edited by Locutus on 26-10-2004 at 18:16
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Maquiladora
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quote: Bug fix: use the veteran status in combat.
Based on the observations and proposals by MrBaggins and Solver: apply the veteran coefficient to the unit properties when in combat.
This bug fix will improve the chance to hit the target (i.e. increase the RangedAttack and Offense properties). It will not modify the other properties (Defense, Strength, etc.). This corresponds to the handling of the veteran status in UnitData.cpp. |
Veteran effect should improve Attack/Ranged/Defence values by 50% shouldnt it?
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Locutus
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ACS CTP1/2 Manager & Civ4 Co-Manager
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Hengelo, The Netherlands
Nov 1999 time: 06:34
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You can debate that, that would be a design decision.
When two regular units are fighting each other, both have an equal chance of winning, obviously. When a regular unit is fighting a unit with +50% attack bonus due to veteran status, the veteran has a ~9% better chance of winning. And when a regular unit fights a veteran with both attack and defense boni, the veteran has a 20% better chance of winning. And if that's not enough, that 20% can be considerably improved upon by defensive terrain boni, fortification, city walls, etc (much more so than the 9% bonus from the attack value alone).
Look at the numbers if you want (based on the formulas I linked to yesterday in the Armor/HP thread, using hypothetical units who have all stats at 2 (attack, defense, armour, etc)):
code: CoT = Chance to Hit
TtD = Turns to Defeat
V = Chance of Victory
1.
CoT|A = 2/(2+2) = 50%
CoT|D = 2/(2+2) = 50%
TtD|D = (2*10)/(50%*2) = 20
TtD|A = (2*10)/(50%*2) = 20
V|A = 20/(20+20) = 50%
2.
CoT|A = 2/(2+2) = 50%
CoT|D = 3/(3+2) = 60%
TtD|D = (2*10)/(50%*2) = 20
TtD|A = (2*10)/(60%*2) = 16.7
V|A = 16.7/(20+16.7) = 45.5%
3.
CoT|A = 2/(2+3) = 40%
CoT|D = 3/(2+3) = 60%
TtD|D = (2*10)/(40%*2) = 25
TtD|A = (2*10)/(60%*2) = 16.7
V|A = 16.7/(25+16.7) = 40%
So it just depends on how much stronger you want veterans to be, compared to regular units. Personally I think just an attack bonus is enough. Though it might be an idea to consider a +100% bonus rather than +50%, which would give them a +14% chance to win a battle: better than +9% (which is a bit weakish, I agree), not as good as +20% and above (which is a bit too strong IMHO). Ideally it might be cool to have several levels of veteran status: +50%, +100%, +150%, but that's more for the long-term thinking, I'd say.
Edit: For what it's worth, I seem to remember reading somewhere (in a manual or strategy guide or something) that veterans are supposed to be 10% better than regular units, which would mean Activision intended to have a bonus for attack alone. But my memory is a wee bit vague on that, so I may be wrong.
Last edited by Locutus on 26-02-2004 at 15:51
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MrBaggins
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quote: Originally posted by Locutus
You can debate that, that would be a design decision.
When two regular units are fighting each other, both have an equal chance of winning, obviously. When a regular unit is fighting a unit with +50% attack bonus due to veteran status, the veteran has a ~9% better chance of winning. And when a regular unit fights a veteran with both attack and defense boni, the veteran has a 20% better chance of winning. And if that's not enough, that 20% can be considerably improved upon by defensive terrain boni, fortification, city walls, etc (much more so than the 9% bonus from the attack value alone).
Look at the numbers if you want (based on the formulas I linked to yesterday in the Armor/HP thread, using hypothetical units who have all stats at 2 (attack, defense, armour, etc)):
code: CoT = Chance to Hit
TtD = Turns to Defeat
V = Chance of Victory
1.
CoT|A = 2/(2+2) = 50%
CoT|D = 2/(2+2) = 50%
TtD|D = (2*10)/(50%*2) = 20
TtD|A = (2*10)/(50%*2) = 20
V|A = 20/(20+20) = 50%
2.
CoT|A = 2/(2+2) = 50%
CoT|D = 3/(3+2) = 60%
TtD|D = (2*10)/(50%*2) = 20
TtD|A = (2*10)/(60%*2) = 16.7
V|A = 16.7/(20+16.7) = 45.5%
3.
CoT|A = 2/(2+3) = 40%
CoT|D = 3/(2+3) = 60%
TtD|D = (2*10)/(40%*2) = 25
TtD|A = (2*10)/(60%*2) = 16.7
V|A = 16.7/(25+16.7) = 40%
So it just depends on how much stronger you want veterans to be, compared to regular units. Personally I think just an attack bonus is enough. Though it might be an idea to consider a +100% bonus rather than +50%, which would give them a +14% chance to win a battle: better than +9% (which is a bit weakish, I agree), not as good as +20% and above (which is a bit too strong IMHO). Ideally it might be cool to have several levels of veteran status: +50%, +100%, +150%, but that's more for the long-term thinking, I'd say.
Edit: For what it's worth, I seem to remember reading somewhere (in a manual or strategy guide or something) that veterans are supposed to be 10% better than regular units, which would mean Activision intended to have a bonus for attack alone. But my memory is a wee bit vague on that, so I may be wrong. |
I think that there is some strong support for having the suggestion of attack and defense being based on just A for the attacker and D for the defender, we have to consider that.
Also I'd suggest that its no problem having the bonus apply to both attack and defense... the game obviously intended veteran bonuses to apply to different game concepts since they included the bonus in the code for bombarders and spies. If the combat bonus is too high, when it applies to both, just reduce it a little...
From a realism view point veteran troops do defend better than green troops anyway.
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Peter Triggs
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Gone Fishin, Canada
Jan 2000 time: 05:34
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quote:
Issue #23: Does anyone happen to have a list of which SLIC functions exactly have and haven't been
implemented at this point?
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Here's the ones I've been working on. (Martin, I'm not happy with this stuff yet.) There's also a new one, "DeclareWar", at the bottom.
Attachment: slicfuncai.zip
This has been downloaded 11 time(s).
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Maquiladora
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so what was the final plan, to expose the veteran effects in a txt file? We all have different ideas of how powerful veterans should be (and in what areas) so it would be nice to have easy control over them.
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Gilgamensch
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France
Jun 2002 time: 06:34
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Question: How is the status of a veteran unit after the upgrade? Shall it keep it's veteran status or not? Or shall we leave it to the moders?
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Locutus
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ACS CTP1/2 Manager & Civ4 Co-Manager
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Hengelo, The Netherlands
Nov 1999 time: 06:34
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I think the veteran effects should be discussed elsewhere, that's not what this thread is for. Whatever the outcome, it currently works so there's no immediate need to change it further for the first patch (if it's done in time it'll be included, if it isn't it won't).
Pedrunn,
That's already been fixed, so no point in listing it here (obviously it will be in the first patch).
Martin,
I absolutely agree that's one of the first things about the AI that needs to be fixed, but is it important enough to delay the release of the first patch for, if it comes down to that? I mean, it's not like the AI is *completely* useless now. But I'd like to hear opinions on this, if others agree with you I'll gladly add it to the list.
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epeterson
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Could someone please figure out a way to differentiate between a veteran unit and a green unit when they are stacked? I like to use the green troops to guard a newly captured city and use the veterans for continued assimilation. It would be nice if they had mini-tags in the 'army manager' screen.
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