i look forward for 0.95,
i hope it will be good for mp games. [...]
Regarding multiplayer, I've just fixed some bugs (mainly one tough bug – it was like fighting the Balrog: "far under the living earth, where time is not counted [...] into dark tunnels"

), and now the mod seems quite stable, i.e. no problems when I run two instances on my PC on AI Auto Play into the midgame, click on various buttons, make some deals with the AI, some attacks, end the turn a few dozen times and respond to AI offers. That said, there are most likely some issues that only become apparent when actually playing a game.
And there's the potential problem of floating point arithmetic in synchronized code. (Nightinggale explains the issue
here under "Why we can't use floating point calculations."

) Between my PC and my notebook, I'm not experiencing any problems, but those are both AMD processors. Between AMD and Intel, games might go OOS frequently and, if so, there are only one or two things I can try (see "003g" in the manual); replacing all the floating point calculations isn't going to be feasible.
Btw, I've claimed twice that I'm about finished with the new version, and that wasn't really untrue ... I've just kept revisiting some issues that I had put on the backburner because they seemed too difficult at the time (like doing some multiplayer testing). I'm going to play one more test game and, hopefully, that will neither expose a serious problem nor remind me of any loose ends, and then I can finally wrap this up.
You may have noticed that you have a new fork
I wouldn't have noticed, but that's good news.
I've finally realized that AdvCiv is the way forward as K-Mod is getting stale.
I like to think that it's getting to a point where there are few downsides compared with K-Mod. The floating point thing could be one, scalability (
MAX_CIV_PLAYERS) another and I guess generally the larger volume of changes compared with BtS, low-key as they may be.
Currently working on a number of enhancements ranging from improvements to the build system, bench-marking, optimizations, various AI improvements and the usual bug fixes.
"Build system" refers to the compilation process I suppose? About benchmarking, I've read your proposal on the "We The People" issue tracker (
link). Are the performance and AI optimizations related to the code by Koshling that you've mentioned once? That's on my radar too, but I won't get around to it anytime soon. I've adopted a couple of small changes, but still have about 1000 SVN revisions from the early days of C2C and RAND to review.
I hope I can merge whatever you come up with. But I suppose it could also happen that you merge some of my commits? Because in that case I'll have to be a lot more considerate about what I change and how I commit it.
Anyways, I noticed that there is an attempt to delete a null pointer (report) in WarAndPeaceAI::Team::~Team. It triggers every time I terminate the program it seems.
Ah, many thanks. I did see an error now and then when exiting but had no idea how to debug that. I see that the report object gets deleted already by
closeReport.

And I guess
SAFE_DELETE should really always be used in such circumstances. Well, old code by now.
The revamped combat system is ofc not forgotten though...
On that topic, last week I read a post by
@Toffer90 in the C2C subforum (quoted below) and it gave me the following simple idea for a ZoC rule: Units that attack from a city or fort receive a combat or withdrawal chance bonus when they attack units that have just moved from one tile adjacent to the city or fort to another. I don't think that this would address any pressing problem, but it should make strategically placed defensive works useful without making them an insurmountable obstacle for the AI. I would interpret movement within the ZoC as ignoring the threat from the garrison, moving in file instead of a battle formation and generally remaining unprepared for battle.
On a related note, I'm not too happy with the rule I recently added that causes units (including units in cargo) to lose all movement points when they cross a border on the same turn as war is declared. I've come to think that a kind of soft ZoC rule that prevents ships from unloading when next to a water tile with a hostile unit (of greater or equal strength) would be more plausible and effective – but would also require some changes to the behavior of AI naval assault stacks and to
CvUnitAI::AI_guardCoast.
[...]there are many cases in history where armies passed right by some decently manned forts to attack scarcely manned forts, the well manned forts had strategical problems to overcome to simply leave the forts on expedition against a sometimes superior or matched opponent when the nation at a whole were undermanned militarily. Some times zones of control would have to be deactivated even for well fortified forts but how could we simulate that in C2C. By letting each player use their units to actually attack out from the forts manually to stop the enemy advancement through the cluster of forts by harassment and attrition. Future projects like TB's planned supply line feature could greatly enhance the importance of forts by allowing a player with an inferior army easier ways to harass enemy armies and their supply lines making it a risky move to push on through the cluster due to damage per turn (or through events triggered by lack of supply) or a heavy healing penalty.
The zones of control feature is a lazy way to simulating the role of forts, that imo downgrades the better simulation that is already in place.
The full stop, a a aaa you cant move your units there because they might be ambushed, removes the ability for players to actually ambush the enemy in such situations.[...]
Edit: Dead link manual 0.94f removed