AND SVN Build Thread

rev716



Edit: Great Diplomat Mod will be refined in the future. Currently there's no "upgrade improvement" mission because it doesn't work. Everything else should be working but I'd like to find a new model for Envoy (currently uses Treasure model) at least for modern era, and a new model for Great Diplomat (for ancient era).
 
So what buildings provide statements GP points?

For the moment, I've left the same as the original GD mod, i.e. Palace, Versailles, Chichen Itza, UN, UN Mission; also there are slots for "Magistrate" specialist provided by Castle, Barracks, Custom House, Marketplace, Courthouse (and their civ-specific buildings); I've renamed Lawyer-->Magistrate because it sounded better to me.
Of course we might need to tweak these buildings, I hope Vokarya wants to have a look at them.
 
Afforess, I'm trying your latest revision and it looks great except for AI building way too many units hence crippling economy. I'll do some further testing but I think unit support cost will have to be scaled down. I've seen AI running at 0-20% science for too many turns.
Edit: or possibly it might be a bad start in my test game or we simply have to increase income a bit for ancient era.
 
45°38'N-13°47'E;13238319 said:
Afforess, I'm trying your latest revision and it looks great except for AI building way too many units hence crippling economy. I'll do some further testing but I think unit support cost will have to be scaled down. I've seen AI running at 0-20% science for too many turns.
Edit: or possibly it might be a bad start in my test game or we simply have to increase income a bit for ancient era.

Yeah I know. As I mentioned in the comparison thread, the AI has a tendency to overbuild and overestimate, and then there are bugs that prevent it from disbanding. I've got both corrected locally. ;)

The early game is by far the hardest for the AI. Later in the game, more income producing buildings are available and the AI has more civic options.
 
Revision 717
  • AI cities will choose to focus on gold buildings if the AI is "near" financial troubles, instead of waiting until troubles are upon them
  • Include C2C MemoryAlloc fix
  • Include C2C Base path cost fix
  • AI includes civic, religion, and wonder experience when determining the least experienced units to disband
  • AI safe funded percent mimics revolutions financial trouble calculations, when using revolutions mod
  • AI's correctly assess financial pain caused by civic gold per military units
  • AI's will disband units with more than 1 experience when experiencing financial troubles
  • AI's will use fewer floating defenders during financial troubles
  • AI assumes wars will cost extra gold per turn, instead of earning them income, during warplan assessment
  • AI will not switch to a warplan if they are in financial trouble, unless they are attacked
  • Fixed bug where AI workers would skip turns in a city, when they mistakenly believed there to be danger, where there was no danger
  • AI will disband excess workers more frequently in financial distress
  • Fix a few more asserts
 
45°38'N-13°47'E;13238228 said:
rev716



Edit: Great Diplomat Mod will be refined in the future. Currently there's no "upgrade improvement" mission because it doesn't work. Everything else should be working but I'd like to find a new model for Envoy (currently uses Treasure model) at least for modern era, and a new model for Great Diplomat (for ancient era).

FYI I don't see that you added the text files for the mod. They show up as TXT_KEY for me in the pedia.
 
rev718

  • Fixed missing Great Diplomat text, I forgot it in my last commit

Edit: this time I forgot to update revision number so it still displays rev717 on the flag near the minimap; next update will be 719 anyway.
 
45°38'N-13°47'E;13238465 said:
rev718

  • Fixed missing Great Diplomat text, I forgot it in my last commit

Edit: this time I forgot to update revision number so it still displays rev717 on the flag near the minimap; next update will be 719 anyway.

@45°38'N-13°47'E Can you include my changes in Polish texts in next revision ?

http://www.sendspace.com/file/o0al02
 
Ooohh. Did I ever tell you, Afforess, that it was because of your work that AND has long been my favourite mod? :)
 
@ Affforess + 42 Deg

Has either of you updated the revision version past 715, because when I updated the SVN I get SVN 719, but when I load the game, Shift-Cntl-T it still say's 715. I've just had to manually update it to 719 myself. (changed the python file in assets)

I ask because I'm having a constant do_exit problem, with my save, and updating from 705 hasn't fixed it as yet.
 
@ Affforess + 42 Deg

Has either of you updated the revision version past 715, because when I updatet the SVN I get SVN 719, but when I load the game, Shift-Cntl-T it still say's 715. I've just had to manually update it to 719 myself. (changed the python file in assets)

I ask because I'm having a constant do_exit problem, with my save, and updating from 705 hasn't fixed it as yet.

The revision numbers are a bit off atm, but they should show 717-718.
 
Revision 720, lots of XML changes:
Renames
  • Bauxite Ore resource to Bauxite
  • Guided Missile unit to Cruise Missile
  • Precision Attack Missile unit to Smart Missile
  • Heavy Cavalry unit to Rider
  • Hovercar unit to Rover (and new art)
  • Laboratory building to Research Laboratory
  • Light Anti-Air Gun unit to Anti-Air Gun
  • Peat Bog feature to Swamp
  • Theory of Relativity tech to Relativity
  • Trade Caravan unit to Caravan

New
  • Laboratory building (available with Chemistry, +15% Science and 1 Scientist slot, replaces Alchemist's Lab, upgrades to Research Laboratory)
  • Louvre wonder (available at Nationalism, +10% culture all cities, +3 Wonder Capacity)
  • Rosetta Stone wonder (available at Nationalism, requires Ancient Relics in city vicinity, provides 3 Ancient Relics, +1 happy from Museum, +2 Specialists per Ancient Relics/City Ruins in city radius)
  • Relics event (triggers after Astronomy, targets tile with City Ruins and no bonus, either: produce 1 Treasure unit or place Ancient Relics or with Scientific Method place Ancient Relics and Archeological Site)

Building changes
  • Academy gives +1 GPP (Scientist) and 2 Scientist slots
  • Alchemist's Lab goes obsolete at Organic Chemistry; replaced by Laboratory and Research Laboratory
  • Bakery requires Granary or Modern Granary
  • Barracks gives no bonus to Siege
  • Garrison, Military Base replace Archery Range and provide +3 XP to Recon units
  • Carpenter gives +50% production to Shipyard and Wheelwright
  • Casino moved to Psychology
  • Colosseum UB replacements now obsolete at Mass Media
  • Convention Center requires Hotel or Vacation Resort
  • Fisherman's Hut moved to Seafaring and replaces Fish Traps
  • Las Vegas Strip moved to Tourism
  • Scotland Yard gives +1 GPP (Spy), 2 Spy slots, and +2 XP for Espionage units
  • Space Elevator moved to Superstrong Alloys
  • Sphinx gives +100% production of Pyramids in city
  • Stoneworker's Hut reduced to +1 yields from resources
  • Three Gorges Dam moved to Composites

Corporation changes
  • Mile High Travels changed to Ancient Relics/Gold/Hit Movies/Hit Musicals/Hit Singles/Silk

Event changes
  • Treasure event weight reduced from 500 to 300

Tech changes
  • Biology moved to Industrial Era, cost 3800, requires Organic Chemistry
  • Legalized Gambling removed
  • Steam Power now requires Chemistry

Unit changes
  • All mounted units standardized withdrawal; 0% for heavy mounted, 10% for light mounted, +10% all gunpowder mounted
  • All mounted units standardized flanking; heavy flanks Siege units, light flanks Archery/Gunpowder
  • All light mounted units ignore terrain movement cost
  • Assault Mech, Scout Mech +1 base speed and remove Morale promotion
  • Chariot now heavy Ancient Era mounted; Str 5, cost 40, standard mounted terrain adjustments, upgrades to Heavy Horseman
  • Horseman now light Ancient Era mounted; Str 4, cost 25, upgrades to Horse Archer
  • Horse Archer +25% vs. Archery, no siege bonus, no first strike chances
  • Heavy Horseman no bonus vs. Archer or Melee
  • Rider gets +25% vs. Archery
  • Lancer, Cuirassier, Light Cavalry, Cavalry no bonus vs. Animal
  • Cavalry, Light Cavalry immune to first strikes, no bonus vs. Cannon
  • Explorer, Adventurer +25% hills/forest/jungle defense; Explorer, Adventurer, Motorcycle, Jeep, Rover no free Guerrilla or Woodsman promotion
  • Redcoat can upgrade to Mounted Rifleman
  • Walker Mech increased to +75% city attack and +50% city defense, no free Urban Tactics promotions
  • Warrior, Quechua can upgrade to Axeman; Warrior only force obsolete at Archery
  • Work Boat can only build Fishing Boat/Whaling Boat, cannot cross ice or impassable terrain
  • Modern Workboat reduced to Fishing Boat/Whaling Boat/Break Ice/Sanitize/Build Tunnel
  • Carriers can carry Helicopters
    • Carrier carries 4 fighters + 2 helicopters
    • Supercarrier carries 6 fighters + 2 helicopters
    • Fusion Carrier carries 8 fighters + 3 helicopters
  • SR-71 Blackbird increased to base 65% evasion and no free Chaff promotion

MEGAPACK NOTE: If you play with the Megapack, you will also need the two attached files. One is to update the Club Tropicana (Cuban UB) to Psychology tech (Legalized Gambling has been removed). Otherwise, you will get flagged for an error (but it does not stop the mod from loading) and Club Tropicana will be available from the beginning of the game. The other is to allow Treasures to build Rosetta Stone. I did not try to update any Unique Units.
 
rev721

  • More polish translation (thank you lordfistas)
  • Text corrected to display mod revision and dll revision
  • Fixed specialist magistrate
  • Memory for past wrongs scaled by gamespeed
  • Diplomatic Victory vote turned off when Mastery Victory is active

There's a problem with Magistrate specialist being displayed in the wrong position in city screen (it's overlapped to resources), I'm working on it.
 
This is the revision that I was expecting (rev 720). Good job Vokarya. And congratulations to the whole team for all updates. I do not play for many weeks, but the mod is much better each day.

This coming week I will update the megacivpack. Thank you very much to all for your incredible work.

:)
 
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