AND SVN Build Thread

Rev 723

Minor tech tree updates:
  • Remove Photography from prerequisites for Realism (redundant, Photog - Journalism - Marxism - Realism)
  • Add Tourism to prerequisites for Counterculture (otherwise, Tourism is dead-end)
 
rev725

  • Some small adjustment to <iTechCostModifier> necessary for balancing reasons due to latest changes in the dll
  • Corrected diplomatic victory vote is now unavailable when mastery victory is on
  • Require complete kills doesn't count great spies anymore (+some other great people and spy units)
  • Tweaked magistrates & Great Diplomat points distribution
  • Envoy now available at Paper instead of Optics
  • Some more polish translation (thank you lordfistas)
 
Revision 726

  • Turn on old BTS path finding
  • Add new diplomacy trade option: Cease Relations With (Player)
  • Add new diplomacy trade option: Pay War Reparations
  • Fixed Embassy diplomacy trade option to only use 1 line instead of 2 on trade screen
  • Track war mongering by players, have it influence attitude
  • Minor diplomacy AI improvements & bug fixes
 
rev728

  • Fixed Magistrate & Great Diplomat being displayed in wrong positions in City Screens
  • AI more willing to pass a Non-Proliferation-Treaty when nukes start flying (the more nukes, the more willing, scaled by mapsize) Edit: actually even when more nukes are built, and more if used
 
Revision 729

Hidden game options are forced off by the game, regardless of settings

45*, this should fix the issue where people switching from another mod (or older revision) suddenly have hidden options like Divine Prophets enabled.
 
Revision 729

Hidden game options are forced off by the game, regardless of settings

45*, this should fix the issue where people switching from another mod (or older revision) suddenly have hidden options like Divine Prophets enabled.

That's great! :D
In the meantime there are still issues with pathing system. Sometimes we get weird paths, sometimes units don't move anymore until you switch to another unit. There's probably some other connection with Koshling's pathing system.
 
Revision 730

Turn off bCanGrowAnywhere for jungle and forest (fixes them growing over existing improvements)
Use C2C pathfinding
 
Revision 730

Turn off bCanGrowAnywhere for jungle and forest (fixes them growing over existing improvements)
Use C2C pathfinding

I gotta complain about this. I liked having the chance that a forest would grow on an existing mine or other thing. It was rare enough and was a nice bonus.

Edit: Could this at least be a game option in the BUG menu?
 
I gotta complain about this. I liked having the chance that a forest would grow on an existing mine or other thing. It was rare enough and was a nice bonus.

Edit: Could this at least be a game option in the BUG menu?

Its just an XML toggle, you can edit the FeatureInfox.xml file for your mod and set those back to "1".
 
Revision 731

- Heavily reworked XML text files:
-> All tags have been merged into 40 files sorted by categories (open "categories.parse" with a text editor to see categories). All the tags without categories are in MISC.xml. If you have better categories to offer, please discuss on the forum. The strings for civilopedia are separated from others because there are less important for translations and it is easier to see the progress of translation for important files.
-> All tags have been cleaned: If a language tag is strictly identical to english, the translation has been removed. Please do not add empty translation tags or duplicate of english tags in others languages from now.
-> All duplicates have been removed. The duplicates have been manually checked to keep only the strings from latest content (by priority: AND_*, Vokarya files, Rom files, etc.).
-> All strings from the original game have been imported. The game is now fully translatable. No need to use "frenchupdate_" or "polishupdate_" files anymore. This avoid duplicated strings and is easier for everyone.
- The translation platform is now open (see forum): https://www.transifex.com/projects/p/civ-a-new-dawn/

NOTE FOR DEVS:
- The next commit will include a new folder at the root of the svn server, named "Translations". It will contain 2 scripts:
-> "Translations - Update english strings.bat" : Use this when you have updated strings in text files. This will extract strings and update them on the translation platform automatically !
-> "Translations - Import all latest translations.bat" : Use this if strings have been translated on the platform. It will download strings from the platform and inject these to xml files. NOTE: The modified files will be put in "Assets/XML/Text/imported/" with a report, so you will be able to check what have been changed before to erase the original files.
- When you have to add new tags, there is two options:
-> If there are not so many, you can manually add them to the sorted files. Please check if the tag is already present in the file before to do so.
-> If there are many tags, you can use the xml parser to inject the new strings. Just put your new file (f.e. "new.xml") in the same text folder as others and use the "sort" function in the parser. This operation can last up to 3 hours because the parser will sort all the tags again into the known categories.

IMPORTANT: You will have to create an account on the translation platform and to request to enter in the team. I'll give you full administrative privileges once you'll request. Then, the first time you will execute one of the scripts, it will ask you for your credentials.

NOTE FOR TRANSLATORS:
- From now on, please use https://www.transifex.com/projects/p/civ-a-new-dawn/ to translate the game. See the post on the forum for details.
- During the merge, all tags identical to english have been removed. This operation will never be done again so if you are sure that strings are identical in your language, just use the "copy original string" function in the translation platform. This is purely to see the correct progress of translation because the english string would be automatically used in-game anyway.
- If you have ongoing translation in file, please post them in the forum and i'll integrate these.
 
Looks really impressive dbkblk, awesome job. :goodjob:
I haven't tried it yet, but as soon as I get some free time I'll run some test myself. And I'll ask access to your platform and give it to my wife: since she's an interpreter, she has offered to translate all missing entries from english to italian (and review those already translated). :D
 
Is there interest at all for a Russian translation, I've started a bit but there's basically nothing there at the moment.

Sent from my Galaxy Nexus using Tapatalk
 
45°38'N-13°47'E;13267156 said:
Looks really impressive dbkblk, awesome job. :goodjob:

Thank you :)

Please hold on the translations until tomorrow as i will need to update some translated strings. I'm scratching my head because of some strings not properly formatted.

That is a good idea to translate the mod to italian !

@KuzMad: I don't know about russian, but it is a nice idea to try. However, if you know a project which has translated the base game to russian. I can mass import all the translated strings before you try to translate.
I know there is a project like that for hungarian. I'll try to import it later.
 
Revision 732

- Fixed typos in text files that caused errors in importation
- Internal: New tools for import/export of translations from/to the platform (at the root of the svn)


Is there interest at all for a Russian translation, I've started a bit but there's basically nothing there at the moment.

Could you at this page, download the language pack named "CIV4BtS_Rus_3_19_2.zip" and send it to me please ? I want to integrate the base translation but i don't understand russian for the inscription in the forum.
 
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