C2C SVN Changelog

@Koshling:

I was just trying to move my art into the core, and when I started to commit that change, the SVN client gave me a wierd error. Do you have any idea what is wrong?

Edit:

Nevermind, I had forgotten to update before I tried that commit, now it works. Sorry.
 
Just pushed to SVN (3211):
  • Added an Global define option (defaulted to ON) to make the Great Wall dynamic, which means its position will be re-evaluated each turn and the graphic adjusted accordingly, so that it reflects the actual function (i.e. - the graphic is the line that barbarians won't cross). This may be disabled by setting DYANMIC_GREAT_WALL to 0 in A_New_Dawn_GlobalDefines.xml. It is automatically enabled (whatever the global define says) if you have viewports turned on, or else the Great Wall doesn't follow viewport switches correctly
  • Exposed CyMap::isInViewport(iX,iY) to Python so that it can check if a plot is in the current viewport
 
Updates
- Tweaked Barracks, Garrison, Training Dojo, Masters Dojo, Fencing Academy, Riding School, Warriors Hut, Gladiator School and Knights Stable to give -5% slower military production to compensate for their bonuses to units.

Is this per unit type, like Mounted Units only for Riding School, or set to all military units?
If the latter does it also affect water based units training time?

Cheers
 
Isn't there a tag that allows an adjustment for a specific unit combat class only?

I asked myself this when I read what you posted there and did some research. I remembered adjusting things for that modifier source, adding in the subcombats in the production modifiers portion of the code. I had assumed buildings were one potential source for this but apparently right now they are not. Following the code revealed that apparently this is only adjustable by combat class among civics. I'll go ahead and add the necessary tag for this in buildings as well then. Sorry for the incorrect assumption there.
 
Isn't there a tag that allows an adjustment for a specific unit combat class only?

Yeah but I don't really feel like listing every unit. They have specific units or whole domains (ex. Air, Sea or Land). Call me lazy but that would get difficult to maintain if any new units of a specific type get added.
 
Updates
  • Disabled the effect of minimize AI turn times in Simultaneous Turn games (e.g. Direct IP Multiplayer games)
  • Added PROPERTYINTERACTION_INHIBITED_GROWTH (not used anywhere yet)
  • Added BUG option to invert the behavior of the Shift key when you queue units and buildings
 
Just pushed to SVN (3221):
  • Tweaked AI building evaluation for buildings that provide fresh water
  • Tweaked AI behaviour to prevent defend-only exploration units getting drafted into attack stacks
 
Just pushed to SVN (3222):
  • Fixed the bug that attempting to abandon an aerodrome caused the entire city to be adandoned
 
Update

- Remove The_J's "Real Favorite Religion" mod

OMG, why??? I really liked that effect and really was planning to assist it some down the road with some religious AI adjustments. Does it get in the way of anything to do with the Faces of God or something?
 
OMG, why??? I really liked that effect and really was planning to assist it some down the road with some religious AI adjustments. Does it get in the way of anything to do with the Faces of God or something?

No, people complained, but more importantly StrategyOnly wanted it removed and since it is his mod it went.
 
What if we made it a C2C bug option? SO, would that be sufficient?

I dont think so, everyone getting every religions, JUST like that, isn't that realistic and would take away from the premise of C2C completely. Now IF you want to make it a modmod, have at it, but otherwise, i'd have to so Nay.
 
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