C2C SVN Changelog

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?
 
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?

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.

@LS: there's so much xml yet to be done to fully incorporate the modification that it may be the next release after this coming one that really opens up the potential of what I've done here so I wouldn't be too worried about that yet.
 
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.
 
In general I think we should always keep savegame compatibility unless the feature is so awesome that it warrants a full compatibility break.

There ain't no two ways about that, savedgame compatibility, i believe the BEST Civ IV "feature" ever to be incorporated.
 
Just pushed to SVN(3176):
  • Fixed CTD in city danger evaluation
  • Fixed broken event trigger message texts (where two or more TXT_KEY_EVENT_TRIGGER... keys would be concatenated and displayed raw)
 
Wait, I included the wrong autosave.

This is the last autosave before I built the Via Appia:

I just tried working with your save file. I was able to load it up without installing Advanced Civics, and the save game worked. The Python is giving me an error when it comes to building the Via - for some reason, it can't pick a second city to build the Paved Roads to, and I need to figure out why.

Found something interesting: the Via Appia does not work if built in Roma, but it does if built in Cahokia.
 
Just pushed to SVN (3180):
  • Fixed CTD arising (probably) from ordering a unit acros the 0-meridean on a wrapping map, in a multi-turn move, with viewports enabled
 
It is supposed to connect all your cities with a network of paved roads (not the building but the map improvement).

I think I solved the issue. The problem was that the code loops weren't intersecting correctly, and if the Via was built in the first city you built (not necessarily your capital, if you moved it), the code would not loop correctly. I tested the fix on both on the posted autosave and my own save from when I wrote the previous version of the Via Appia code and it worked on both, so I hope that solves it.
 
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
 
There ain't no two ways about that, savedgame compatibility, i believe the BEST Civ IV "feature" ever to be incorporated.

It's your mod, and I can see how you (and others) would want to preserve this especially as games can get quite long, but personally I wouldn't get upset if eventually you guys reach a point where save games are incompatible, as long as you clearly state it. Most other mods face this fact, and they get over the hump.

EDIT---I've had games that were "compatible" but I had to start over anyway due to a new version making such drastic changes it ruined my current strategy.
 
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

I like this. It will make handling new features (incomplete multi-maps) much easier next version.
 
Just pushed to SVN (3184):
  • Fixed out-by-100-times error on garrison strength calculation
  • Fixed incorrect use of beachead defensive requirement code on the home landmass
 
Just pushed a small correction to the last fix which was still not quite right (should be now): rev 3185
 
I have an idea how to fix the viewports fade-out bug, but I'll need a new dummy terrain type and the graphics for it. What I want is a new terrain type TERRAIN_NONE which has the graphic of a black tile!! I have no idea how to do the graphics stuff, so can someone with experience creating terrains put this together for me possibly...?
 
Just pushed to SVN (3187):
  • Fixed a bug with the new XML caching code that caused various building modifiers to not show up in hover text or pedia (example - stone tools workshop benefits from various technologies were not showing up)
 
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