C2C SVN Changelog

Just pushed to SVN (3162):
  • Some interim work on viewports (new code not yet doing anything fucntionally different though - it's a work in progress)
  • Fixed a CTD associated with some automations

I'm also stepping back from modding as much for a few weeks, since I'm currently feeling a bit burnt out on it all, and its become something of a chore. As such this will likely be my last update for a few weeks.
 
Updates
  • Added integer expressions to iChance, iYield and iCommerce in outcomes and boolean expressions to bUnitToCity and new PlotCondition and UnitCondition.
  • Added Random integer expression that has one sub expression and evaluates to a random number from 0 to the value of the sub expression.
  • As an example killing bears now yields from 1 to 3 food.
  • Fixed a bug in civic caching that did not serialize the unhappy people number when over the city limit.
 
Ok, I lied. Here's another AI change to the recent city defense code to fix a serious bug before I stop for a bit. This had the AI miscalculating (badly) the defense value of some units with certain promotions (Atl-Atl with hunter had value 0 when considering its current garrison strength, so it built them infinitely without ever thinking it had a sufficient garrisson!!).

Fixed in rev 3165
 
Updates
  • Added PlotCondition and UnitCondition to Outcome Mission.
  • Fixed a bug in outcome result display.
  • Outcome mission buttons for which you don't have the gold or property cost or for which the PlotCondition is not true are displayed now but grayed out.
 
Latest SVN (well as of last night) has new barabarian diplomacy stuff wherein some oucome definitions reference undefined event triggers, such as EVENT_BARBARIAN_CITY_CONVERT (and about 3 others)
 
Well, I woke up in a modding mood after all today ;)

Just pushed to SVN (3169):
  • Fixed lack of terrain reveals by some moves with viewports active
  • Tweaked AI unit strength evaluation slightly, to take account of actual revealed percentage of area terrain that matches a feature or terrain promotion, when valuing it. Basically this means that (e.g.) woodsman promotions will cause the unit strength to be evaluated higher if its on a heaily wooded landmass, and so on.
The second of these will also benefit the promotion evaluation code that is used to CHOOSE promotions, but Thunderbrd is currently modifying that, so I'll add this factor there after he's done in a few days (or he can incorporate analogously, as he sees fit). In THAT case the same weightings should also apply to anything feature/terrain based (so ability to avoid damage in a damaging terrain, or movement speed, say) as well, which the defense/offense strength evaluation routine doesn't take account of since it's only interested in direct combat strength.
 
Moved art into core art. C2C.FPK
I'd appreciate if you only did that once right before the freeze. Usually downloading the files is no problem but today my connection has 20% packet loss again so downloading the large FPK files is a pain and I have some things to upload that have to wait for all that downloading now.

And please answer my question about what is wrong with Planet Generator.
 
Glad you are back (amazing what a good night's sleep will do, huh? :))
And you beat me to the punch re: the terrain not being revealed bug.

Thanks for your terrific work!

Well, I woke up in a modding mood after all today ;)

Just pushed to SVN (3169):
  • Fixed lack of terrain reveals by some moves with viewports active
  • Tweaked AI unit strength evaluation slightly, to take account of actual revealed percentage of area terrain that matches a feature or terrain promotion, when valuing it. Basically this means that (e.g.) woodsman promotions will cause the unit strength to be evaluated higher if its on a heaily wooded landmass, and so on.
The second of these will also benefit the promotion evaluation code that is used to CHOOSE promotions, but Thunderbrd is currently modifying that, so I'll add this factor there after he's done in a few days (or he can incorporate analogously, as he sees fit). In THAT case the same weightings should also apply to anything feature/terrain based (so ability to avoid damage in a damaging terrain, or movement speed, say) as well, which the defense/offense strength evaluation routine doesn't take account of since it's only interested in direct combat strength.
 
I'd appreciate if you only did that once right before the freeze. Usually downloading the files is no problem but today my connection has 20% packet loss again so downloading the large FPK files is a pain and I have some things to upload that have to wait for all that downloading now.

And please answer my question about what is wrong with Planet Generator.

OK, (i am not used to anyone NOT having at least a Cable or T1 line sorry)(still on some meds:blush:) . . . i didnt see the PG question?

But for some reason, it is not generating the correct resources everyplace, and also i dont know if its the mapscript or what, but ONLY when i use that (PG) it doesnt recalculate correctly, ie: I am always at - (minus) in the research area, and all my cities are on Less Wealth and still does not get any better, again, its only that mapscript for some reason that does that? I cant explain it??:crazyeye:
 
Updates
  • Fixed bug with wrong icon for civs that do not like you.
  • Added airport icon and added all civ attitude icons to symbol list.
  • Merged SdToolKitCustom into SdToolKit and based all global/game serialization on BugData.
  • Fixed some bugs in BugData (did that ever work? Can't exclude though that I read some of it wrong).
 
Latest SVN (well as of last night) has new barabarian diplomacy stuff wherein some oucome definitions reference undefined event triggers, such as EVENT_BARBARIAN_CITY_CONVERT (and about 3 others)

Yes indeed. I haven't gotten that far down in the defining/coding. There was no point until yesterday when AIAndy released plot conditions on outcomes.
 
AIAndy said:
Added airport icon and added all civ attitude icons to symbol list.
I was wondering... can you see any way to get those icons to have a limit before wrapping to a new line? We have soooo many of them and possibly more features to come that could use them but I'm reluctant to add ANY more, including new religions, because the screen can already hardly fit them all in one line like that.
 
I was wondering... can you see any way to get those icons to have a limit before wrapping to a new line? We have soooo many of them and possibly more features to come that could use them but I'm reluctant to add ANY more, including new religions, because the screen can already hardly fit them all in one line like that.
In this case I actually did not add a new symbol but instead added an icon in the font file where the airport symbol was supposed to be.
But yes, we can try to add a newline somewhere in there to see if it is then wrapped to a new line.
 
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