AND SVN Build Thread

Revision 699

  • Disembark any cargo on a unit when trading it away
  • Choose the closest coastal city to place it in rather than the first one when trading a unit
 
Revision 700: Art Cleanup

When I was working on the Cavalry revision, I noticed that I was starting to get some errors that seemed to be from pushing the graphics engine too hard with too many units. I decided to go through and remove unused unit artwork and art defines to hopefully lessen the overall memory footprint of the mod. This is what I did with the RoM FPK files and the ArtDefines_Unit files:
  • Unpacked and compiled both RoM FPK files
  • Removed over 80 unused unit models and close to 50 uncalled Art Defines
  • Added the Walker Mech to the RoM art files
  • Repacked the RoM FPK (there's just one now)

Other minor graphics changes:
  • Removed the Great Person glow from Adventurer
  • Swapped in a new model for the Middle Eastern Mounted Infantry (the old one was showing two spears -- which means the NIF was not properly synchronized with the KFM -- and removing the second spear caused the other arm to behave very weirdly, so I just swapped in a completely new model)
  • Added calls for certain unused ethnic arts so they do appear: Arabian Ansar (Heavy Horseman), Russian MIG-3 (Fighter), German Graf Zeppelin (Carrier, was being used as a Viking Carrier but not a German), Spanish Galleon (we removed the unit definition but left the art definition, so I used it), Middle Eastern Light Cavalry

This is completely an art upgrade, with no gameplay changes. If you do see any red blobs, then I messed up something somewhere.
 
Revision 699

  • Disembark any cargo on a unit when trading it away
  • Choose the closest coastal city to place it in rather than the first one when trading a unit

This is something that always bothered me.

I go away for a weekend and there's like four new pages on the build thread :lol:
You guys are a great part of why I like AND so much
 
What's going on with the SVN? I updated to 700 and it threw an error claiming that I was offline:

Unable to connect to a repository at URL "svn://svn.code.sf.net/p/anewdawn/code/Trunk"
 
What's going on with the SVN? I updated to 700 and it threw an error claiming that I was offline:

Unable to connect to a repository at URL "svn://svn.code.sf.net/p/anewdawn/code/Trunk"

Same issue on my end, it's not just you.
 
Same issue on my end, it's not just you.

I also had troubles some hours ago but I've been able to download it a few minutes ago. I suppose there was a problem with Sourceforge.
 
Rev 701
  • Restore ART_DEF_UNIT_SIEGE_TOWER to Civ4ArtDefines_Unit.xml (seems to be cause of repeating CTD's)
  • Delete redundant art definition for Axeman in ARTSTYLE_SOUTH_AMERICAN in Civ4UnitArtStyleTypeInfos.xml
 
Can someone post this 2 files as a quick fix for those who use nightly build, please.
 
Revision 702
  • Disallow city zone of control over water tiles
  • Change unit zone of control to only affect units of the same domain type
  • Merge k-mod OOS siege tower changes
 
Revision 703

  • Add naval zone of control promotion (unlocked at Naval Cannon, requires Combat 1)
 
45°38'N-13°47'E;13201376 said:
I had no troubles today updating from SVN, and last revision works perfectly. :)
Great job Vokarya! :goodjob:

On my 8th try just now I successfully updated lol.
 
Been away for a long time, i use to play this mod many years ago, but moved to C2C after it stopped development. But now i'm back since i don't like the direction C2C is going in.

So whats the difference between this mod and C2C nowadays? what does this mod have that C2C doesnt?
 
Easy question, You can actually play this mod without constant MAF's and ctd's.
this is way beyond BTS but not bloated so you will find many many great playable features and you can play large maps and many civ's if that is your style. And this mod team rates rational playability first.
 
Good. I hate how the entire team on C2C keeps adding junk to the game. millions of useless units, buildings, civs, etc. etc.
 
Been away for a long time, i use to play this mod many years ago, but moved to C2C after it stopped development. But now i'm back since i don't like the direction C2C is going in.

So whats the difference between this mod and C2C nowadays? what does this mod have that C2C doesnt?

Basically the modders here are trying to create a streamlined version of Rise of Mankind. C2C is a "fork" of RoM that was interested in adding content rather than trying to optimize the gameplay experience. In general, content can be good, but simply adding more for content's sake takes away from the game unless it is carefully balanced.
 
Revision 704

  • Tech Diffusion speeds up when > 2/3 teams have researched a tech
  • Tech Diffusion slows down when < 1/3 teams have researched a tech
  • Ruthless AI has no contact delay and makes trade offers to other AI's every turn
 
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