I think that with all of the changes T-brd is planning more generally, a new game will be necessary to make things remotely balanced, so I figure it is not the end of the world if we make old saves incompatable in the process.
Its a more fundamental data based change. The only XML is a denotation of identifying the promotion lines and the steps promotions lie on those lines. It won't mess with the savegame itself, but it would mess with the calculations as new promotions come into play as it is NOT graphic only. There is reason for this as the method ties into other promotion types (Equipments) that will completely override lesser versions of themselves.
The matter we were discussing earlier about the ai impact on its promotion valuations should be a completely moot point now, however, as I've gone about it in a new way that doesn't require redefining the promotions themselves. In otherwords, the coding there will operate the same as it has been without a need for adjustment (well... not to adapt to this anyhow).
Still should be easy to be save game compatibe. At unit load time (in CvUnit::read()) why can't you go through the promotions and remove any that are lower than the highest one it has in any given line, leaving the correct normalized state?
In general I think we should always keep savegame compatibility unless the feature is so awesome that it warrants a full compatibility break.Alright, I'll take some time to see what I can do there. It's not QUITE that simple but I think your right that I'm making a mountain out of a molehill and should go the extra yard to make it more compatible.
In general I think we should always keep savegame compatibility unless the feature is so awesome that it warrants a full compatibility break.
Wait, I included the wrong autosave.
This is the last autosave before I built the Via Appia:
It is supposed to connect all your cities with a network of paved roads (not the building but the map improvement).
There ain't no two ways about that, savedgame compatibility, i believe the BEST Civ IV "feature" ever to be incorporated.
We are used to SVN in general so we might want to use some of the more advanced features.
If you want to work on a feature that is incomplete now but should be backed up or you want others to work with you on it, you should consider making a branch.
A branch is cheap copy of the trunk that you can then change without affecting others. After you create a branch, you can switch a local working copy to it and then work with it as you would with the normal SVN. When your feature is complete, you can reintegrate the branch into the trunk and all the changes you have made will be applied. If you regularly merge trunk changes into your branch you can also stay up to date with the changes others make.
Possible uses are:
DHs barbarian diplomacy
Extensive tech tree changes that are not actually filled with content yet
Any experimental project
http://tortoisesvn.net/docs/release/TortoiseSVN_en/tsvn-dug-branchtag.html
http://tortoisesvn.net/docs/release/TortoiseSVN_en/tsvn-dug-merge.html
Fixed out-by-100-times error on garrison strength calculation
Fixed incorrect use of beachead defensive requirement code on the home landmass