C2C SVN Changelog

bNotInView - defaults to false, if true the spawn is onl active if the resource plot is not visible to any player

Just to be clear... does this mean the tech needed to reveal the resource needs to be discovered? Or is it merely that tile?

Also, does "visible" mean:

1) No longer under BLACK (i.e. unmapped). Period.

2) No longer under BLACK but also cannot be within Fog of War. So must have a unit nearby or within cultural borders.
 
Just to be clear... does this mean the tech needed to reveal the resource needs to be discovered? Or is it merely that tile?

Also, does "visible" mean:

1) No longer under BLACK (i.e. unmapped). Period.

2) No longer under BLACK but also cannot be within Fog of War. So must have a unit nearby or within cultural borders.

It means revealed and not in fog of war (for any player, including AI, but excluding barb). i.e. - exactly the condition the old animal spawn code used to use.
 
@Hydro (mostly)

Just pushed to SVN:

Added a new tag to building definitions <FreeAreaBuilding>. This is directly analogous to the existing <FreeBuilding> except that it provides its free building only in cities on the same continent. AI and help text generation also updated to understand it. Suggest that 'Grand Central Station' be changed to use this instead of <FreeBuilding> but your call.

I have updated the schema 'Afforess_CIV4BuildingsSchema.xml' in the main /assets/xml/buildings, but if you want to use it in a module don't forget to update the schema there also.

Note - this requires extra information in the save, so while max compat makes it backward comopatible with earlier saves no problem, OLDER DLLs won't load saves from this (and future DLLs) [i.e. - you can go forward but not backward]

@StrategyOnly

Same push includes the barbarian change to make them ignore the city limit.
 
Just pushed to SVN extra options and implementation on the spawns. Added the following booleans (all optional so no need to update the XML unless you want to make use of them [you will probably want to set bNotInView to true for animals]):

bNeutralOnly - defaults to true, if true only neutral territory resources can process this spawn

bNoSpeedNormalization - defaults to false, if true turns OFF any normalization for game speed so it's ALWAYS (at any game speed) the rate you specify in iTurns (adjusted by any override)

bNotInView - defaults to false, if true the spawn is onl active if the resource plot is not visible to any player

I also made the following all optional (they were mandatory before):

iStartDate & iEndDate - if omitted default to -50000 and 50000 (i.e. - on all the time)

bTreatAsBarbarian - if omitted defaults to true

rateOverrideDefineName - if omitted there is no override from global defines

Thanks for that. Interestingly enough I started with the ocean and coastal critters and the n-spawn is ideal for them.
 
Is anyone else working on the core Unit Infos file? I need about a day to merge in just the changes required for the new animal spawning mechanism. Which is working fine now, but will need tweaking. i can do some merging of the other units at the same time.
 
@Hydro (mostly)

Just pushed to SVN:

Added a new tag to building definitions <FreeAreaBuilding>. This is directly analogous to the existing <FreeBuilding> except that it provides its free building only in cities on the same continent. AI and help text generation also updated to understand it. Suggest that 'Grand Central Station' be changed to use this instead of <FreeBuilding> but your call.

I have updated the schema 'Afforess_CIV4BuildingsSchema.xml' in the main /assets/xml/buildings, but if you want to use it in a module don't forget to update the schema there also.

Note - this requires extra information in the save, so while max compat makes it backward comopatible with earlier saves no problem, OLDER DLLs won't load saves from this (and future DLLs) [i.e. - you can go forward but not backward]

Thanks. I will update my building schemas. I think i better do this for the goods too. Since while I cannot simulate them through trade routes I will at least limit goods within same continent.

EDIT: Updated my Schemas on the SVN.
 
Merged the process modules (Idle Cities, espionage, and Nevets meagre/lesser) into the core files. StrategyOnly I would not go creating a new FPK file yet, much more art to come.;)
 
Moved the unit art for the units I am merging into the core files. This is quite big and I think I may be able to remove some duplicates after I finish merging the units in.
 
So all of these art/graphics files will eventually go in an FPK right?

Yes but there are some duplicates I would like to get rid of first. Mainly make the units which use the same animations get them from the one place rather than having a copy of the animations in their art. That wont happen until I merge some more bits back into the core files. It is also why I asked StratagyOnly not to put them in the FPK yet.
 
Thanks. I will update my building schemas. I think i better do this for the goods too. Since while I cannot simulate them through trade routes I will at least limit goods within same continent.

EDIT: Updated my Schemas on the SVN.

If you want I can create ANOTHER tag <FreeTradeLinkedBuilding> that will give it in every city linked to your capital also. Shouldn't really be much harder than the area version.
 
@StrategyOnly

Same push includes the barbarian change to make them ignore the city limit.

This has made a HUGE impact on how Barbarian World and Barbarian Civ are currently working. I am in the Renaissance Era now, and civs are STILL emerging, like they are supposed to, plus for some reason, the Barbs themselves are making better decision(s).
 
I'm about 24 hours out of date, so this may have been fixed alread, but in my copy ARTSTYLE_HUNS is not defined, but it is used for the custom Civ definition. Note that UNIT_ARTSTYLE_HUNS (which is used by that Civ's units) IS defined however.
 
Updates
- All Fossil buildings now only gives Free Goods on the same continent.
- All Pet buildings (that gave goods) now only gives Free Goods on the same continent.
- All Mineral buildings (that gave goods) now only gives Free Goods on the same continent.
- All Crop buildings (that gave goods) now only gives Free Goods on the same continent.
 
@SO : I see you changed the Huns to ARTSYLE_ASIAN - sadly that's not defined either though ;-)
 
@SO : I see you changed the Huns to ARTSYLE_ASIAN - sadly that's not defined either though ;-)

My Bad i added a N at the end, DUH!:blush:


Let me know when everyone's ready and i will make a new FPK.
 
I have just removed duplicate animation files. this means that it is OK for StrategyOnly to move the art into the FPK file.

edit: Hydromancerx now is your last chance to fix some of the buttons.:mischief:

Just finished moving the Canoe, Trade and Fortification units into the core files.

Now I can start on getting all the changes in to get the animal units using the new spawn mechanism.
 
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