AND SVN Build Thread

Yes you can continue with your game in the new build.

When you export you can export the whole mod and most usually do.

If you do and Update thru the AND SVN, when it finishes it tells you the current build. Also In game just hover over your flag for your current build.

JosEPh
 
I know that this probably been asked a dozen times (I never can find anything by searching).

I current have a game running rev 624 @ 1523AD. Can I use the saved game with the current 626 build? Also, is the full download 626? I never can find what build I am using unless I am in the game and check in the BUG. I haven't master being able to download and apply the SVN.

I found a couple of gliches in 624 but I am horrible at documenting them and since there is a newer build I won't bother mentioning them here.

Buck

Yes, usually savegames are compatible. There was only 1 exception a few revisions ago, when apple orchard, lemon orchard and so on were merged into "orchards".
Also, the full download is usually the latest revision or the previous one. If you use the full download 1 day after the release of the current revision, full download will be up-to-date. Finally, you don't need to go to BUG options to check the revision you're using, you just need to hover your mouse over the flag of your empire near the minimap. ;)
 
45°38'N-13°47'E;12345027 said:
Yes, usually savegames are compatible. There was only 1 exception a few revisions ago, when apple orchard, lemon orchard and so on were merged into "orchards".
Also, the full download is usually the latest revision or the previous one. If you use the full download 1 day after the release of the current revision, full download will be up-to-date. Finally, you don't need to go to BUG options to check the revision you're using, you just need to hover your mouse over the flag of your empire near the minimap. ;)


Thank you. I have other questions but will try and ask them in the appropriate thread. Oh there is another for here. Is there away of telling what the revision is from the download page/location?

Buck
 
45°38'N-13°47'E;12345027 said:
Yes, usually savegames are compatible. There was only 1 exception a few revisions ago, when apple orchard, lemon orchard and so on were merged into "orchards".
Also, the full download is usually the latest revision or the previous one. If you use the full download 1 day after the release of the current revision, full download will be up-to-date. Finally, you don't need to go to BUG options to check the revision you're using, you just need to hover your mouse over the flag of your empire near the minimap. ;)

I may have found another exception. See my post under AND 2 Bug thread. Thanks anyways guys.

Buck
 
rev627

  • Fixed bug that removing castle gatehouse (or any other building with the same effect) from a city, does not clear the effect from the city (imported from C2C rev 4715, fix by Koshling)
  • Fixed bug that removing a source of a ZoC (be it a city or a unit) does not lift the ZoC effect until the following turn (imported from C2C rev 4715, fix by Koshling)
  • Added a backup folder for dll and pdb files
 
Rev629

  • More C2C code imported from rev1833; code was only partially imported months ago by jtanner28; this should show the right way to solve the bug of AI using player routes; it doesn't solve the bug yet, but it should be easier for me in the next revisions to find a way to solve the bug

In next revisions I will try to import the route system from C2C which looks quite different from AND. But I had to import this part of the code first. It shouldn't change almost anything in gameplay, so it's not necessary to update to this revision.
 
Having reached the industrial era on version 628, I noticed there have been significant changes to the yields in some corporations, notably mining inc. It is now 0.18 :hammers: per resource consumed down from 0.50 :hammers: per resource consumed. I have also seen changes in other corporations such as standard ethanol.

I really do not support these changes, however I respect the differences of opinion that people may have regarding this topic. So I would like to ask: where exactly can I modify the yields for corporations? I have checked the CIV4CorporationInfo.xml only I did not find the tag that I need to modify. Is it embedded in a python file? Perhaps in the C++ code? In the mining inc. example, I could not find any reference to 0.18 or 18 in any file.

Can someone please direct me as to where I can change the yield info for corporations? Would very much appreciate this.

EDIT: according to this page in modwiki.civfanatics.com, normally the YieldsProduced tag in the Civ4CorporationInfo.xml file should be the relevant tag for modifying coorporate yield info (as I would have thought). However it appears these values are being overriden somewhere as there have been no modifications to this XML file recently, yet they are significantly different in game.
 
Having reached the industrial era on version 628, I noticed there have been significant changes to the yields in some corporations, notably mining inc. It is now 0.18 :hammers: per resource consumed down from 0.50 :hammers: per resource consumed. I have also seen changes in other corporations such as standard ethanol.

I really do not support these changes, however I respect the differences of opinion that people may have regarding this topic. So I would like to ask: where exactly can I modify the yields for corporations? I have checked the CIV4CorporationInfo.xml only I did not find the tag that I need to modify. Is it embedded in a python file? Perhaps in the C++ code? In the mining inc. example, I could not find any reference to 0.18 or 18 in any file.

Can someone please direct me as to where I can change the yield info for corporations? Would very much appreciate this.

EDIT: according to this page in modwiki.civfanatics.com, normally the YieldsProduced tag in the Civ4CorporationInfo.xml file should be the relevant tag for modifying coorporate yield info (as I would have thought). However it appears these values are being overriden somewhere as there have been no modifications to this XML file recently, yet they are significantly different in game.

It could be something I've accidentally imported from C2C when I've updated the dll; there were some changes related to how food and gold were calculated, maybe there was something about hammers too. I'll have to check the code again.
 
45°38'N-13°47'E;12378475 said:
It could be something I've accidentally imported from C2C when I've updated the dll; there were some changes related to how food and gold were calculated, maybe there was something about hammers too. I'll have to check the code again.
Okies good to know; am glad to know this was not intentional as the nerf in coorporations was beyond dramatic. Whatever they have done in C2C as far as corporations are concerned, they have black boxed it; I was unable to find any reference to where the change was made. By right it should only be modifyable in its respective XML file - seems the C2C boys have bad programming practice!
 
By right it should only be modifyable in its respective XML file -seems the C2C boys have bad programming practice!

I wouldn't say so, and by who's right?

JosEPh
 
I wouldn't say so, and by who's right?

JosEPh
Its just good programming practice :) Basically good programmers always make their implementations clear and easy to modify. Its good programming practice to have a program that is as modifyable as possible without having to edit the source code itself, rather just editing the XML files which anyone can do. Its bad programming practice when you do the exact opposite, implementing things in such a way that they are not easy to modify, thus preventing other users from understanding what you did and where.

In this particular case, the "good practice" approach would be that changes for corporations should be done in its respective XML file and only there so its clear for everyone. If they want to add new features, or elements which are used in calculating the yields, they should do so through new XML tags within the file in question rather than blackboxing their implementation.
 
Its just good programming practice :) Basically good programmers always make their implementations clear and easy to modify. Its good programming practice to have a program that is as modifyable as possible without having to edit the source code itself, rather just editing the XML files which anyone can do. Its bad programming practice when you do the exact opposite, implementing things in such a way that they are not easy to modify, thus preventing other users from understanding what you did and where.

In this particular case, the "good practice" approach would be that changes for corporations should be done in its respective XML file and only there so its clear for everyone. If they want to add new features, or elements which are used in calculating the yields, they should do so through new XML tags within the file in question rather than blackboxing their implementation.

AFAIK this is what they usually do; better, they taught me so when I had to do some changes in AND2. Keep in mind that the problem you're reporting could be caused by a wrong/partial merge on my side, not by their original work. I'm still looking into this, but had very little time in the last few days because of real life commitments :)
 
45°38'N-13°47'E;12379725 said:
AFAIK this is what they usually do; better, they taught me so when I had to do some changes in AND2. Keep in mind that the problem you're reporting could be caused by a wrong/partial merge on my side, not by their original work. I'm still looking into this, but had very little time in the last few days because of real life commitments :)
Thanks for looking into this. I have gone ahead and looked at some C++ code, notably CvCity.cpp and saw that a calculation was done to the corporation yields based the size of the map. However there have been no modifications in that section as of late.

Finally I decided to alter the yields in the XML file and tripled their values to see if that would have any effect. Although the numbers are nothing like in game, altering them does alter the in game values, only they are re-calculated outside of the XML file. So in short I have solved my problem by making big increases in the XML file.
 
I've been playing a MP game with 2 other players with the newest version and we've been getting a game freeze after a maximum of 20 turns from the start. This happened multiple times.

We haven't got this problem until now(we've been playing with a lot of revs, the previous one being rev627), only some weird OOS from loading savegames.

Also, we've been OOS-ing alot in the medieval and above ages.

Later edit : Also, it happens in single player, regardless of what map/settings i choose.
 
I've been playing a MP game with 2 other players with the newest version and we've been getting a game freeze after a maximum of 20 turns from the start. This happened multiple times.

We haven't got this problem until now(we've been playing with a lot of revs, the previous one being rev627), only some weird OOS from loading savegames.

Also, we've been OOS-ing alot in the medieval and above ages.

Later edit : Also, it happens in single player, regardless of what map/settings i choose.

Noted, I'll do some test.
 
@45

With regard to the corporation yield issue, rather than trying to find the needle in the haystack as to whats causing this problem, I would recommend just increasing the yield values of the XML files for the next release since doing this effectively solves the problem.
 
@45

With regard to the corporation yield issue, rather than trying to find the needle in the haystack as to whats causing this problem, I would recommend just increasing the yield values of the XML files for the next release since doing this effectively solves the problem.

Thank you, at least I know that we can revert them back to their original values once I check the code, but as a temporary solution, that's ok. :)
 
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