AND SVN Build Thread

Ok, then I'll try to upload a new installer tonight or tomorrow.
 
I'll check that ASAP! EDIT: It comes from the update server as the python file is still at r974, I will send an email to Afforess.
EDIT2: We need to wait for his intervention.

@45°: I plan to release a updated installer today or tomorrow. Is there a major update coming?

Looks like the server had an issue and the svn repo (not the mod files, but the svn repo files in the .svn directory) got corrupted and so could not update. Working on fixing.

Edit: Fixed.
 
Revision 978
  • Updated languages stats and installer
 
Looks like the server had an issue and the svn repo (not the mod files, but the svn repo files in the .svn directory) got corrupted and so could not update. Working on fixing.

Edit: Fixed.
Great Afforess, thank you!
 
rev979

  • Reverted and fixed changes in revision 972 about AI units healing; now AI units should be able to heal correctly without causing AI not to attack at all when at war
  • Partially merged PitBoss mod by Ramkhamhaeng/YggdrasiI: pitboss still doesn't work yet, but these changes should prevent Pitboss' "pause bug"

I still want to make pitboss work. Right now it goes OOS after first turn (and probably each turn). Pitboss mod should solve some bugs like the "pause bug" and it should allow to use a web interface for Pitboss games (feature still to be completed).
 
Revision 980
  • Fix: Yellow flags in Earth15 and GEM26 scenarii
  • All the tools are now compressed with upx (70% smaller executables)
  • Updated launcher to 1.20:
    ----> Fix: Simplified and Traditional Chinese aren't selectable through the launcher
    ----> Shortcut to write a review to moddb
 
rev981

  • Reduced religion spread rate for newly founded religions in early eras (before Medieval Era)
  • Temporarily turned off some python files of the Pitboss Mod merged in previous revisions as they're causing Pitboss to crash
  • Merged some more lines of code of the Pitboss mod in the dll
  • Changed UPT limit ratio for city to 1
 
Rev 982
MANY adjustments to buildings, some changes to civics/units/other.

Building/Wonders:
  • General: Reduced prerequisite building counts for National Wonders by 1
  • General: Deleted <iMinAreaSize> requirements for non-Coastal buildings
  • Alchemist's Lab deleted Great Person bonus
  • Android Factory requires Power (synchronize with Computer Network power requirement)
  • Apiary cost reduced to 35
  • Bazaar deleted commerce from resources and resource requirements
  • Beadmaker cost reduced to 40, base commerce reduced to +1
  • Brothel added +1 happiness
  • Carpenter building production increased to +20%
  • Casino cost lowered to 400, added +1 happiness, increased gold to +30%, culture to +2, deleted culture doubling
  • Civilized Jewelers Store replaces Beadmaker, Jeweler
  • Citycreche building production increased to +75%
  • Construction Firm building production increased to +40%
  • Doctor's Office free start era moved to Industrial
  • Grocer added +1 food and deleted gold bonus
  • Guild Hall deleted Gold requirement
  • High Walls deleted Walls requirement
  • Hypermarket added +1 food
  • Industrial Park building production increased to +50%
  • Interrogation Building can be built with Single Party civic
  • Jewellery moved to Aesthetics; cost increased to 80, added +2 commerce, added Ivory to list of enabling resources and +1 commerce from Ivory, reduced commerce from Gems/Gold/Pearls/Silver to +1 each, no obsoleting tech
  • Knight's Stable deleted Stable requirement
  • Manor deleted Noble specialist slot (Nobility civic allows unlimited Noble)
  • Market deleted commerce from resources
  • Mech Assembly Plant requires Power (synchronize with Computer Network power requirement) and requires Manufacturing Plant or Nanofactory or Omnifactory
  • MileHigh Travels Franchise deleted Great Person flavoring (not necessary with 0 GPP)
  • Military Airbase resource requirement changed from Oil to Oil Products
  • Monument to the Dictator requires Masonry (synchronize with Despotism tech requirement)
  • Movie Theatre culture bonus lowered to +5 and no doubling
  • Nanofactory replaces Manufacturing Plant, Industrial Robots; increased production bonus with Power to +100% and added +10% commerce with Power
  • Oil Refinery -1 health/-1 health from Oil consolidated into -2 health
  • Omnifactory replaces Nanofactory; increased production to +300%, deleted Engineer slots (Post-Scarcity civic allows unlimited Engineer)
  • Parade Grounds moved to Leadership
  • Red Curtains Theater replaces Theatre, Movie Theatre; deleted +1 Artist GPP, increased culture to +6, deleted culture doubling, added +1 happy/10% culture, 1 happy from Hit Movies, 2 Artist slots, 1 free Celebrity
  • Security Center replaces Security Bureau; increased espionage to +15, espionage defense to +75%, Spy slots to 3, added 1 XP for Espionage units
  • Stonemason building production increased to +30%
  • Supermarket added +1 food and deleted gold bonus
  • Theatre and UB Theatre deleted culture from Modern Art
  • Vacation Resort requires Airport or Spaceport or Starport
  • Virtual Reality Theatre requires Power (synchronize with Computer Network power requirement)
  • Russian Research Institute moved to Computers; cost raised to 325, research reduced to +12, spaceship production reduced to +20% [all bonuses equal to Research Laboratory except for 2 free Scientist]
  • Glassmith buildable with Salt OR Stone
  • Nano Research Department buildable with Coal OR Oil OR Methane Ice
  • Royal Tournament moved to Chivalry
  • Golden Spike updated help text
  • Ishtar Gate deleted gold bonus on completion

Civics:
  • General: Deleted happiness/health changes from Wonders only
  • Atheist removed culture bonus from specialists
  • Mobilization reduced bonuses to +150%, increased culture penalty to -30%, added -10% science, -10% Great Person generation
  • Nationalist hammer bonus reduced to 10%, espionage bonus reduced to 20%, culture bonus removed
  • Private reduced health bonus from Doctor's Office to +1
  • Standing Army moved to Leadership
Units:
  • Hwacha upgrades to Trebuchet or Bombard [longer time to benefit from speed-2 Hwacha]
  • Great Scientist changed Academy from <ForceBuildings> to <Buildings> [Prevents Academy from being built multiple times and from being built after Computers]
  • Dreadnought Armor deleted Iron resource option
Other:
  • Civ4TechInfos.xml is being sorted [easier to find techs in WorldBuilder/XML scrolling]
  • Fishing Boats Sunk event zooms to plot when triggered
  • Hamlet/Village/Town add <PrereqNatureYields> and <bFreshWaterMakesValid> set to 1 [stop later ones from being built on Peaks]

If there's anything I forgot, let me know. The Mecha issue needs some more work before it is ready.
 
rev983

  • Introducing Enslavement for Slavery Civic: 10% chance to enslave a unit when winning a battle (slave is a worker)
  • Removed Inflation text from Financial Advisor (inflation has been removed ages ago)
  • AI is now building correctly First Nuclear Test, needed for nukes
  • Removed No Foreign Connectedness for most civics, mostly replaced with bonus/penalty for Domestic/Foreign Connectedness
  • Changed domestic/foreign income for some buildings (Port, Seaport, International Port, Toll House, Custom House, Feitoria, Paved Roads, Hotel, Vacation Resort, Artemis Temple, Adam Smith Trading Company, Global Stock Exchange, Free Port, East India Company, Pleistocene Park
  • Temporarily switched off some python files for pitboss games, I forgot in a previous commit

By removing No Foreign Connectedness from most civics, now it's much more important if you have Right of Passage or not with other civs. Also, it makes a difference in terms of gold when you declare war to someone. I've also reworked a bit commerce per connectedness in some buildings to make foreign trade more important than domestic trade.
Enslavement is a new feature and it should work, let me know if you have any trouble with it.

I'm currently having a look at dbkblk's production function for cities. I fear it's at least partially responsible for lack of production of some units (air, anti-air, spies, nukes at least).
 
Rev 984

Lots of changes in XML. Specialist numbers balanced, Fresh Water mechanics added.

Tech Tree
  • Deleted Weather Lore
  • Powered Exoskeleton is required for Military Robotics
  • Military Robotics is required for Advanced Computers
  • Regenerative Medicine is required for Space Colonies
  • Transhuman Era techs shuffled a bit and re-costed
  • Bronze Working, Iron Working, Siege Warfare shifted a bit to untangle arrows
  • Entire Tech Tree XML file sorted; easier to find techs in WorldBuilder
Building Specialist Changes
  • Storyteller Circle added 1 Artist slot
  • Theatre (including Pavilion) reduced to 1 Artist slot; Odeon reduced to 3 Artist slots
  • Jewellery added 1 Artist slot
  • City Park deleted Artist slot
  • Civilized Jewelers Store added 1 Artist slot
  • Movie Theatre reduced to 1 Artist slot
  • Red Curtains Theatre reduced to 1 Artist slot
  • Broadcast Tower reduced to 1 Artist slot
  • Vacation Resort deleted Artist slot
  • Virtual Reality Theatre reduced to 2 Artist slots
  • Network Node reduced to 4 Artist slots
  • Paradise Garden increased to 2 Artist slots
  • Construction Firm increased to 2 Engineer slots
  • Manufacturing Plant reduced to 1 Engineer slot
  • Industrial Park reduced to 1 Engineer slot
  • Nanofactory reduced to 1 Engineer slot
  • Citycreche reduced to 1 Engineer slot
  • Bakery deleted Merchant slot
  • Tavern deleted Merchant slot, raised max bonus from domestic commerce to +2
  • Shopping District (including Mall) reduced to 3 Merchant slots
  • E-Bank added 1 Merchant slot
  • National Park, Vacation Resort give free Specialists from Treefarm and Hybrid Forest
  • Safari Hunters Guide added +1 free Specialist per Forest Preserve, Treefarm, Hybrid Forest, Safari
Water Building Changes
  • Aqueduct requires Hill or Peak in city vicinity, health reduced to +0.1 per citizen, provides Fresh Water
  • Artesian Well cost reduced to 80, removed all food bonuses, provides +1 health and Fresh Water, upgrades to Water Treatment Plant
  • Water Treatment Plant, Waste Digester flat health increased to +3 and provide Fresh Water
  • Bath House requires Fresh Water instead of Aqueduct
  • Irrigation Canals requires Fresh Water instead of River, gets +1 food with Rice
  • Cannery base food reduced to +1
  • Food Processing Plant base food reduced to +3
  • Hanging Gardens requires Fresh Water
Other Building Changes
  • Ice Storehouse moved to Construction
  • Port, Seaport, International Port no longer provide Culture
  • Textile Mill upgrades to Omnifactory
  • Cannon Forge can be built with Iron or Steel
  • Cannon Turret can be built with Iron or Steel
  • Safari Hunters moved to Imperialism
  • Safari Hunters HQ provides Great Merchant GPP
  • Ultimate Soldiers HQ provides Great Spy GPP
  • Omnifactory commerce increased to +45%

Unique Building Changes
  • Mongolian Ger reduced to +3 XP for Mounted units, no -1 health, is not replaced by Knight's Stable
  • Aztec Sacrificial Altar changed to Ceremonial Altar replacement; keeps all Ceremonial Altar abilities, -15% food for city growth, is not replaced by Temples
  • Ottoman Hammam changed to Bath House replacement; keeps all Bath House abilities, +2 happiness, no Marble requirement, no obsoleting tech
Civics
  • Nationalist provides no hammer bonus
  • Atheist no longer disallows inquisitions
Improvements
  • Fixed Windmill-Windfarm-Windtrap upgrade chain
  • Fixed Jungle Camp upgrade time to Forest Preserve
Specialists:
  • Magistrate provides +3 GPP
  • Great Diplomat provides +6 espionage
Resources
  • Standardized resource enabling tech with tech for required improvement (Apple, Lemon, Olive enabled at Fermentation; Obsidian enabled at Masonry; Cotton enabled at Calendar)
  • Ivory obsoletes at Ecology
Units/Promotions
  • Cannon, Frigate, Ship of the Line can be built with Iron or Steel
  • Privateer can be built with Copper or Iron or Steel
  • Hi-Tech Robot renamed to Warbot
  • Walker Mech, Assault Droid, Siege Droid, Warbot require Mech Assembly Plant
  • Great Diplomat <iBaseDiscover> increased to 10000 (equal to non-Scientist GP)
  • Medic III requires Antibiotics
  • Reinforced Structure has no prerequisite
Other:
  • Fixed capitalization error in Provides Fresh Water text
  • Fixed Fishing Boats Sunk event to only target plots owned by active player
 
Rev 985
Fix error in Artificial Life placement and cost
Properly update in-game revision number
 
Is there never version of installer or something? Mine still has rev 983.. and no updates showing.
 
I agree with that, but the SVN is still working, so I just copied across the relevant files.
 
on repo server stated 983 as last update - it was not updated i suppose.
 
Installer is not updating to the latest version. Are the mod creators on vacation or abandoning the project?

I don't have a clue how to update the installer. I only work with the SVN. The installer is dbkblk's project.
 
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