C2C SVN Changelog

I think you might be better off to actually make your changes in your SVN directory. SVN respects local changes and when you update, it informs you of any conflict between your local changes and the repository and even better, it merges your local changes in if the repository change was not in the same location of the changed file.

AWESOME!!!! I wil try that later this week, this could be perfect for the little tweaks I like to do. Thanks for that tip!
 
Just pushed to SVN (3321):
  • Tweaked river revealing on viewport switch to not give away information
  • Moved viewport options to BUG
  • Added viewport option (with the other BUG settings) to control triggering border for auto-center on selection center
 
Updates
  • Added property icons to translation. They can now be inserted in any text with [ICON_PROPERTY_CRIME] and similar.
  • Changed MusicUpdate script to only write era info XML when there is something to add. That also means that the assets are not falsely considered as changed by the cache check.
  • Further work on the build lists which can now be added, removed, saved and edited in the new screen (just not used in cities yet).
 
Update
Doubled the iteration number in the unit upgrade graph calculations to get a better rendering of the upgrade tree.
 
Update
Changed global and era tech cost modifier from a negative research modifier to a tech cost increase.
Also removed the hard coded research rate modifiers based on some game options.
 
Just pushed to SVN (3333):
  • More robust way for the AI to track which units belong to which city's garrisons (should address transiently empty cities issue)
  • Improved AI handling of terrain damage for at least some AI types (should reduce the occurances of automated and AI hunters/explorers wandering off into the desert or tundra to die)
  • Fixed a bug with yesterday's change to viewport configuration (of moving it into BUG options), whereby the settings reverted to the global define values on second and subsequent load of a game within a session
 
Update
Added some checks for the case that a build list is in a city queue but gets deleted in the build list screen (or is no more present after loading).
 
Updates:

-Changed the Shan Warrior to require Thai instead of Burmese
-Added the Mahout Lancer and the Flail Elephant.
-Tweaked the Siamese Battle Elephant.
-Added a Combat Workers branch.
 
Just pushed to SVN (3350):
  • Fixed CTD from a logging bug (happened when city defenders were killed)
  • Experimental new system for evaluating the enabled-buildings aspect of techs by the AI (see below)
It was pointed out recently that the AI is suffering in scientific progress with the current prehistoric tech tree, due to often not bothering with cultrual identity for a long time (so no elder councils). On investigation I discovered that the AI uses a totally different building evaluator for techs than it does for city build decisions. The tech one is MUCH, MUCH cruder (and has none of the improvements that we've made to the city build choice one over past revisions), and in particular totally ignored science mods on enabled buildings.

It also turns out that the AI ignores modifiers to existing buildings that come with techs (think stone tool maker!).

I have now rewritten the offending section to use a variant of the city-build-choice evaluation code (so all building evaluation is basically now in one place), and to account for modfiers from techs for existing buildings. I also gave a boost generally to research changes that are an appreciable proportion of the civs current total, in all building evaluation - thus 4 bulbs extra from a building early on (when your total is probably only 20 or so) is huge, whereas the same benefit later is worth much less - the effect is again to boost things like elder councils in the early one-city stage of the game.

Because it's experimental at this stage it will certainly need some tweaking, so to help with this I have done two things:

1) Added quite detailed logging to the BBAI log on its evaluation of techs
2) Left in the old building value calculator AS WELL as the new one (small performance hit, but it's very small) and logged both values, so the logs clearly show where things are changing (I'll remove the old version once we're happy the new one is behaving right)

For anyone with the level of interest, if you examine your BBAI logs (assuming you have it enabled to level 3), you'll see this kind of thing:
Code:
[37719.855] Player 3 (Zulu City State) calculate value for tech Cultural Identity
[37719.855] 	Misc value: 1
[37719.855] 	Corporation value: 0
[37719.855] 	Promotion value: 0
[37719.855] 	Tile improvement value: 0
[37719.855] 	Build value: 0
[37719.855] 	Reveal value: 0
[37719.855] 	Reveal value: 0
[37719.855] Player 3 (Zulu City State) evaluating buildings for tech Cultural Identity
[B][37719.855] 	Building Elder Council old mechanism value: 400
[37719.855] 	Building Elder Council new mechanism value: 1120[/B]
[37719.855] 	Building Military Standard (Animal mascot) old mechanism value: 250
[37719.871] 	Building Military Standard (Animal mascot) new mechanism value: 120
[37719.871] 	Building value: 1240
[37719.871] Player 3 (Zulu City State) raw value for tech Cultural Identity is 2241
...
[37719.902] Player 3 (Zulu City State) calculate value for tech Scraping
[37719.902] 	Misc value: 1
[37719.902] 	Corporation value: 0
[37719.902] 	Promotion value: 0
[37719.902] 	Tile improvement value: 0
[37719.902] 	Build value: 0
[37719.902] 	Reveal value: 0
[37719.902] 	Reveal value: 0
[37719.902] Player 3 (Zulu City State) evaluating buildings for tech Scraping
[B][37719.902] 	Building Stone Tool Maker is modified.  We have 1 of them, total value: 160[/B]
[37719.902] 	Building value: 160
[37719.902] Player 3 (Zulu City State) raw value for tech Scraping is 761
Plase keep an eye open for the AI making different research choices and feedback to me on your observations. Those brave enough to analyse their logs for interesting effects are most appreciated also!

I have NOT yet had time to test the effect on later game tech decisions, so it's possible things go awry with scaling factors later (but I have at least thought about them, so hopefully not). Let me know if you see something odd in that regard.
 
I'm using SVN version 3350 and the American flag is still all white.
 
Update
Fixed an OoS bug in the tech beelining code that got called for non AIs as advisor in async situations.
 
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