AND SVN Build Thread

Revision 990
Tweaked the offensive AI a bit:
  • It is now more interested in capturing cities.
  • Will gather a slightly larger stack before to siege but would be more disposed to sacrifice more units to capture a city.
  • It will less wait for bombard units before to attack a city.
 
rev991

  • Fixed AI air units and nukes production (moved up in production function, AI wasn't building them)
  • Boost for National wonders and Projects (AI was building too few of them)
  • Attempo to fix some starvation problem by moving up a check in production function
  • Contact Decay fix
  • Increased nukes production probability (AI wasn't building any)
  • Fixed CTD caused by MAD nukes when a city was razed
  • Increased AIweight for some NW
  • Reduced dirty power unhealthiness
 
What's Contact Decay? Is it the diplo boost "First impressions are lasting" or something?
No, it's a BUG option imported from Rhye's mod. It makes you lose contact with civs you've met, after some time, if you're not in sight of each other anymore. Until you both discover telegraph, at least
 
I don't recall that option, but I've probably used it before. Whereabouts is it?
 
I don't recall that option, but I've probably used it before. Whereabouts is it?
Afforess and me have added it recently but I'm not 100% sure it works as intended so it's switched off by default. It's under A New Dawn tab in BUG options, bottom last column. It shouldn't increase speed anyway.
 
45°38'N-13°47'E;13977945 said:
rev991

  • Fixed AI air units and nukes production (moved up in production function, AI wasn't building them)
  • Boost for National wonders and Projects (AI was building too few of them)
  • Attempo to fix some starvation problem by moving up a check in production function
  • Contact Decay fix
  • Increased nukes production probability (AI wasn't building any)
  • Fixed CTD caused by MAD nukes when a city was razed
  • Increased AIweight for some NW
  • Reduced dirty power unhealthiness

Could something have been changed with happiness too? From one moment to the other about 10 cities became unhappy with between -1 & -3 without growing after the update. Considering the sudden -1 score on several AIs at once I guess it hit those too.
 
Could something have been changed with happiness too? From one moment to the other about 10 cities became unhappy with between -1 & -3 without growing after the update. Considering the sudden -1 score on several AIs at once I guess it hit those too.
No, I haven't changed anything there yet
 
Revision 992
- The barbarian invasions update -

At the begining, you might think it is over. You won't survive. But. Where there is life, there is hope. Some civilizations have collapsed before, and you can survive. Just remember: they were here before you existed.

Changes:
  • Major overhaul of the raging barbarian (RB) option, standard option is mostly untouched.
  • RB: Huge production boost (XML setting).
  • RB: Increased spawn in the fog (XML setting).
  • Attack bonus against barbarians have been rebalanced. From 40% to 5% bonus for the three harder difficulty levels. AI bonus have been slightly decreased.
  • RB: Balanced city defense to be more offensive.
  • RB: Greatly improved behavior. Barbarians will float into wild regions. If enough of them are in the region, they will try to gather to form a small army. Then, they can walk to overtake the nearest city OR gather even more to make a large barbarian invasion.
  • RB: Increased probability for barbs to build a unit instead of a building.
  • RB: Fix the flexible difficulty compatibility. RB isn't dependent of difficulty anymore (when disabled, it still works as before), only the bonus against them is variable.
  • Enable city flip when a barbarian city revolts with no unit to protect it.
  • Fix: Barbarians will also use city defense units to attack. Of course, they will leave a minimal defensive stack at home :)
  • Fix: gSavedSigns was used before to be initialized.
 
Is that... Are those the signs that you manually place with Alt-S? The ones that haven't worked reliably for hundreds of revisions now? :please:
No, unfortunately. It is just a python error. :S
 
Revision 993
  • Updated translations (last import reports are now put in translations/)
  • Fix: Meso-American caravel was using the wrong button
  • Fix: Disable the activation of the BUG modules when starting the game from Pitboss (no screen = errors).
  • Installer lang update:
    --> Fix: Lang updater now updates commented language
    --> Fix: Lang updater now replaces transifex' slashes during imports
  • Launcher updated to 1.22:
    --> A warning will appear if you are using the wrong Steam version (can be disabled in the options)
    --> If the Mega Civ. Pack is installed and enabled, the launcher will now warn you when an update is available.
    --> Updated translations

EDIT: The file server seems to have problems again. It doesn't update changelogs, neither SVN files or translations exports.
 
rev994

  • Fixed enslavement when a naval battle is won (no worker spawned on sea)
  • Fixed unhappiness, now dependant not only on distance from capital but also on distance from government center (Summer palace, Versailles, Parliament)
 
rev995

  • Boost Projects in later eras (modern/transhuman) when Mastery or Space Victory are active (especially spaceship and anti-ballistic projects)
  • Increased AIWeight for some military techs
  • Slowed down a bit Industrial/Modern eras
  • Temporarily removed Diplomatic Mission building as it might cause OOS problems in MP
 
rev997

  • Fixed Mountain Leader Promotion (never worked until now)
  • Some OOS fixes imported from C2C mainly from rev 8605/8611/8623
  • New bFreeReligion tag for Free Church and Secular; temples can always be built provided your city has corresponding religion; for Monasteries and Cathedrals to be built you have to have corresponding religion as state religion, unless you're running Free Church or Secular. You can then switch out of that religion and buildings will still work, but you won't be able to build more of them
 
rev998

  • Introduced new building tag bFreeFromStateReligion to make temples buildable without state religion (taking this part of the code out of the dll)
  • Fixed OCC requiring a minimum number of cities to construct some buildings (warhead factory, for example)
 
rev999
  • Increased value of Piracy Promotion for AI
  • Fixed Capital Administration not properly replacing Metropolitan Administration (3rd ring of workable plots wasn't working)
  • Removed text referring to Master being "weak" when Vassal was breaking free, because it doesn't always depend on strenght
  • Fixed Foreign Advisor Info Screen displaying more civics categories if using Sogroon's Civic Reforms modmod (text to be fixed in modmod)
 
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