AND SVN Build Thread

rev649

Sources and XML updated up to C2C rev4724 (some revisions skipped, mostly TB Combat Mod, Traits and AIAndy Multifeature Mod), new dll compiled

  • Fixed some existing bugs where the terrain damage check for exploration was checking the wrong plot (!)
  • Added a new path generation flag (used by exploration and hunting AIs/automations) to cause it to stop on the first tile it passes through that has no terrain damage and no apparent danger, if damaged more than 25%
  • Added terrain damage evaluation to a couple of exploration routines it wasn't present in
  • Modified healing behaviour so that it will actively search for non-damaging plots when it is damaged more than 25%
  • Fixed end-game techs showing as no cost due to overflows in arithmetic
  • Fixed height issues for units and city art with viewports
  • Fixed cities displaying on the edge of viewports when auto-selected via production popups etc.
  • Fixed opportunity fire occasional crash
  • Fixes to city selection with viewports active
  • Fixed building maintenance error
  • Fixed no expenses bug for faster gamespeeds.
  • Removed useless and possible harmful to the AI code regarding terrain damage.
  • Fixed performance issues with modifier recalculation
  • Fixed the Great Wall display issues across save & load with viewports
  • Fixed the city opened by next/prev or insert key when no city selected to be the one closest to the current view center
  • Fixed CTD with most air missions
  • Embassy Visibility Fix
  • Added text for the bNoHolyCity tag.
  • Added Tech Commerce Modifiers
  • Fixed Tech Commerce AI.
  • Changed Blitz so that City Raider V (and other promotions which have blitz and something else) will work properly.
  • Scale City Limits option (part 1)
  • Fixed the Air Unit base recalc issue
  • Fixed issue where many civics allowed only 1 city with Scale City Limits
  • Fixed a bug with Scale City Limits
  • Loading properties from streams does not trigger property change events now. This fixes the issue with building removal triggered during savegame loading (which should not happen).
  • Reduced the scaling for Scale City Limits.
  • Fixed AI bug that caused city attack stacks to get distracted by archery bombardment
  • Increased barbarian propensity for producing city attack stacks
  • Modified target-city choice for the AI to incorporate how well defended they are
  • Fixed a bug that could prevent AI city attack stacks making he final attack
  • Optimized player bonus counting
  • Tweaked AI maintenance costs to allow for the 2 city starting condition on deity
  • Prevented deliberate unit destruction being perceived as indicative of danger
  • Some slight backward compatibility fixes for removed religions
  • Reworked improvement upgrade slightly to be more granular in its use of modifiers, and to give correct displayed numbers in plot hover text
  • Fixed a bug that could prevent the AI attacking an undefended city
  • Prevented cities generating negative culture or research (could happen due to at least one case with culture from a trait that reduced culture by 1 point in each city)
  • Modified AI rules for deciding when to turn great generals into great commanders
  • Modified AI rules for scrapping units that it thinks it can build versions of with more starting xp than the current one has
  • Corrected a couple of oversights in the recent fix to prevent deliberate disbandings of units being perceived as sources of danger (missed a couple of cases)
  • Several optimization to help reduce AI turn time (circa 8%)
  • Optimize calculation of happiness/health changes from buildings that could be built
  • Reduce time taken determining if a particular building is constructable
  • Sending the build lists at game start is split up into multiple messages now to avoid the message size limit. This fixes the bug with many/large build lists.
  • Removed first impressions from Diplomacy when using Start as Minors.
  • Hovering your mouse over your empire's flag now displays your revision number automatically, without needing to update pyhton files; it now also displays the rev number of your savegame
  • Some tweak to xml files to balance the game for Blitz speed, Large Maps, Noble Level; other parameters will be balanced in the future; this is just an early attempt
 
Yay, update! But, pardon my confusion...

45°38'N-13°47'E;12520970 said:
A quick message to let you all know I'm not gone; I'm still working on AND2 every day, I'm simply trying to find a point where I can pause dll work for a while so that we can release AND2.1 and start working on AND2 and Vokarya's new tech tree.

Doesn't the download link still point to the, uh, SVN builds? :confused: I've been playing 1.75c games all this while while patiently and sporadically checking in here for updates. I'm hesitant to download an SVN build precisely because "whee, time to reinstall again".

It's awesome how much work you guys are putting into this and I'm really thankful, but I'd sorta like to wait for a stable version rather than keep updating my Civ4 install. Yes, I'm probably some variety of nut.
 
Yay, update! But, pardon my confusion...



Doesn't the download link still point to the, uh, SVN builds? :confused: I've been playing 1.75c games all this while while patiently and sporadically checking in here for updates. I'm hesitant to download an SVN build precisely because "whee, time to reinstall again".

It's awesome how much work you guys are putting into this and I'm really thankful, but I'd sorta like to wait for a stable version rather than keep updating my Civ4 install. Yes, I'm probably some variety of nut.

There are two links: one is for SVN installation, the other one is the full installer. Both are pointing to the latest revision; the full installer is just there for those who don't want to mess with SVN installation (but you have to download around 900MB each time if you choose the full installer). I'm not yet sure where I can pause for a while in developing. Lately I've imported a great part of C2C dll code into AND dll and it's been quicker than I expected. We're currently using a dll which is updated to February 2013 C2C dll, so we're about 4 months behind. There are still a couple of problems I'd like to address, something related to Viewports and something else; then I need some days to balance the game and hopefully then we'll be ready for a stable version. :)
 
rev650

Sources, dll and xml/python files updated up to the latest C2C revision at the time (rev5684); some C2C revisions have been skipped (mostly regarding multithreading, tb promotions/traits/combat mod and MultiFeature Mod.
Full changelog will follow later today or tomorrow when I have time.

This completes dll update for now. I'll need some days to balance the game a bit, then we can start with Vokarya's new tech tree!
 
Awesome :)

I suppose this means I'll have to drop the current game I'm in though ^^;
Not that it makes much difference - a third of the world's oceans are covered in infectious smog and I can't remove any of it XD


Still think work boats should be able to sanitize like workers can *shrugs*
 
45°38'N-13°47'E;12563357 said:
rev650

Sources, dll and xml/python files updated up to the latest C2C revision at the time (rev5684); some C2C revisions have been skipped (mostly regarding multithreading, tb promotions/traits/combat mod and MultiFeature Mod.
Full changelog will follow later today or tomorrow when I have time.

This completes dll update for now. I'll need some days to balance the game a bit, then we can start with Vokarya's new tech tree!

:worship: you da man
:goodjob:
 
Still think work boats should be able to sanitize like workers can *shrugs*

Actually they should be able to. I don't remember if it's always been like that or if I've modified it for myself a long time ago. I'll check and if they can't, I'll modify the xml and they will. :)

Edit: I've checked xml files and work boats already can sanitize water, but you need the appropriate tech (aquaculture). I haven't tested it but looking at xml files it should work.
 
Ahh okay - I didn't see that part since I have unavailable worker actions hidden so I never saw what tech enabled sanitizing of ocean tiles. Silly mistake on my part for overlooking it ^^
I did check the Civopedia entry on Infectious/etc smog and it didn't say anything about that so I was a tad confused when I researched Gene Manipulation and couldn't sanitize the water tiles (The AI had bio-nukes long before I did, but they were content blasting each other and left me alone thankfully)


Come to think of it, there's a few things I didn't understand in the Civopedia - like what "Methane Ice" and some of the other new resources (Manmade or otherwise) are for. I'm not sure what Cement or Fertilizers are for (I think I just overlooked something as I did with the Aquaculture bit :crazyeye: ), and Methane Ice and its land counterpart Geothermal Energy seem to only be for boosting production in that tile - they aren't required for anything, and don't seem to speed up any buildings units or projects.
 
Come to think of it, there's a few things I didn't understand in the Civopedia - like what "Methane Ice" and some of the other new resources (Manmade or otherwise) are for. I'm not sure what Cement or Fertilizers are for (I think I just overlooked something as I did with the Aquaculture bit :crazyeye: ), and Methane Ice and its land counterpart Geothermal Energy seem to only be for boosting production in that tile - they aren't required for anything, and don't seem to speed up any buildings units or projects.

IIRC cement is required for skyscraper; other resources are just giving more hammers/health/food or likewise, if I'm not mistaken.
 
Ahh right skyscrapers! How could I have forgotten that...

I assume fertilizer resources don't "stack", just like regular resources don't, so you only need one of them to get the bonus and hoarding them doesn't do anything?

Still in the resource subject, but I found that the AI - when under a Permanent Alliance - insists on giving me Steel every other turn as a gift. Darius has 16 pieces and he wont stop dialing me up until he's given me all fifteen surplus units of steel. I suppose that's what the "Stop contacting us" option is for :crazyeye:
Better than their suicidal workers though - never understood why they'll just sit there with my military next to them, without even attempting to duck into the city a tile away ???
 
I have tried playing revision 650; the changes in speeds is way too drastic; on game start at normal speed it takes only 4 turns for a city to grow to size 2 or to build a a unit. In 645 it would take 3-4 times the amount of time for both. Tech research speeds remain the same, if not slower. I am not sure this is intentional; if it is, these changes are way too drastic.
 
I have tried playing revision 650; the changes in speeds is way too drastic; on game start at normal speed it takes only 4 turns for a city to grow to size 2 or to build a a unit. In 645 it would take 3-4 times the amount of time for both. Tech research speeds remain the same, if not slower. I am not sure this is intentional; if it is, these changes are way too drastic.

Try the fix in this post http://forums.civfanatics.com/showpost.php?p=12552604&postcount=672
:)

Worked for me ^^
 
I have tried playing revision 650; the changes in speeds is way too drastic; on game start at normal speed it takes only 4 turns for a city to grow to size 2 or to build a a unit. In 645 it would take 3-4 times the amount of time for both. Tech research speeds remain the same, if not slower. I am not sure this is intentional; if it is, these changes are way too drastic.

No they are not intentional but a by product of the DLL merge. Still much balancing to do. 45* stated that only Normal Blitz had an semblance of balance as that was his paltform for testing DLL changes.

But I'd also like to see Vokayra tech tree changes added in too so that the Re Balance process includes All the new changes. But 45* has the final say so on that.

JosEPh
 
I didn't check the forums in weeks and just thought that there was no work being done on this.
Just found out about the new svn location, good to see that there was still progress ;)

Btw, why are there backup folders ? You could just retrieve older files from older revisions, or isn't the .dll in the main mod folder from trunk not compiled against the source code from that same revision ?
 
Weird, I just tried the r650 and didn't choose "recalc modifiers" when loading an older savegame (r645). Now I saw that I can produce military units like infantry or modern grenadiers for ~50 :hammers:. This seems really odd.

I restarted the game and reloaded the save but didn't get offered the "recalculate modifiers" option anymore. Are those units supposed to be that cheap ? Basically, any random city is able to dish out units like crazy as of now.

Thanks, f.

EDIT: The gamespeed is epic.
 
Weird, I just tried the r650 and didn't choose "recalc modifiers" when loading an older savegame (r645). Now I saw that I can produce military units like infantry or modern grenadiers for ~50 :hammers:. This seems really odd.

I restarted the game and reloaded the save but didn't get offered the "recalculate modifiers" option anymore. Are those units supposed to be that cheap ? Basically, any random city is able to dish out units like crazy as of now.

Thanks, f.

EDIT: The gamespeed is epic.

Try the fix in this post http://forums.civfanatics.com/showpost.php?p=12552604&postcount=672
:)

Worked for me ^^
 
@flitz,
This is all a part of the DLL merge process and balance has been thrown off. Once the Merge is final (which I think 45* said it is) then work will begin on Re-balancing. Many New DLL processes and AI upgrades in this Merge.

So don't be too surprised over the differences and what you would normally expect. Just report them and a list is being kept to comb out any tangles from this major update.

Thanks
JosEPh :)
 
If you're still figuring out some issues with the game, I can report mine, of course.

I will just attach the savegame so you can see for yourself if this is really something unexpected.

I saved it after upgrading to r650 and recalculating the modifiers. The cities on the leftmost continent list correct individual maintenance modifiers but get a -100% bonus which results in almost no maintenance at all for them. IIRC, only the longhouse (aka court building) is present there, no palast, versailles, etc.

Also, if you look at the financial advisor, it lists 0% inflation cost which can't be right (I'm not running barter). So you see, I'm swimming in money after the upgrade which shouldn't be the case :)
 

Attachments

rev651

  • Sources and dll updated to fix the language bug (only english was displayed in rev650)
  • number of turns / years reworked and some more balance work for different gamespeeds
  • state church civic tweaked to give science and culture bonus to Statue of Zeus and Karnak because they don't produce gold and can't benefit of scc +25% gold

I've realized that I still have to post rev650 changelog; since it's a huge changelog I need some time to write down every change that was imported from C2C
 
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