C2C SVN Changelog

Just pushed some tweaks to improve AI evaluation of delivery time on contracted unit production
 
Updates
- Add in Mesopotamian missionary effect.
- Move all movies out of the RoMModularWonders folder into core movies to remove duplicates.
- Move and replace Bolshoi long movie with short movie.

Edit
- Move the Killer Rabbit out of my mods and into the alt timeline fantasy mod.
- Fix the MLF files in alt-time lines and fantasy.
- Yet another movie. This time the Dog Show.
 
So, when I move my troops, they disappear.
When they have movement, I get to select them, but after they spend the movement they disappear.
I can select units in my capital. As I can 'see' them...

Rather confused.
 
Identic effect for me too, when I try to put 1 in Asset\XML\A_New_Dawn_GlobalDefibes.xml at the end of paper where you find ENABLE_DINAMIC_UNIT_ENTITIES (default will be 0 for me)
If I set again 0, all return normal
 
Identic effect for me too, when I try to put 1 in Asset\XML\A_New_Dawn_GlobalDefibes.xml at the end of paper where you find ENABLE_DINAMIC_UNIT_ENTITIES (default will be 0 for me)
If I set again 0, all return normal

So is this only occuring for people with dyanmic entities turned on? I thought an earlier report claimed it happened either way???
 
In the current SVN, TECH_MOLECULAR BIOLOGY has TECH_MODERN_PHYSICS as a pre-req. TECH_MODERN_PHYSICS doesn't exist.
 
So is this only occuring for people with dyanmic entities turned on? I thought an earlier report claimed it happened either way???
I checked, and I've had it off the entire time, so its working 'either way' on my end...

It did not do this until I updated to the SVN today. However when I was map editing, this problem was not occuring. (i.e Yesterday essentially)
 
I checked, and I've had it off the entire time, so its working 'either way' on my end...

It did not do this until I updated to the SVN today. However when I was map editing, this problem was not occuring. (i.e Yesterday essentially)

I have a theory - hopefully a fix will follow shortly. I think that all of the following have a single cause:
  • Joseph's CTD
  • Vanishing units
  • Subdued animals getting attacked first

Reason is that Joseph's issues turns out to be a plot claiming its best defender is NULL (no defender) when it clearly has (and an indirection through that pointer causes the crash. Similarly the getBestDefender() routine (which I changed yeterday), determines the choice of unit to defend. Finally, the visible unit (aka 'center unit') for a plot is determined by a number of factors, but one of them is 'use the best defender', again supplied by the getBestDefender() routine...definately a rather furiously smoking gun
 
So is this only occuring for people with dyanmic entities turned on? I thought an earlier report claimed it happened either way???

Happens either way for me.
Is there anything in BUG that can make the units show again, or can I remove the dynamic unit entity option completely to remove it?
It's silly when I sentry a worker unit and it disappears without any option to get him back at all.
Also don't know if I can see animals and other players units.

Cheers

Edit: Animals keep popping up at odd times, mostly being not there though. It's basically unplayable as it stands now.

Cheers
 
Added the latest GEM variants to 'Private maps' in the SVN

Edit - also pushed:
  • Fix for recentaly reported CTDs, unit visibility issues, incorrect defenders
  • Fix to modifier recalculation screwing up hurry anger timers
 
Update:

-Changed the XP values for the early ships. This should help alleviate the problems with too many wild sea animals having uber stats from promotions.
 
Latest SVN: BUILDINGCLASS_KI_POTATO (and probably others) don't have their <Advisor> defined. This causes access off the end of an array, and might trigger a CTD currently. I'll try to harden the DLL to this, but i would be good to fix the XML too.
 
At tech 'Arithmetic', the building Counting House gives a +5 to crime while in the civilopedia it states that it 'reduces crime at the cost of happiness'.

I think the positive should be negative then, correct?

Also, are the administrative buildings, 'Village hall -> Metropolitan Administration' suppose to add crime as well?
 
Pushed to SVN:
  • Fixed CTD when a GC is attacked via catacombs
  • Modified catacombs so that instead of causing the weakest unit to be attacked, irrespective of whether it is entirely defenseless, it will now attack the weakest unit that can defend (even slightly, like a stone thrower)
  • Fixed potential CTD caused by undefined advisors in buuilding and unit XML
  • Moved Chipotle hover info for found values off alt-hover onto ctrl-shift-alt hover to lessen impact on regular gameplay
 
Latest SVN: BUILDINGCLASS_KI_POTATO (and probably others) don't have their <Advisor> defined. This causes access off the end of an array, and might trigger a CTD currently. I'll try to harden the DLL to this, but i would be good to fix the XML too.

I suspect a lot of the religion buildings don't have their advisor defined.
 
At tech 'Arithmetic', the building Counting House gives a +5 to crime while in the civilopedia it states that it 'reduces crime at the cost of happiness'.

I think the positive should be negative then, correct?

Also, are the administrative buildings, 'Village hall -> Metropolitan Administration' suppose to add crime as well?

1. I will recheck the Counting Hut. All I did is merge what DH had into my mods.

2. Yes the Admin buildings should increase crime due to "corruption" so so I as told in the crime thread.
 
1. I will recheck the Counting Hut. All I did is merge what DH had into my mods.

2. Yes the Admin buildings should increase crime due to "corruption" so so I as told in the crime thread.

Ah okay, I was curious, but that makes sense.
I figured it might have been something like that, but since I was asking a question, might as well tack on another. :P
 
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