AND SVN Build Thread

I restested with latest wine version, and if launcher will be compiled with mingw it will work .
not only rsync
 
Ok. I'll try that!
 
Revision 911

  • Fix python error from EventSigns
  • Fix crash from recent city AI changes
  • Changing city production updates city screen correctly
 
Revision 910
  • Cleaned nearly 2000 obsolete tags from text files (not used anymore or never used due to component merges)
  • Initial support for Portuguese (31% translated). Translation from the Civ4BR project (credits below).
  • Updated Czech, French, Greek, Spanish and Russian translations.
  • Launcher updated to 1.16:
    ---> Portuguese compatibility
    ---> Add a menu to recheck the game files (Menu -> Fix installation -> Recheck game files)

Portuguese translation credits:
Base game translation from the Civ4BR project https://sourceforge.net/projects/civ4br/

I've noticed a number of the removed tags are still in use. I think you should be aware it is not actually possible to determine if a tag is used or not, as some tags keys are auto-generated in code. It's not deterministic.
 
Revision 912

  • Restore some mistakenly deleted text entries
  • Decrease Meteor event occurance weight
  • Separate BBAI logging into separate log file per team
  • Remove floating defenders cache, waste of memory
  • Turn off unit tendering contract system
  • Tweak Ai city defense behavior
  • Tone down AI resource claiming
  • Add logging for great commander AI decisions (which has only shown me how poorly the AI is with them...)

The changelog here seems pretty minor, but it's actually massive.

The BBAI logging change makes it significantly to follow a particular AI player's actions. Before you had sift through one massive log to find a particular player's actions. Now you don't.

Floating defenders needed was being cached by 2 separate variables, when the calculation was already cached as part of CvCityAI::AI_minDefenders, and redundant. 8 bytes of memory per city reclaimed.

Tried to make AI's defend cities a bit more, but the changes are minor.

AI's will not claim resources now unless the resource is adjacent to one of their tiles. This prevents some absurd behaviors noticed.

Unit Tendering. So this was a feature introduced by C2C. It replaced the older, BTS method of unit production with a more centralized system that had cities advertise needed units, and either units would fill contractual orders, or cities would produce units to fill the contracts themselves. All well and good. Except this system lacked any implementation where the AI could mass extra units for war. Structurally, the ability to create offensive contracts existed, but in practice, it never happened. Writing the code necessary to correctly count the number and strength of units that an AI might need for offensive purposes is no minor task. After some simple testing, I realized that reverting to the older-BTS unit production was for the best. While not as good for defensive purposes, it did allow the AI to correctly mass units for war. If you've noticed the AI has a terrible time actually executing war's, this is why. It was unable to train units specifically for war making.

I also added extra logging so I can track every decision AI's make about great commander units, as I've seen the AI misuse them, and many forum reports corroborate this. Early analysis of this logging shows extremely poor AI decision making. I don't have the time to look into fixing this now, but at least I have a better of handle of what is going wrong.
 
Revision 913 & 914
- Linux & MacOS launcher compatibility -

  • Launcher, updater and all others tools are recompiled with MinGW, which ensures full compatibility with Linux (Wine) and MacOS (Wine/CrossOver). Tested under Ubuntu 14.04. All the internal tools (rsync, tar, etc.) are now from the MSYS distribution instead of CygWin. MSVC2010 isn't needed anymore!
  • Add: initial support for Brazilian (split from Portuguese).
  • Fix: missing Greek flag in the launcher
  • Fix: critical error in the updater, which sometimes corrupts the interface and art files. Note: this will be effective only once this update will be applied.
  • Fix: Carpenter text tags were Carpenter2.
  • Updated Czech, Greek, Italian, Polish, Portuguese and Spanish translations.
  • Launcher updated to 1.17:
    ---> Compatibility with MSYS
    ---> Brazilian compatibility
  • rev914: Fix missing revision number (grrr...)

Note: The MSYS rsync updater is REALLY faster

@Afforess: About tags, yes I know that. My cleaner has an exception list, which looks at tag prefixes. If a unused tag (= a tag which haven't been found in default text files OR in python or xml files in base game and mod OR in source code) begins with that prefix, it isn't removed. I have carefully read the tag list to exclude those but I forgot the ones you reintroduced. The current known tag list is:
Code:
<tag>TXT_KEY_BUG_OPT</tag>
<tag>TXT_KEY_BUG_UNIT_NAMING</tag>
<tag>TXT_KEY_BUFFY</tag>
<tag>TXT_KEY_LANGUAGE_</tag>
<tag>TXT_KEY_PLE_FILTER_</tag>
<tag>TXT_KEY_PLE_GRP_</tag>
<tag>TXT_KEY_PLE_MODE_</tag>
<tag>TXT_KEY_PLE_RESET_FILTERS</tag>
I'll add the ones you've found.
Hopefully, the translation platform has a memory. If a tag is removed then reintroduced, then Transifex reintroduces the translation if the text is matching at 100%.
 
Revision 915
  • Removed MSVC2010 dependencies from installer and the redist in mod folder
  • Updated Italian installer translations
  • Updated Czech, French, Italian, Polish and Spanish launcher translations
 
dbkblk You awesome! I`m really glad what you used my advice:)
 
:) Feedback is really important for us!
 
With the release of the new updater system and the full Linux/MacOS compatibility, I've decided to release a new full build, revision 915. Note: The installer is now translated in Danish, thanks to Gram123 and Ajes.
 
Revision 916
  • Fix: incorrect display of Civilopedia last letter in Russian
  • Fix: remove the reference to the former owner of a captured city in the city billboard. It was incompatible with non-default languages and wasn't removed when player culture is over 50%. Hover the mouse to the city tile to show the culture of the tile.
  • Fix: the carpenter tag wasn't displayed
 
Revision 916
  • Fix: remove the reference to the former owner of a captured city in the city billboard. It was incompatible with non-default languages and wasn't removed when player culture is over 50%. Hover the mouse to the city tile to show the culture of the tile.

Could you explain this a bit more?
So what is going to happen when playing with the Assimilation option ON and conquering a foreign city?
 
Could you explain this a bit more?
So what is going to happen when playing with the Assimilation option ON and conquering a foreign city?
This is just display changes. If you have captured a britain town, you won't see (Britain) in the city billboard anymore. The way it works hasn't been changed.
 
Can't the display be deactivated only for nonstandard character languages?
 
Can't the display be deactivated only for nonstandard character languages?
I would also prefer this solution if possible. It's nice for gameplay to see former owner of your conquests. If it's not possible for different languages, I still prefer to keep it for those where it's working if we can simply disable it for those where it doesn't work.
 
Maybe simply dont translate it? i mean render only english version?
 
I don't think it's possible to replace by english key as all the strings are grabbed at initialization. However, I can enable it only on non-default language. BTW, I don't like this feature at all because it takes too much space on the screen for nothing really useful... but I'll readd it.
 
Revision 917

Fix CTD caused by division by zero, related to zero max units per tile.
 
rev918

  • Tweaked some Revolution factors (experimental)
  • Added customizable Flexible AI difficulty (max/min)
  • Lowered number of cities required for Warhead Factory

I've lowered #of cities required for Warhead Factory as it was probably a bit too high now that AI know how to use nukes better.
Max/Min handicap level is manually selectable for AI too.
I've also tweaked some revolution factors, it should be more... fun now, without hindering AI. I need some feedback about it but if you want to try these new values you have to manually delete revolution.ini in UserSettings folder (file will be recreated when you start next game). Let me know what you think about it in the bug thread or in the revolution thread. Thank you.

Edit: I've also made visible some customization parameters for revolution. I suggest anyway that while testing you leave them as default, at least for the moment.
Edit2: You also have to delete romsettings.ini in UserSettings folder if you want to try new FlexibleAI changes
 
Back
Top Bottom