Alpha Centauri 2

Sid Meier's Alpha Centauri & Alien Crossfire => Modding => Bug/Patch Discussion => Topic started by: Yitzi on July 23, 2013, 10:53:11 pm

Title: Version 2.2 of my patch is ready
Post by: Yitzi on July 23, 2013, 10:53:11 pm
In addition to the various options added, this one fixes the drone revolt code so that the Free Drones' bonus works properly.


The current patch is 2.2e http://alphacentauri2.info/index.php?action=downloads;sa=view;down=142 (http://alphacentauri2.info/index.php?action=downloads;sa=view;down=142)

Feedback and crash reports are a big help.  Thanks.
Title: Re: Version 2.2 of my patch is ready
Post by: ete on July 23, 2013, 11:15:26 pm
Good to see you're still around fixing things, I think I'll switch over now that saves are compatible.
Title: Re: Version 2.2 of my patch is ready
Post by: JarlWolf on July 24, 2013, 06:49:57 am
Is there instructions on where to install your patch? It is looking promising.
Title: Re: Version 2.2 of my patch is ready
Post by: Buster's Uncle on July 24, 2013, 03:40:30 pm
http://alphacentauri2.info/index.php?action=downloads;sa=view;down=137 (http://alphacentauri2.info/index.php?action=downloads;sa=view;down=137)
Title: Re: Version 2.2 of my patch is ready
Post by: Yitzi on July 24, 2013, 03:50:09 pm
Is there instructions on where to install your patch? It is looking promising.

Once you download it, the patch readme says how to "install" it.  Pretty much, just copy over all the files.
Title: Re: Version 2.2 of my patch is ready
Post by: Green1 on July 25, 2013, 05:29:59 am
Unlike some of the other exe modders, you have been chugging away from some time. You are active in the community and do not disappear for strange reasons (though the conspiracy theorist in me has ideas about what happens to folks like Kyrub/Scient - I think it is the communities on some of these other boards). I really want to switch to someone's patch who is like that.

Your first efforts crashed on me. I probably should have spoken up now that I think about it.

After this AAR, I will try yours again.



[Note from the management: I don't want to bump this and draw more attention to 'conspiracy' speculation, so I'm replying with an edit. 

scient was waiting on some datalinks stuff he wanted to include in the patch from someone; he told me he was days from releasing v.2 back in late May.  If I know scient, and I do, he got caught up in RL stuff while he was waiting.  Kyrub was never deeply involved in the AC community, and our only sin towards him was not giving him much discussion/feedback.

I expect in both cases, that a resumption of bug/crash report activity and discussion/feedback/questions regarding their patches would eventually get their attention and resumed presence.]
Title: Re: Version 2.2 of my patch is ready
Post by: JarlWolf on July 25, 2013, 05:49:11 am
Likewise, I am going to try your patch after my AAR. I can recover easily if my AAR is said and done.
Title: Re: Version 2.2 of my patch is ready
Post by: Yitzi on July 25, 2013, 06:43:05 am
Unlike some of the other exe modders, you have been chugging away from some time. You are active in the community and do not disappear for strange reasons (though the conspiracy theorist in me has ideas about what happens to folks like Kyrub/Scient - I think it is the communities on some of these other boards). I really want to switch to someone's patch who is like that.

Your first efforts crashed on me. I probably should have spoken up now that I think about it.

Fortunately, someone else did, and I found the problem and fixed it.
Title: Re: Version 2.2 of my patch is ready
Post by: CoreyVidal on July 25, 2013, 11:20:02 pm
I have the GoG version of SMAC/SMAX. Since your patch has come out, I have wiped everything, and reinstalled SMAC/SMAX from scratch. I started a new game. The game year starts at 2100.
After applying your patch and starting a new game, for some reason the year starts at year 537600. Do you know why this is? Am I doing something wrong?
Title: Re: Version 2.2 of my patch is ready
Post by: Green1 on July 26, 2013, 01:45:44 am
Confirming this.

Also, I took out a fungal tower and got over 20k energy!

Release is GOG version.
Title: Re: Version 2.2 of my patch is ready
Post by: Yitzi on July 26, 2013, 03:54:39 am
I have the GoG version of SMAC/SMAX. Since your patch has come out, I have wiped everything, and reinstalled SMAC/SMAX from scratch. I started a new game. The game year starts at 2100.
After applying your patch and starting a new game, for some reason the year starts at year 537600. Do you know why this is? Am I doing something wrong?

Thank you for catching that.  Normally I check to make sure I didn't accidentally introduce that bug (of which the starting year is the most obvious effect, but far from the most important), but I must have forgotten this time.  Give me a moment and I'll fix it and post a fixed version 2.2.
Title: Re: Version 2.2 of my patch is ready
Post by: Yitzi on July 26, 2013, 04:04:06 am
Ok, the fixed download has been submitted; as soon as it's approved you can replace it.  (Only the executable file needs to be replaced.)  I asked Sisko to remove the old one, so you can tell when it's been changed by the upload date (the one uploaded July 24 is bugged, the one uploaded July 25 is good.)

If you fix it, you can continue playing your previous game, but it won't fix the date.  It will, however, fix all the other bugs associated with it.
Title: Re: Version 2.2 of my patch is ready
Post by: CoreyVidal on July 26, 2013, 04:06:45 am
-deleted-
Title: Re: Version 2.2 of my patch is ready
Post by: Buster's Uncle on July 26, 2013, 04:11:15 am
Okay, it's up and the old one is gone.
Title: Re: Version 2.2 of my patch is ready
Post by: Yitzi on July 26, 2013, 04:14:34 am
And just as well, as I can't email it.  (Neither gmail nor hotmail lets you email executables, which is what CoreyVidal's now-deleted post had asked for.)
Title: Re: Version 2.2 of my patch is ready
Post by: Green1 on July 26, 2013, 10:25:04 am
Cool.

Your patch, if there are no kinks, will replace Kyrub's SMAX patch Plus. It will make it's forum full on test for AAR5!

But first... I need Aliens, but that is a personal problem :)
Title: Re: Version 2.2 of my patch is ready
Post by: JarlWolf on July 26, 2013, 10:41:07 am
Again: I can make you an alien faction as long as you are fine with them not having a progenitor leaderhead. They'd be another "race" of aliens or something.
Title: Re: Version 2.2 of my patch is ready
Post by: Green1 on July 26, 2013, 11:11:48 am
Again: I can make you an alien faction as long as you are fine with them not having a progenitor leaderhead. They'd be another "race" of aliens or something.

Its all good. Just like we have Yitzi as our resident coderâ„¢ , I can always click my keys together and summon the awesome power of B-U. It is the power of AC2.
Title: Re: Version 2.2 of my patch is ready
Post by: JarlWolf on July 26, 2013, 11:34:05 am
Mhm... contact me if you need me for things. I can get you faction idea's and art in no time.
Title: Re: Version 2.2 of my patch is ready
Post by: muskelmichi on July 29, 2013, 10:38:09 am
Not sure if it's intended or not, but I just realized that in your alphax.txt every base square produces 3 nutrients instead of 2. Any explanation for that?
Title: Re: Version 2.2 of my patch is ready
Post by: Yitzi on July 29, 2013, 01:14:53 pm
I must have changed it for some testing and forgot to change it back.  To play normally, all you have to do is change it back; give me a moment, and I'll put up a version with the original values.
Title: Re: Version 2.2 of my patch is ready
Post by: tyrone slothrop on August 06, 2013, 02:49:00 am
I'm running into a crash using this patch with the GOG version on both Windows and Mac. I have two saves that reproduce it; both of the saves work fine with the original version and with kyrub's latest patch.

In zak_crash_1.sav, clicking on Society Grid (at (48, 34)) to open it up crashes terranx.exe. It also crashes after the current turn, just after a Hive unit moves towards Manufacturing Warrens.

In zak_crash_2.sav, clicking on some of the Spartan cities immediately north of the University landmass crashes the game. Sea Outpost, Admiralty Base and Fleet Base all crash, but not Halls of Discipline or Assassin's Redoubt.
Title: Re: Version 2.2 of my patch is ready
Post by: Yitzi on August 06, 2013, 06:27:07 am
That's probably a crash (associated with pacifism drones) that I since found and fixed.  I'll add version 2.2c (fixing that crash) now, and once it's approved you can apply that patch and we'll see if that fixes it.

Sorry about that.
Title: Re: Version 2.2 of my patch is ready
Post by: Buster's Uncle on August 06, 2013, 03:16:01 pm
http://alphacentauri2.info/index.php?action=downloads;sa=view;down=140 (http://alphacentauri2.info/index.php?action=downloads;sa=view;down=140)
Title: Re: Version 2.2 of my patch is ready
Post by: Earthmichael on August 08, 2013, 04:35:23 pm
If I want to install the Yitzi patch on my Gog version, are there any other patches that are also required, or does the Yitzi patch by itself do everything needed?

Also, will I be able to load a save file from any of my multiplayer games, and produce a compatible save file for multiplayer games with those who have not installed the Yitzi patch?
Title: Re: Version 2.2 of my patch is ready
Post by: Yitzi on August 08, 2013, 06:53:27 pm
The rules for using the GoG version are the same as for Scient's patch.  I'm not certain what those are, though.

Save file compatibility should mainly not be a problem.  However, ecodamage-based game history (planetbuster/tectonic missiles, the effects of previously building ecological facilities after the first fungal pop) does get a bit messed up when switching from/to my patch*.  It'll still run fine, but the ecodamage numbers may be off.  Any game early enough that such missiles and facilities aren't present yet won't have any problems, though.
Title: Re: Version 2.2 of my patch is ready
Post by: Buster's Uncle on August 08, 2013, 11:51:38 pm
...Since this thread is still seeing activity, I want to point out, for those who may have missed it, that the YitziModPatch is at 2.2e now:
http://alphacentauri2.info/index.php?action=downloads;sa=view;down=142 (http://alphacentauri2.info/index.php?action=downloads;sa=view;down=142)
Title: Re: Version 2.2 of my patch is ready
Post by: Dio on August 09, 2013, 04:34:52 am
As of version 2.2e of your patch, are you aware that conventional payloads get a straight 50% bonus to attack power regardless of reactor strength? Attached below is a save file showing this.
Title: Re: Version 2.2 of my patch is ready
Post by: Yitzi on August 09, 2013, 06:27:05 am
I'll look into it.
Title: Re: Version 2.2 of my patch is ready
Post by: Yitzi on August 09, 2013, 04:18:21 pm
Well, it seems to not just be my patch; Kyrub's and Scient's patches have it too, and I suspect so would the original version.  So it's still a bug that needs fixing, but because I didn't introduce it I won't be putting out a version just to fix it.  (It'll probably be fixed in 2.3, though.)
Title: Re: Version 2.2 of my patch is ready
Post by: Yitzi on August 25, 2013, 08:00:27 pm
Ok, so I checked out the conventional payload thing, and it's not an unintentional bug; for whatever reason, they intentionally hardcoded in "for any missile that's not a planetbuster, add 50% to attack strength" instead of the formula in the datalinks.  So that raises the question of whether it's the actual rules that are bugged, or the datalinks simply reflect a previous plan that is no longer the case.  (In the latter case, missiles probably should be changed to allow other weapon choices so that they're not useless later in the game.)  You want to set up a poll on the matter?
Title: Re: Version 2.2 of my patch is ready
Post by: Geo on August 31, 2013, 10:33:48 pm
Assuming this is the latest version, I'll drop the request/question here.

Yitzi, have you found or plan to open up the extra yields given by landmarks? I see them listed in the alphax file under the #NATURAL section, but that's it.
On that note, have you thought of giving modders the option of removing or increasing the number of any given landmark on a random map?

Lastly, I noticed in alphax there's actually a fourth (unused) slot for resources. Have you tried to find if this can be activated?

Code: [Select]
; Resource production (nutrient, minerals, energy, [b]<unused>[/b]) for
; special squares. In normal squares, these values are determined
; by the temperature, rainfall, rockiness, etc. of the square.
;
; "Bonus Square" value for particular category is added to other
; production in a square.
;
; "Improved Land" means farm, mine, solar
; "Improved Sea"  means desal, platform, harness
;
#RESOURCEINFO
Ocean Square,     1, 0, 0, 0,
Base Square,      2, 1, 1, 0,
Bonus Square,     2, 2, 2, 0, * Mineral +1 if mine present
Forest Square,    1, 2, 1, 0,
Recycling Tanks,  1, 1, 1, 0,
Improved Land,    1, *, *, 0, "*" columns are ignored entirely
Improved Sea,     2, 1, 3, 0, * Mineral +1 with Advanced Ecological Engineering
Monolith,         2, 2, 2, 0,
Borehole Square,  0, 6, 6, 0,

Appearantly, it was to be used for a psi resource.

Code: [Select]
#RESOURCES
Nutrient, Nutrients,
Mineral,  Minerals,
Energy,   Energy,
Psi,      Psi,

Title: Re: Version 2.2 of my patch is ready
Post by: Green1 on September 01, 2013, 01:31:57 am
Still seem to be having random crash issues on my end unfortunately. I feel like something is preventing me from joining the cool kids.

I am really scratching my head as to what is the problem if a lot of other folks seem to be having none. I do not think now it is a ForceOldVoxel or direct draw issue since i did a fresh install to try this version of the patch and it did not create an alphax.ini file.

I have enclosed a save so maybe you can use your superior expertise to help me out with this. I really want to move off Kyrubs SMAX patch PLUS to a more modern and maintained patch.
Title: Re: Version 2.2 of my patch is ready
Post by: Yitzi on September 01, 2013, 02:53:10 am
Assuming this is the latest version, I'll drop the request/question here.

The latest is 2.3, but I can answer anyway.

Quote
Yitzi, have you found or plan to open up the extra yields given by landmarks? I see them listed in the alphax file under the #NATURAL section, but that's it.

You mean make it possible to control how much they give?  It would be doable, and can be done once I'm ready to take requests, if people want it.

Quote
On that note, have you thought of giving modders the option of removing or increasing the number of any given landmark on a random map?

Not really.  I think it'd be far more trouble than just having a CMN make a map with the desired number.

Quote
Lastly, I noticed in alphax there's actually a fourth (unused) slot for resources. Have you tried to find if this can be activated?

A fourth resource type?  That would essentially require rewriting the whole game, so no.

Still seem to be having random crash issues on my end unfortunately. I feel like something is preventing me from joining the cool kids.

I am really scratching my head as to what is the problem if a lot of other folks seem to be having none. I do not think now it is a ForceOldVoxel or direct draw issue since i did a fresh install to try this version of the patch and it did not create an alphax.ini file.

I have enclosed a save so maybe you can use your superior expertise to help me out with this. I really want to move off Kyrubs SMAX patch PLUS to a more modern and maintained patch.

I'll see what I can do.
Title: Re: Version 2.2 of my patch is ready
Post by: Yitzi on September 01, 2013, 03:07:21 am
Still seem to be having random crash issues on my end unfortunately. I feel like something is preventing me from joining the cool kids.

I am really scratching my head as to what is the problem if a lot of other folks seem to be having none. I do not think now it is a ForceOldVoxel or direct draw issue since i did a fresh install to try this version of the patch and it did not create an alphax.ini file.

I have enclosed a save so maybe you can use your superior expertise to help me out with this. I really want to move off Kyrubs SMAX patch PLUS to a more modern and maintained patch.

Thank you; you found a bug in my patch.  It has been fixed, and I will be posting version 2.3b shortly.
Title: Re: Version 2.2 of my patch is ready
Post by: Earthmichael on September 01, 2013, 03:34:14 am
How hard is it to patch to allow all techs to be researched, where the perquisites are met?  I would like to have an option to eliminate the random suppression of techs available for research.  I find this "feature" just causes me grief, and does not contribute in the least to my enjoyment of the game.  I thought I had seen somewhere where someone had done just this, but I cannot find it now.  But I remember the UI, because when there were a lot of possible techs, only the names were listed, which is fine with me.
Title: Re: Version 2.2 of my patch is ready
Post by: Yitzi on September 01, 2013, 03:48:06 am
How hard is it to patch to allow all techs to be researched, where the perquisites are met?  I would like to have an option to eliminate the random suppression of techs available for research.  I find this "feature" just causes me grief, and does not contribute in the least to my enjoyment of the game.  I thought I had seen somewhere where someone had done just this, but I cannot find it now.  But I remember the UI, because when there were a lot of possible techs, only the names were listed, which is fine with me.

Probably not all that hard, but hard enough that I'm not doing it until I start taking requests.
Title: Re: Version 2.2 of my patch is ready
Post by: Earthmichael on September 01, 2013, 02:57:17 pm
Do you have a document that summarizes all of your bug fixes and how to use the various options in your latest patch?
Title: Re: Version 2.2 of my patch is ready
Post by: Yitzi on September 01, 2013, 03:21:28 pm
Do you have a document that summarizes all of your bug fixes and how to use the various options in your latest patch?


I'm not sure if this (http://alphacentauri2.info/wiki/Yitzi%27s_patch) is 100% complete with regard to bugfixes, but it's the closest there is.

It also links to a description of the new options (http://alphacentauri2.info/wiki/New_alphax_variables_in_Yitzi%27s_patch); they're all in the #RULES section of alphax.txt, and those that are codes for the rules have the details on that page.

I hope to include the codes in a .txt file in 2.4.
Title: Re: Version 2.2 of my patch is ready
Post by: Green1 on September 02, 2013, 02:43:17 am
Do you have a document that summarizes all of your bug fixes and how to use the various options in your latest patch?


I'm not sure if this (http://alphacentauri2.info/wiki/Yitzi%27s_patch) is 100% complete with regard to bugfixes, but it's the closest there is.

It also links to a description of the new options (http://alphacentauri2.info/wiki/New_alphax_variables_in_Yitzi%27s_patch); they're all in the #RULES section of alphax.txt, and those that are codes for the rules have the details on that page.

I hope to include the codes in a .txt file in 2.4.


EM, one of the features I have been impressed yet and have yet to try is pacifist drone settings that is listed on the wiki. I think Yitzi has inadvertently buffed historically weak AIs like Morgan or Aki that run FM and get crippled by the pacifist drones. I am definitely going to fiddle around with that. I am thinking anything that is not a scout or air power should not count.

What a huge fix that makes sense. Plus, if someone is a purist or thinks differently, there are other settings or they can leave it alone.

Can not wait to see how it works.
Title: Re: Version 2.2 of my patch is ready
Post by: Yitzi on September 02, 2013, 02:56:41 am
EM, one of the features I have been impressed yet and have yet to try is pacifist drone settings that is listed on the wiki. I think Yitzi has inadvertently buffed historically weak AIs like Morgan or Aki that run FM and get crippled by the pacifist drones.

I haven't inadvertently buffed anything there, as the defaults are the same rules as now.  You can strengthen or weaken the rules as you wish.

Quote
I am definitely going to fiddle around with that. I am thinking anything that is not a scout or air power should not count.

Actually, scouts are the least likely military units to count; if scouts count, so do their non-scout counterparts.  Options 3 and 4 mean that non-air units don't count, and air scouts also don't count (and with 3 interceptors don't count either.)
Title: Re: Version 2.2 of my patch is ready
Post by: Green1 on September 02, 2013, 03:15:43 am
Well... CAN be buffed :D Which will happen thanks to your hard work :D

Reading through:

Quote
    0.No units produce pacifism drones.
    1.Only air units with 2 or more attack produce pacifism drones; interceptors are exempt.
    2.Only air units with 2 or more attack produce pacifism drones; interceptors are not exempt.
    3.Air units produce pacifism drones, unless they are noncombat (i.e. have no attack) or scout units (i.e. those with 1 attack, 1 defense, and 1 reactor) or interceptors.
    4.Air units produce pacifism drones, unless they are noncombat (i.e. have no attack) or scout units (i.e. those with 1 attack, 1 defense, and 1 reactor).
    5.Only combat air units produce pacifism drones;interceptors are exempt.
    6.Only combat air units produce pacifism drones;interceptors are not exempt.
    7.Only units with 2 or more attack produce pacifism drones.
    8.Only unarmored units with 1 or 0 attack do not produce pacifism drones.
    9.Only noncombat units and scout units do not produce pacifism drones.
    10.Only unarmored noncombat units and scout units do not produce pacifism drones.
    11.Only noncombat units do not produce pacifism drones.
    12.Only unarmored noncombat units do not produce pacifism drones.
    13.All combat units, as well as probe teams, produce pacifism drones.
    14.All combat units and armored noncombat units, as well as unarmored probe teams, produce pacifism drones.
    15.All units produce pacifism drones.

Lots of considering.

My thoughts: All Air should not. All with just hand weapons should not. All non combat should not.

I will probably go with 12. Most air is not armored in most games I have seen.

 Seems like more towards what I would like.
Title: Re: Version 2.2 of my patch is ready
Post by: Earthmichael on September 02, 2013, 01:50:59 pm
Yitzi, you have done some great work, but even though you have a good amount of documentation written, I am trying to wrap my head around it.  Also, I want to make sure exactly what I am getting into with each setting.

1. Do the alphax setting only affect the start of the game, or can a game that is underway have all players simultaneously tweak with alphax setting?  In other words, is it possible to change setting mid-game if everyone agrees?

2. If I want to NEVER have rising water, what settings do I need to set on alphax?

3. Do you have some examples of costs calculated with various options for calculating unit costs?  Is there some settings that many people have agreed are "fair"?

4. As for Pacifism drones, I think Green may have misunderstood option 12, since it applies only to noncombat units.  I like option 1, which allows interceptor and any unit with 1 attack to be exempt.  However, I am not sure if this only applies to air units, or if it applies to all units?  Will land or sea units with only 1 attack also be immune to pacifism drones?  I think that is what I would like: all units of any kind with attack <2 and interceptors (with any attack value) are immune to pacifism drones.  How does the community feel about this?

5.  If I understand the drone rules flags, a value 1 changes the order in which Pacifism drones are applied, and allows all normal drone suppression methods to work with Pacifism drones?  If this is true, I like this option; I never understood applying Pacifism drones after all drone suppression mechanisms no longer help.

6. Any extra documentation, posts, etc. to use your patch to the best effect would be useful. 

7. I think it would be good if the community adopted Yitzi patch as the standard for games, and it would be good if we could agree on a standard set of fixes for all games. 
7a. For example, I think all games would befit from suppressing rising water (you could always specifically turn it on for YOUR game if you like it, but I think the community as a whole would agree that rising water is too much of a nuisance and micromanagement to leave on.)
7b. I think all games would benefit from setting drone rules flags to 1, because I think Pacifism acts like a bug, otherwise.
7c. What are some other standard fixes the community thinks should apply?  A change to unit costs?  An additional drone rule flag (to add to 1)?  A standard pacifism rule (if not 1), what would be a good rule?

I would love to come up with a standard version of alphax and Yitzi's patch to use on my future games, especially the new game I am starting with ete's map!
Title: Re: Version 2.2 of my patch is ready
Post by: Yitzi on September 02, 2013, 04:47:26 pm
Well... CAN be buffed :D

That wasn't inadvertent either.  I want modders to have the option of making Free Market have different disadvantages.  For example, if you want it to be not quite as hard for explorers or defensive war but harder to wage an offensive war under, and increase its effects on ecodamage, you could:
-Lower the first two pacifism values to 0, so that units in your own or an ally's territory don't cause pacifism.
-Lower the third pacifism value to 9, so that you can still scout in unowned territory.
-Raise the fourth pacifism value to 15, so that even support noncombat units produce pacifism drones in enemy territory.
-Change the drone rules to 4,5,6,7,12,13,14,15,20,21,22,23,28,29,30, or 31, so that punishment spheres don't suppress drones and talents while running Free Market.
-Increase the ecodamage divisor and/or the minerals ecodamage divisor, and maybe make negative bonus ecodamage per base, but also lower or eliminate clean minerals, as clean minerals are not affected by free market, whereas the rest of the calculation does include the effects of free market.

Quote
Lots of considering.

My thoughts: All Air should not. All with just hand weapons should not. All non combat should not.

If land units produce pacifism drones, so do air units; even in the pre-patch, air units produce pacifism drones in cases where land units don't (i.e. in your territory).

Quote
I will probably go with 12.

Keep in mind you can make it different depending on whose territory it is.

12 means that anything with any attack or armor (even hand weapons) produces pacifism drones; if you want units with just hand weapons not to (and even defensive units like 1/3/1 would not), then option 7 is your best bet.

Yitzi, you have done some great work, but even though you have a good amount of documentation written, I am trying to wrap my head around it.  Also, I want to make sure exactly what I am getting into with each setting.

1. Do the alphax setting only affect the start of the game, or can a game that is underway have all players simultaneously tweak with alphax setting?  In other words, is it possible to change setting mid-game if everyone agrees?

There are a few settings, such as mission start year, that cannot be tweaked, but most of them can.

Of the new ones I added, they all can be tweaked, but there are three that should not under some circumstances:  "Extra "virtual minerals" per relevant atrocity/missile" should not be tweaked once someone has caused extra ecodamage via atrocities/missiles, "If non-zero, fungal pops reduce the effects of atrocities/missiles but do not increase CM" should not be tweaked once there has been a fungal pop or someone has caused extra ecodamage via atrocities/missiles, and "If non-zero, ecodamage is based off Planet Busters rather than major atrocities" should not be tweaked once someone has committed any major atrocity or used a planet buster with the U.N. charter repealed.  (Other major atrocities with the U.N. charter repealed are ok.)

Quote
2. If I want to NEVER have rising water, what settings do I need to set on alphax?

Where it says "Numerator/Denominator for frequency of global warming (1,2 would be "half" normal warming)", change that to 0,1.  Then there will be no rising water unless the council votes to make the water rise.

Quote
3. Do you have some examples of costs calculated with various options for calculating unit costs?  Is there some settings that many people have agreed are "fair"?

There's no real agreement, which is part of why I've made so many options, and keep in mind that costs are affected not only by the formula but also by what costs you assign to various weapons, modules, armors, chassises, and abilities.  You might just want to play around, or if there's a particular goal I may be able to help you find a way.

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I like option 1, which allows interceptor and any unit with 1 attack to be exempt.  However, I am not sure if this only applies to air units, or if it applies to all units?  Will land or sea units with only 1 attack also be immune to pacifism drones?

With options 1-6, land and sea units are immune to pacifism drones no matter what, just like for the unpatched version when the unit is in your territory.

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I think that is what I would like: all units of any kind with attack <2 and interceptors (with any attack value) are immune to pacifism drones.

Why would interceptors be more lenient than land units?

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5.  If I understand the drone rules flags, a value 1 changes the order in which Pacifism drones are applied, and allows all normal drone suppression methods to work with Pacifism drones?  If this is true, I like this option; I never understood applying Pacifism drones after all drone suppression mechanisms no longer help.

This is correct.

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6. Any extra documentation, posts, etc. to use your patch to the best effect would be useful. 

Once I have enough options (not yet), I plan to provide my own take on an idea, but currently it's really for modders to decide what they want.

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7a. For example, I think all games would befit from suppressing rising water (you could always specifically turn it on for YOUR game if you like it, but I think the community as a whole would agree that rising water is too much of a nuisance and micromanagement to leave on.)

Keep in mind that the effects of rising water also depend on how much ecodamage there is.  If you use my patch to reduce the amount of ecodamage, rising water becomes much less of a nuisance, as do worms.  (If you want to make ecodamage more interesting, you can lower clean minerals but also lower the ecodamage per mineral above clean minerals, so that it can never be completely eliminated but is a lot easier to mitigate.)
Title: Re: Version 2.2 of my patch is ready
Post by: Geo on September 08, 2013, 12:51:14 pm
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On that note, have you thought of giving modders the option of removing or increasing the number of any given landmark on a random map?

Not really.  I think it'd be far more trouble than just having a CMN make a map with the desired number.

Thing is, I'm asking this for a single player game normal start for random maps.
There are circumstances where the less 'natural' landmarks shouldn't come into play. Say the Ruins, Manifold Nexus, and Borehole Cluster. And sometimes even the Unity wreckage.
Or Planetfall on a tectonically very active world with multiple volcano's and lots of rifts (Nexus canyons). Or one which underwent an asteroid bombardment.
Title: Re: Version 2.2 of my patch is ready
Post by: Yitzi on September 08, 2013, 01:23:39 pm
On that note, have you thought of giving modders the option of removing or increasing the number of any given landmark on a random map?

Not really.  I think it'd be far more trouble than just having a CMN make a map with the desired number.

Thing is, I'm asking this for a single player game normal start for random maps.
There are circumstances where the less 'natural' landmarks shouldn't come into play. Say the Ruins, Manifold Nexus, and Borehole Cluster. And sometimes even the Unity wreckage.
Or Planetfall on a tectonically very active world with multiple volcano's and lots of rifts (Nexus canyons). Or one which underwent an asteroid bombardment.

Thing is, to arrange that, I'd need to look into the map generation algorithm, which would likely be difficult...if there's enough demand for it, once I start taking general requests I can probably do it, but it'd probably end up waiting behind more popular mods.
Title: Re: Version 2.2 of my patch is ready
Post by: Geo on September 08, 2013, 01:27:22 pm
Guess I have to come up with a popular mod then by the time you take requests.  :scratch:
Title: Re: Version 2.2 of my patch is ready
Post by: Yitzi on September 08, 2013, 09:02:45 pm
Guess I have to come up with a popular mod then by the time you take requests.  :scratch:

Or just get on someone else's.  Keep in mind that "popular" is relative, so not-so-popular ones might still get it if there are no more-popular ones left.  In any case, I doubt I'll start taking requests before 2014; there's still several things I want to do first.
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