AND SVN Build Thread

Revision 919
  • Fix: Event signs now display a short description only on latin1 languages (en, fr, de, it, es, fi, pt, pt_BR).
  • Fix: The former owner of a captured city is now displayed only on latin1 languages.
  • Fix: Polish characters "ł", "ń" and "ę" are now displayed in-game.
  • Fix: Russian letter "Я" was broken in the main menu.
  • Updated Brazilian, Czech, Greek, Italian, Russian and Spanish translations.
 
Revision 920

Tweak and Improve City AI, prevent it from starving with employed citizens
 
rev921

  • Partially reverted changes in rev918 about FlexibleAI (not working correctly yet)

For some reason it didn't work very well, I'll check when I have time, for now it's reverted as it was before my changes.
 
Revision 922

Early implementation of the Diplomacy Relations Manager*

The button for the manager is now visible, but only the "All Nations" tab of it is fully implemented. The Global Rules & Custom Rules are not yet done.
 
Revision 923

Add Diplomatic Mission building, which unlocks Diplomatic Relations Manager
 
Revision 924

  • Fix incorrect negative sign for decreased unit supply costs on civics
  • Fix incorrect negative sign on paid tributes on civics
  • Add PopulationAngerModifier XML tag on civics
  • Tweak AI promotion logic to encourage cargo-promotions for transport ships
  • Nobility civic gives +1 gold on Noble specialists
  • Nobility civic allows unlimited Noble specialists
  • Nobility civic causes -15% military production rate (was -15% production before)
  • Monarchy causes +50% extra anger from overpopulation
  • Survival gives +0% military production (was +10% military production)
  • Charity civic upkeep increased from none to low
  • Conscription civic gives +50% military production
  • Conscription no longer consumes food in unit production
  • Conscription gives +1 anger in largest cities
  • Conscription gives +100% anger from overpopulation

Some bug fixes, and civic balancing. I am happy with Nobility now. I gave Monarchy some extra anger...not sure if I will keep it, but I felt Monarchy was a bit too easy to generate lots of happy from military units in cities.

I also basically rewrote Conscription. I felt the original civic was a bit weak, and I know building units from food was unpopular. I removed that, and gave it a big military production bonus. It might be too big. I also gave it a big overpopulation anger...also might be too big as well. We will see. I am open to suggestions on Conscription.
 
I actually think that Conscription makes more sense with using food for producing military units, rather than just having a production bonus.
 
I agree, your conscripting the workforce, and so reducing food production.

A classic example would be Germany in WW1, no men to work the land, population had food shortages to feed the troops.

Napoleonic France, Men conscripted into armies, no one to work the land to harvest the crops.
 
I agree that making military units with food does make sense for Conscription, that is exactly why I chose it originally.

However this has to be balanced with the fact that the vast majority of players feel making units with food a massive waste and will avoid an otherwise good civic for it.
 
Revision 925
  • New totally reworked AI production code (experimental). To enable it, open "Assets\XML\A_New_Dawn_GlobalDefines.xml" with a notepad and set <DefineName>EXPERIMENTAL_AI_TWEAK</DefineName> to 1. This new AI code really makes a difference: larger wars, lots of situational turnovers, better naval invasions, trait influenced building choices... It also makes the diplomacy a lot more interesting. Please give your feedback in the according forum thread. It still has some known weakness.
  • Make the AI to better siege cities (xUPT is still not well supported).
  • Fix: reset the blue interface color by default
  • Fix: reset the default font rendering by default
  • Updated German (+4%), Italian (+3%), Spanish (+1%), Hungarian (+2%), Polish (+1%), Czech (+11%), Danish (+5%), Korean (+1%), Brazilian (+7%).
  • Split Chinese into Simplified Chinese (current translation) and Traditional Chinese).
  • Launcher updated to 1.18:
    ---> Chinese (simplified / traditional) support
    ---> Larger option window
    ---> Dropped some useless compilation options
  • (forgotten in the commit log)Reworked some UNITAI definition for ships.

Note: The new experimental AI can be used on your current game. Just enable the switch and continue your game.
 
In the early game production is low enough that I do prefer having the food surplus added to it as well if I'm in a hurry to get military units (otherwise I wouldn't have switched to conscription in the first place).

An alternative could be to up the production bonus from the Draft Office? 25% more food to grow is a huge malus for only +25% military production.
 
A thought on Conscription, maybe change the way food is used.

Instead of using it for Unit production wholly and solely, why not have a say 10-20% of your food production going to supporting the troops.

This would reflect the reduction in "manpower" to tend the fields, reflect the redirection of resources to support the troops.

This 10-20% of food would just be removed, if you left conscription, it would be returned, just like removing a % of Taxation to your income flow.
 
Revision 926

  • Remove traits from CvEnums, use GetInfoTypeForString lookups instead
  • Rewrite how AI knows how many bombards & collateral units to use, based on % of army strength.
  • Improve human city behavior in picking the best improvements for automated workers when player's have restricted certain improvements
 
I think it's important to have some mechanism to convert food into production, ala conscription. If you're in a production-constrained location, a civic like (the old) Conscription allows you flexibility to build an army nonetheless - e.g. in a seafood city without hills nearby.

Furthermore, my experience of AnD is that there's WAY too much food available (with all those buildings, and possibly corporations, providing food without needing to work tiles, by the modern era I have farms only on tiles which have farm-specific resources). With so much food available, allowing it to contribute towards building things is very useful. A bonus on hammers when building military units is not nearly the same, nor is the alternative option of employing Engineers (which are fairly hard to come by in decent numbers for most of the game).

I'll miss the ability to use food for production.

Cheers. A.
 
Revision 927

  • Revert Viewports change by dbkblk in Rev 901
  • Fix BUG mod forced initialization
  • Make BUG Finance Advisor width size increase for larger screen resolutions
 
rev928

  • Restored Rise of Mankind Config.ini (Enhanced tech conquest mod)
  • Fixed text that displayed Increasing Difficulty while it was correctly Decreasing Difficulty
  • Increased by 1 number of national wonders on most advanced cultural levels.
 
AND2 modders and players -- thanks for a great mod first of all!

I just started playing this mod and had two questions:

1. I noticed that corporation executives can only be built from the city where the corporation is headquartered. Is this by design of the mod or am I missing something?

2. what is the most quick way (i.e., what is the earliest possible way) to make a medic III unit? In BTS, i always just attach my first great general to a scout to make a medic III unit, which does not seem to work anymore in this mod.

thanks a lot!
 
This isn't really the thread for questions -- we have several other threads for that -- but here's some quick answers.

AND2 modders and players -- thanks for a great mod first of all!

I just started playing this mod and had two questions:

1. I noticed that corporation executives can only be built from the city where the corporation is headquartered. Is this by design of the mod or am I missing something?

It's designed. It's been that way for a long time. According to the notes, it was done back in RoM 2.5, which was late 2008. If you want to train executives without the HQ, you need to run the Corporatist economy civic. It cancels the need for HQs the same way State Church/Free Church does for Monasteries.

2. what is the most quick way (i.e., what is the earliest possible way) to make a medic III unit? In BTS, i always just attach my first great general to a scout to make a medic III unit, which does not seem to work anymore in this mod.

thanks a lot!

Wait for Anatomy tech (early Renaissance era). You have to have Anatomy to get Medic II. You can go straight from there to Medic III. Medic I comes really early (Naturopathy), but you can't go higher than that in the early game.
 
Revision 929

  • Fix rare integer overflow in city maintenance when a player has > 200+ cities (thanks oldnoob)
  • Fix rare infinite loop in AI unit behavior (thanks os79)
  • Fix python exception in overwhelm event (thanks IPEX)
 
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