AND SVN Build Thread

I wonder if modern flags could be made optional on install, just like formations and blue marble. I don't really like them being mandatory, especially with MCP that mixes modern and BTS style flags. I find BTS flags much more eyecandy.
It should be possible. As soon as it is only graphical, it should not break multiplayer. I'll have a look at that.
 
Revision 867
  • Merge of ANDPak0.FPK, ANDPak1.FPK and RevDCM.FPK into and.fpk.
  • Removed terrain textures from and.fpk and rom.fpk.
  • 4 sets of terrain textures available: A New Dawn (default), Blue Marble, Original (with new tiles) and Alternative (thanks to Sparth and Sogroon for this).
  • Updated terrain art definition to be able to define PeakDetail and HillDetail.
  • Updated launcher to 1.05:
  • -> Feature: New terrain texture drop-down menu to easily switch.
  • -> Fix: exclusion dialog not saving files checked.
  • -> Fix: updater now use the translations provided.
  • -> Translations: updated french and spanish.
  • -> Installer: fix the start menu shortcut executed in wrong path resulting in no program launch (desktop shortcut was ok).

(Today IS a sad day for the freedom of expression.)
 
Revision 868

  • Artwork: new texture pack added; Thanks to Vincentz and Orlanth for their wonderful work.
  • Cleanup: removed duplicated files in Dido and Nefertiti folders.
  • Translations: made the RAND first time popup translatable.
  • Translations: adapted "Dynamic Civ Name" to french language.
  • Translations: fixed some invalid symbols in polish and hungarian translations.
  • Translations: main strings are now 100% translated in french.
  • Translations: merged "Custom Leaders" text files into the main strings.
  • Translation platform: main strings (base + strategy) and "Civilopedia" strings are now separated in two projects, to get a better overall of the translation status.
  • Translation platform: updated transifex configuration.
  • Launcher: updated to 1.06:
  • -> Fixed dropdown not remembering the previous choice on close/open options window.
  • -> Created the exclusion window when the button is clicked, instead of during the options initialization.
  • -> Added menu for the civilopedia strings translation.
  • -> Start the updater in a separate thread to avoid GUI lockup.
  • -> Fixed the launcher sometimes not closing when launching the updater, avoiding it to be updated (i forgot this one in the revision log)
 
rev869

  • Minimum units-per-tile limit set to 15
  • Fixed Art/CIV4ArtDefines_Unit.xml error on man-at-arms
  • MAD Nuke Manager text moved from python to XML and fixed error preventing Nukes and Cities being displayed in the panel (thanks platyping)

There's still a flaw in the MAD Nukes Manager (dots aren't flashing on the minimap inside Nuke Manager), but I'm working on it.
 
rev870

  • Re-enabled no units-per-tile limit (accidentally disabled in rev869)
  • Fixed Special Agent prereq for Pakistan if using MCP (requires now BuildingCLASS Intelligence Agency instead of Building)
 
rev872

  • Fixed some code preventing early development by some civs (AI didn't evaluate correctly when to move settlers out of the city)
  • Warhead Factory now requires either MAD or Unmanned Warfare civics to work
  • Fixed some Nukes logic, AI knows now how to handle them better (more improvements will follow)

About the nukes fix: code was wrong and incomplete, I'm trying to fix it. This explains why AI wasn't very good at using nukes. In theory it should have evaluated if striking with nukes would lead to more nukes being used by opponent, hence avoiding using it. In practice, code was wrong so AI was always using nukes without any regard to enemy's arsenal and this was causing massive nuclear wars. I've partially fixed it and I plan to improve code in next revisions. Also I've made Warhead Factory (which is used to build any nuke except A-Bomb and Tactical Nuke) requiring MAD civic or Unmanned Warfare civic, in order to reduce total number of nukes and nuclear wars. Hence, you can build advanced nukes (ICBM, Nuclear Missiles, Hydrogen Bombs and Peace Maker) only with those 2 civics active. You can anyway switch back to any other civics and you'll still have your nukes although you will only be able to build A-Bombs and Tactical Nukes once you've switched out of MAD or UW.
I'm considering making MAD or UW prereq for building Warhead Factory. At the moment they're prereq for making Warhead Factory actually work.
 
Revision 873

Tech Tree Changes
  • Deleted Rapid Prototyping, Plastic Electronics, DNA Computing
  • Architecture Great Engineer moved to Clockworks
  • Physics Great Scientist moved to Chemistry
  • Fusion Great Engineer moved to Megastructure Engineering
  • Nanoelectronics requires Advanced Computers
  • Organic Cities gives no health bonus

Resources
  • Corn, Potatoes, Rice, Wheat not revealed until Agriculture

Buildings
  • Deleted River Authority
  • Added Quern, Mill, Gun Turret, Railgun Turret, Citycreche, Waste Digester, Augmentation Center, Voting Link (Civic Building), School of Medicine (National Wonder), School of Law (National Wonder), Gardens By the Bay (World Wonder)

  • Storyteller Circle upgrades to Theatre and goes obsolete at Guilds
  • River Port renamed to Docks and can be built on river or coastal city
  • Bazaar adds Tea to list of enabling resources and removes Pearls from list; no commerce bonus from Pearls
  • Jewellery adds Pearls to list of enabling resources and gets +2 commerce with Pearls
  • Meeting Hall renamed to Tavern; bonuses changed to +1 commerce if connected to Capital, +1 commerce if connected to 3 domestic cities, +1 happiness from Alcohol, +1 Merchant slot
  • Bakery moved to Calendar, cost reduced to 80, food reduced to +1, commerce bonuses from resources lowered to +1 each, building requirement changed to Quern or Mill
  • Theatre +1 happiness from Dye changed to permanent +1 happiness
  • Free Port removed Lighthouse requirement
  • Steel Mill requires X Foundry (3 on Standard map) to build
  • Hypermarket moved to Megacorporations
  • Arcology requires Industrial Park or Citycreche
  • Zero-G Sports Arena removed +2 XP to Hi-Tech units
  • Temple of Isis, Temple of Osiris, Temple of Set changed from +10% culture in all cities to +1 to all other Kemetism buildings
  • Ironworks moved to Thermodynamics
  • Supreme Court moved to Constitution
  • Replicator Plant moved to Micromechanics
  • Gutenberg Bible removed production bonus with Paper; increased AI Weight to 200 and religion flavor to 20 (encourage AI to build faster)

Civics
  • Added Virtual civic
  • Church gives +1 health from Asatru Monastery, Shinto Monastery (matches other Monastery bonus)
  • State Church gives +25% gold from Uppsala Temple, Ise Jingu (matches other Shrine bonus)
  • Public Works gives +50% production to Water Treatment Plant, Waste Digester; removed help text

Units
  • Deleted Thermobaric Tank
  • Scout gets +1 Strength at Archery
  • Grenadier moved to Absolution + Flintlock (prevents weirdness with units disappearing from build lists)
  • Cannon moved to Physics
  • Plague Bringer moved to Artificial Evolution
  • Updated Formations module

Promotions
  • Combat AI 1.0-4.0 opened to Hi-Tech units
  • Small Diameter Bomb moved to Unmanned Air Vehicles
 
If I could make one small suggestion, Vokarya, I think that Citycreche should be two words: City Creche.
 
If I could make one small suggestion, Vokarya, I think that Citycreche should be two words: City Creche.

I thought about it, but I like it much better as one word. It looks more appropriate to a Transhuman Era building.
 
Revision 874

The -almost- international update !

This includes the following:
  • Fully working and native support for ALL the following languages: Afrikaans, Albanian, Arabic, Basque, Belarusian, Bosnian, Bulgarian, Catalan, Croatian, Czech, Danish, Dutch, English, Estonian, Farsi, Filipino, Finnish, French, Gaelic, Gallego, German, Greek, Hebrew, Hungarian, Icelandic, Indonesian, Italian, Lao, Lithuanian, Latvian, Malaysian, Maori (Ngai Tahu), Maori (Waikoto Uni), Norwegian, Nynorsk, Polish, Portuguese, Portuguese (Brazil), Romanian, Russian, Samoan, Serbian, Slovak, Slovenian, Spanish, Swedish, Thai, Tongan, Turkish, Ukrainian and Vietnamese.
    Some more details:
    1. Players: just install Civilization 4 Beyond the Sword + patch 3.19 + A New Dawn, and it will work. Polish or Russian players don't need language patch anymore.
    2. Players: to play in a language which is NOT the language of Windows, you need to set Windows to use that language for non-unicode programs. To do that, open "Config panel > Languages > Change format, date... parameters > Administration (tab) > Language for non-unicode programs > Change regional parameters", choose that language and reboot.
    3. Translators: you can now fully translate the game without any restriction. Full support for all the non-latin1 characters (diacriticals, Cyrillic, Arabic letters...) in all the game panels.
    4. Developers: the text files are now in UTF8 by default.
    5. Asian languages support (Japanese, Korean and Chinese) is still worked on. Hindi or Tamul are proven NOT to work.
  • The launcher language is now bound to the game language. Changing language by the launcher allows to apply custom parameters needed for non-default languages (fonts, city billboards tweaks). NOTA: The text can be too large on city billboard at the moment.
  • New artwork for launcher background, main menu animation and loading backgrounds.
  • The game now randomly choose between 5 loading backgrounds.
  • Included the default UI color to the mod to be able to tweak fonts on it.
  • Merged text files of Vokarya's r873.
  • Latest translations for German, Spanish, Finnish, French, Hungarian, Italian, Polish and Russian. New languages have been introduced: Czech, Danish and Turkish. Thanks to all the contributors, your work is really appreciated :) NOTA: Arabic has been introduced as a showcase, because it works and alphabet is radically different from European languages.
  • Launcher v1.07:
    --> Add links to website, credits.
    --> Bugfix: modules windows is now translatable.
    --> Empty cache on texture change.
    --> Automatically apply recommended language settings (fonts and fscale).
    --> Support for default UI as a module.
    --> Show translation status on language menu.
 
Revision 875 (hotfix)
- Removed Next Buildings CIV4GameText.xml file to avoid crash.
 
Revision 876
Fix the two upper right button icons not appearing on the Default UI color.
 
rev877

  • Partially reverting changes from rev865 about defenders and escorting settlers as they were hindering AI early expansion
  • Increased default number of starting civs for each mapsize and small balancing changes
  • Improved AI nukes logic
  • Units on the same tile are now grouped when there are more than 7 units instead of 15, preventing large groups going off-screen and not displaying some units (not tested).

So, I've increased default number of starting civs but you can always manually choose how many civs you want in your game when starting it (as usual); reason I've done that is that civs were too far away from each other, no matter
which options you were using. This in turns lead to an empty ancient era; I think that wars in ancient era were very very rare, now that the world is more crowded it will be more challenging. Also I think it should somehow make the game
a bit harder because more civs will build wonders that usually are taken by the player giving him a huge advantage in later eras. I still need to balance things a bit, I'll do it in following revisions
Also nukes logic has been improved; until now AI was using nukes no matter what the opponent civs had in their arsenals. Now it takes into consideration empire size, aggressor/defender arsenals size, nukes interception chances and
number of bomb shelters available to aggressor/defender. So if you want to avoid being nuked by AI, you can build Bomb Shelters and nukes as a deterrent: nice way to start an arms race. There's still a small random chance that AI will crazily attack a stronger opponent
with nukes but most of the time it will have a more cautious behaviour. I'll improve nukes logic in future revisions. For now keep in mind that the greater the difference in terms of deterrence, the easier aggressor will strike.
Finally, I'm not sure the unit grouping display works, please let me know if something is wrong.

For those interested in how I've programmed nukes logic, it goes like this: until some revisions ago, there was no working check on when to use nukes, but now if both civs are using MAD, before launching a nuke that would trigger MAD retaliation, AI checks number of cities, outgoing nukes, number of Bomb Shelters (divided by 2), chances to intercept incoming nukes and it will subtract incoming nukes, number of opponents cities and shelters (divided by 2) and opponents chances to intercept nukes. If that number is positive, aggressor is stronger than defender. The higher that number, the easier aggressor will strike. More will follow but I need time to code other ideas.
 
I find the AI reluctant to build wonders and also to fail to beeline for techs that provide important wonders so I almost always have access to the wonders that I want. this goes for the whole game not just for the early game. So tightening that bit of code would be beneficial to the challenge aspect.
 
rev878

  • Fixed bug that prevent cities to be founded on peaks
  • More balancing work, reduced a bit default number of starting civs
  • Increased animal & barbarians spawning

I've decreased starting number of civs because there was no more room for barbarians. I've also increased animals & barbarians spawning; the first because of the hunting feature we're going to have; the latter because there were really too few barbarians in latest revisions. They should be more a threat now, at least at the beginning. Any feedback on this is appreciated. :)

Edit: it looks like there's a problem with sourceforge and I can't upload my changes, I'll do it tomorrow. Uploaded
 
Revision 879
-Introducing mods support-
  • Launcher updated to 1.08
    ---> Mods support: dynamic detection of mods which allows the updater to preserve mod files on update. Note: Modders need to add a modInfo to give informations to launcher about files located outside the Modules/ folder. The latest MegaCivPack is fully compatible.
    ---> Mods support: audio mods files are automatically merged with main files to ensure full compatibility with new audio features from mods. It can still be merged without the launcher by launching "Assets/Modules/civ4_audio_xml_injector.exe" (which replace the old "woc_installer.jar").
    ---> Mods support: Community -> Modules, now lists installed mods. It's possible to quickly enable/disable a mod by clicking on its name.
    ---> Mods support: Community -> Modules -> Get modules lists some known third-party modules (based on the file "Assets/Modules/knownModules.xml")
    ---> Interface color: fully rewritten system. The folder "Assets/Modules/Interface Colors" has been removed and replaced by "Assets/Modules/Interface". Color sets are now stored in "Assets/Modules/Interface/colorSets.xml".
    ---> Interface color: ability to select a custom color with a color picker (click on the wheel next to the color list).
    ---> Interface color: all color settings are preserved during update (saved in "checker/checker_config.ini").
    ---> Interface color: should fix weird display of health bars in old color UI system.
    ---> Interface color: this change has reduced the mod repository from 10000+ to 3100+ files and size by 140MB.
    ---> Tweaks: "Help us" menu has been reordered.
  • Translations update: Czech and French.
 
A new full installer of revision 879 has been uploaded on the server. Same link as usual.
 
Revision 880
  • Fix: modified city billboard font type and size on non-default languages to mimic the default GameFonts.tga behavior. Workaround the game engine limitations.
  • Launcher v1.09:
    ---> Fix: recommended font not applied due to recent interface color system change
    ---> Fix: color was set to black if the color picker was canceled
 
Back
Top Bottom