AND SVN Build Thread

I mean you should solve it. I don't know if i have mispelled something or if Afforess misunderstood what i've said.
 
Let's keep the build thread to build posts only. Discussions go elsewhere. Start a new thread for a discussion if you want. Just not here.

Revision 885
  • Fix bug in BarbarianCiv where the game would not read modified settings from the BUG menu until a new game was started.
  • Improve AI settler pathfinding when it has an escort
  • Add global define "HIGH_TO_LOW_NUM_REASSIGNMENTS" to control the number of times the 'High to Low' game mode can re-assign players to a new civilization.
  • Add enums for BUTCHER and HERD missions.
  • Increased barbarian spawning rates modestly for raging barbarians mode, normal barbarian spawning is unchanged.
  • Add early Diplomacy Management menu -- deactived for now.
 
Revision 886

  • Fix bug where cargo space might be printed erroneously
  • Significantly increase the chances the AI will attempt to broker peace deals if the war has dragged on for too long and neither side is winning
  • Significantly increase the amount of negotiation the AI will do with other AI's regarding peace deals
 
Revision 887
  • Fix the infinite "update available" (missing version number in game files)
  • Add new "High to low assignment" variable to global defines
 
Revision 888
-Introducing xUnits-Per-Tiles (xUPT)... reloaded!-

The implementation takes the good ideas from Civilization V and mixes them with Civilization IV core game mechanisms to get an hybrid system. More details on the forum thread: http://forums.civfanatics.com/showthread.php?t=543503

  • Added xUPT from 1 to 100 units per tiles. Change the limit in the in-game BUG options (tab "A New Dawn").
  • Moved icons to the art folder
  • Moved old documentation to Docs/
  • Fixed a random crash due to a division by 0
  • Launcher updated to 1.10:
    ---> Improve the texture changing and clear game options on update functions
 
Revision 886

  • Fix bug where cargo space might be printed erroneously
  • Significantly increase the chances the AI will attempt to broker peace deals if the war has dragged on for too long and neither side is winning
  • Significantly increase the amount of negotiation the AI will do with other AI's regarding peace deals

Sorry to say but cargo bug is still there, rev 888. Screenshot in bug thread.
 
Revision 889

  • Fix bug where you could sell cease contact for vassals/master civs.
  • AI Tweak: Increase AI long-war counter from 40 turns to 60 turnsAdd meteor strike random event. Alters when the AI thinks a war has dragged on too long and pursues peace.
  • Removed +1 health from corn, wheat, potatoes, rice from Granary
  • Added +1 health to Granary
  • Added new meteor strike random event
  • Add ability for volcano and meteor strike random event to possibly trigger global 'dark ages'
  • Fix bug in loading Culture Level XML, where modules could not overwrite values correctly
 
Revision 889

  • Added new meteor strike random event
  • Add ability for volcano and meteor strike random event to possibly trigger global 'dark ages'
Wow! That sounds very exciting :) Could you explain the conditions and effects a bit?
 
Revision 890
  • Town and production names longer than 18 characters (11 for non-default languages) will be truncated to improve the city billboard display
  • Included support for MCP civilizations in DynamicCivNames.py to avoid the need for the mod to replace this file
  • Merged text files
  • Updated to latest translations
  • Launcher updated to 1.11:
    ----> Fix a critical bug the MLF module file regeneration that prevent the activation of default modules
  • Dev: reworked the three main tools to manage translations. Please read "How to use the tools.txt".
  • Dev: added the latest translations in "Translations/lang". It will act a backup of the transifex and will allow to easily see changes in translations.
 
Revision 891
  • Added missing DLL from revision 890.
 
Revision 892
  • Fixed a critical bug in the merger which prevent the game from loading due to the case-sensitive XML game loading
 
Revision 893

  • Changed AI siege behavior, will attempt to group siege units more effectively, avoid leaving siege units anywhere in the open in enemy territory
  • Fix realistic timescales having improper tech costs when an non-Ancient-Era starting era is used.
  • Block AI ability to build units with AIWeight XML tag below -1000 (configurable via global define 'AI_WEIGHT_CAN_NOT_CONSTRUCT_FOR_AI_THRESHOLD')
  • Set Ram siege units to have AIWeight -1000
  • Prevent siege units from claiming territory
  • Allow AI stacks to engage other AI stacks directly with collateral damaging attacks, even when in enemy territory, when the AI stack is > 4 units in size. (Normally AI could only attack a stack to inflict collateral damage in friendly territory)
  • Minor Unit AI tweaks
 
Revision 894

  • early implementation of Contact Decay feature

It's still missing notifications when contact is lost. I also think an option in the AND Bug options should be added. It can be turned off by changing the global define value...see the AND global defines.
 
Revision 894

  • early implementation of Contact Decay feature

It's still missing notifications when contact is lost. I also think an option in the AND Bug options should be added. It can be turned off by changing the global define value...see the AND global defines.
I should be able to take care of that, I'll have a look later
 
rev896

  • Guilds are turned off by default in GameOptions
  • Early Buildings and Civic Buildings are turned on by default in Gameoptions
  • Added message broadcasted when contact is lost with a civ you don't have an embassy with
  • New embassy code made optional under BUG options (default ON)
  • Fixed Revision number

rev894 was not listed as it was simply source code, previous revision count was 895.
New embassy code is still incomplete but working more or less. It's optional and turned on by default but you can switch it off in BUG options, A New Dawn tab. When option is on, after some turns you lose contact with civs you don't have an embassy with or you don't see anyway, until telegraph is discovered either by you or the other civ. Currently there might be a problem with losing contact when another civ is still in sight; contact is restored following turn anyway.
 
A new full installer of revision 895 has been uploaded on the server (the upload has begun before the release of 896). Same link as usual.
 
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