AND SVN Build Thread

rev631

  • Fixed PerfectMongoose Mapscript; usable mountains now allows bonuses on mountains too; previous rev wasn't working properly

I was planning to release a larger revision but since this problem is stopping players from using this mapscript and since other bugs I'm currently looking into (especially AI route bug) are taking longer than expected to be solved, I'm releasing just this fix for PM mapscript. Everything else will come later.

P.S. I'm also planning to increase the number of rivers in PM Mapscript (C2C PM mapscript should have more rivers, if I'm not mistaken), but it looks like it's causing balancing problems so I could postpone this change to when we'll add the new tech tree (because we'll need to rebalance the game again).
 
Perfect mongoose was also edited to have less desert/salt flat/dunes in the c2c version I do believe. The map script is somewhat notorious for generating far too much desert in central areas of continents.
 
Perfect mongoose was also edited to have less desert/salt flat/dunes in the c2c version I do believe. The map script is somewhat notorious for generating far too much desert in central areas of continents.

Actually to tell the truth that was PerfectWorld2 if I'm not mistaken. PM mapscript was intended to solve the too much desert problem of PW2. IMO deserts are fine in PM; don't know about the C2C version because desert there is split between desert, salt flats and dunes, but since in AND there's only desert, it looks fine to me. :)
 
Ah so that might explain why I now can't start the game, I had dll 629 and thought it was an error, so it was deliberate. Now it'll be 628, no need to panic any more.

Thanks 48 Degree's for your efforts, much appreciated.

Oh on the formations, I've found if you don't use the bug graphics code in the bug options, but use the Original Vanilla version, I can use formations late game, well after bug would start failing.

It points to some lines of bug code, that have commented out other lines of code, seems to be a small difference, but I don't really understand it at all.

Nothing to fix, its just a comment, use the original Vanilla (or near enough too) graphics coding will allow formations for late game.
 
rev633

  • Fixed DLL as in rev631, but shouldn't cause CTD, freeze or other problems; sources updated, next step will be importing the new pathing system from C2C

This revision is not essential, I suggest you don't use it yet; I should have fixed problems of rev 631 but for the moment you can stick to rev632 or rev628 ore earlier.
 
45°38'N-13°47'E;12390756 said:
rev633

  • Fixed DLL as in rev631, but shouldn't cause CTD, freeze or other problems; sources updated, next step will be importing the new pathing system from C2C

Will that include how AI cities make requests for units, like defenders and stuff? I don't know if its able to be transferred to AND2 but if it is doable, it would be a great addition imo.
 
Will that include how AI cities make requests for units, like defenders and stuff? I don't know if its able to be transferred to AND2 but if it is doable, it would be a great addition imo.

I've imported some relevant code from C2C in the latest revision I'm currently uploading. More code will be imported in the next revisions, but AI should be smarter right now (better units, trade and war handling). :)
 
rev634

  • Major C2C code import and merge; code imported from C2C revisions from rev1479 to rev2312; lot of bugfixing, OOS and CTD solved, smarter AI behaviour, new pathing system, properties system, new dates and other C2C features imported; more will follow in the next revisions. Route bug seems to be still there, could be fixed in some of the next revisions when more code is going to be imported from C2C

BE WARNED THAT THIS IS A TEMPORARY REVISION; IT MEANS THAT BUGS AND CRASHES ARE POSSIBLE BECAUSE I STILL HAVE TO IMPORT PARTS OF THE CODE FROM C2C. ALSO, SINCE A NEW DATE SYSTEM WAS IMPORTED FROM C2C, DATES MIGHT LOOK STRANGE (I'LL FIX THIS ONCE I'M DONE WITH THE MERGING PROCESS).
 
The download link still has rev634 :rolleyes:

SVN is updated if you download it via Tortoise SVN; if you download the full package, it gets updated once per day automatically (Updated nightly as it's clearly writtent, although "nightly" isn't very precise, it depends on where you live). So try it in a few hours and rev635 will be available. ;)
 
rev636

  • Merged more dll code from C2C up to rev2691; solved the problem of units not moving around enemy territory; sources updated, dll compiled

Still no luck with the AI Route Bug.

For your information, here's a list of what's been improved in the latest revisions (besides bugs, CTD and OOS):
  • AIAndy Property System imported (but not activated): the code is imported to allow things like crime and flammability which are typical from C2C; I frankly don't want to import this feature yet but the code is there and ready. I've decided to import the code even if AND2 don't use it because it's all connected inside the dll so it was easier to import the whole code, even those parts which aren't actually used in the game.
  • New pathing system by Koshling (more will follow on this)
  • New date system which allows days
  • A couple of options (Divine Prophets, Unlimited National Units and something more), which at the moment are turned off and hidden, but can be activated if/when we decide so.
  • Barbarians AI efficency improved
  • AI Trade / Units production / Buildings production /war logic has been enhanced
  • Memory leaks / Memory usage efficency
  • AI Civic choices enhanced
  • Modifiers recalculation corrected
  • Improved performance of city founding location evaluation
  • Auto-end-decision-free-turns option (BUG option)
  • Player option to switch to use AI pathing (BUG option)

And more!

I stress it again; none of this is my work, I've simply imported code from C2C mostly by Koshling, AIAndy and Thunderbrd. :) Kudos to them!
 
Just a quick update on how things are going
I'm still importing code from C2C, working hours on it every day. I've imported code up to rev2979 (but not yet uploaded to svn). Next revision is 3034 which is the one introducing viewports and multimaps and some improvements in pathing. I've actually imported the code up to rev3118 but it looks like the game is crashing probably due to some xml conflict (it's not something in the dll, the minidump isn't reporting anything). I'll try again in the next days, stay tuned. :)
 
rev637

- AI Route Bug solved!
- More C2C code imported up to C2C rev3127
- New pathing system, viewport and more properties code imported (but not activated/used)

It looks like the infamous AI Route Bug has been solved; no more enemy units will merrily use your roads/railroads and you won't have to manually move your units each turn around enemy territory anymore. I've done some testing using some of the savegames provided by users (sp00n for example) and enemy units now move as they're expected to.

Be warned anyway that there might be small incompatibility issues with previous revisions in some cases and that balancing of the game has been thrown off completely. I'm currently working on it, more will follow. :)
 
45°38'N-13°47'E;12436928 said:
rev637

- AI Route Bug solved!
- More C2C code imported up to C2C rev3127
- New pathing system, viewport and more properties code imported (but not activated/used)

It looks like the infamous AI Route Bug has been solved; no more enemy units will merrily use your roads/railroads and you won't have to manually move your units each turn around enemy territory anymore. I've done some testing using some of the savegames provided by users (sp00n for example) and enemy units now move as they're expected to.
Absolutely fantastic!! :goodjob:
 
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