AND SVN Build Thread

Revision 807

  • Fix bug causing unlimited units to be built where they were supposed to be limited
  • Add new setting to ROM tab in BUG options, allows changing the transparency of the civilopedia (transparent civilopedia on by default)
 
Revision 808

  • More resync code for MP OOS
  • AI will not use stacks of units to claim territory for resources or guard claims with stacks of units
  • Add code to verify the value of the number of outside units each turn
  • Units with iDCMBombRange > 0 will show the archer bombard mission
 
rev809

  • New subs graphic (missile and stealth subs)
  • Advanced nukes option turned off and hidden (affecting MRBM, Fusion Nova, Tactical Fusi, YAM)
  • IRBM renamed nuclear Missile now it's part of default nukes, same for Hydrogen Bomb and Peacemaker
  • Missile Submarine upgrades to Fusion Submarine (instead of stealth submarine)
  • Stealth sub cannot carry nukes; nukes are only carried by Missile Submarine & Fusion Submarine
  • Stealth Destroyer and Fusion Destroyer can carry missiles
  • Missile Cruiser, Littoral Combat Ship, Fusion Cruiser can carry missiles + 1 tactical nuke
  • Corrected some spelling errors
  • Balanced Medieval, Renaissance and Modern Era iresearch
  • Fixed noble knights event obsolete tech
  • Manhattan Project now gives +5% science (was +10%)
 
Revision 812

  • Remove +1 health from horses
  • Rewrite units and cities storage to use std::vector and stdext::hash_map in order to control the id space
 
Revision 814

Fix reversed operator for checking if unit class is maxed out for teams
 
Afforess or Vokarya, is there something you've changed in the last 10 revisions that makes AI develop faster? I've run 3-4 tests and each time AI was hitting Medieval Era before AD. It never happened with previous revisions, let's say before rev802. I frankly haven't seen any change that could have caused this, but... :confused:
 
45°38'N-13°47'E;13441643 said:
Afforess or Vokarya, is there something you've changed in the last 10 revisions that makes AI develop faster? I've run 3-4 tests and each time AI was hitting Medieval Era before AD. It never happened with previous revisions, let's say before rev802. I frankly haven't seen any change that could have caused this, but... :confused:

I've made no balance changes in a while.
 
45°38'N-13°47'E;13441643 said:
Afforess or Vokarya, is there something you've changed in the last 10 revisions that makes AI develop faster? I've run 3-4 tests and each time AI was hitting Medieval Era before AD. It never happened with previous revisions, let's say before rev802. I frankly haven't seen any change that could have caused this, but... :confused:

I can't think of anything that I would have done that would have caused this. I do know that the AI's are getting Literature really early (to the point that Hinduism is getting founded before Judaism) and so they might be getting Libraries early. Could that be somehow related?
 
I can't think of anything that I would have done that would have caused this. I do know that the AI's are getting Literature really early (to the point that Hinduism is getting founded before Judaism) and so they might be getting Libraries early. Could that be somehow related?

You might be right. Is there a reason why AI is beelining to Literature and is there something we can do about it?
 
45°38'N-13°47'E;13442516 said:
You might be right. Is there a reason why AI is beelining to Literature and is there something we can do about it?

I don't know. Do you have logs of why the AI does what it does?
 
45°38'N-13°47'E;13442516 said:
You might be right. Is there a reason why AI is beelining to Literature and is there something we can do about it?

Should we? Why would we be upset if the AI is acting smart? :p
 
So if AI get to next era faster on average than wanted, why not balance out in a way that keep AI smart but roughly either have equal turns for each eras or increase turns per new era? When I say average, best test out maybe 25 to 50 games before applying balance tweaks.
 
So if AI get to next era faster on average than wanted, why not balance out in a way that keep AI smart but roughly either have equal turns for each eras or increase turns per new era? When I say average, best test out maybe 25 to 50 games before applying balance tweaks.
That's what I usually do.
Right now all eras have roughly the same number of turns. Sometimes the problem with beelining is that some civ enters a new era leaving behind a lot of techs of the previous era. So it's not fully advanced to next era.
 
45°38'N-13°47'E;13442516 said:
You might be right. Is there a reason why AI is beelining to Literature and is there something we can do about it?

I would say don't judge AI progress by what you see visually. I added code to log the AI progress through the game in ANewDawn.log. It should print out the actual era of gameplay and expected era.
 
Revision 815

  • Add counters to track the last allocated unit & city id
  • Fix inverted boolean check in civilopedia text regarding limited units
  • Fix broken AI check for if they have researched the tech to improve a tile they are considering to claim
  • AI will not claim a territory if they have no workers to improve it
  • AI will not claim resources they do not value
 
Should we? Why would we be upset if the AI is acting smart? :p

I don't think it's a good thing if the AI's are following one strategy exclusively. It makes it too easy to outflank them. I have found it fairly easy to go Archery-Warfare in the early game and be almost guaranteed to get the free Archer and first Great General. In the Medieval Era, the AI seems obsessed with Feudalism-Guilds and leaves Theology, Holy War, and Papacy for later, making it really easy for me to get Christianity, King Richard's Crusade, and the Apostolic Palace.
 
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