C2C SVN Changelog

A few references to undefined civics still exist in the current SVN:

CIVIC_PARLIAMENTS is referenced from BUILDING_TOMB

@DH - this is one of yours so leaving this for you - I guess it needs to be adjusted to some other civic with the new civics...?

CIVIC_PARLIAMENTS is referenced from BUILDING_HOUSE_OF_PARLIMENT

@Hydro - this one's in the core, so I guess it falls to you (?). Again probably needs switching to a different civic now

CIVIC_ARISTOCRACY is referenced from BUILDING_MANOR

@Hydo - one of yours

CIVIC_ARISTOCRACY is referenced from BUILDING_KINGSCOUNCIL (which also references CIVIC_STANDING_ARMY)
CIVIC_ARISTOCRACY is referenced from BUILDING_FIELD_GOLD

@Volkarya - these are yours

CIVIC_MUTUALLY_ASSURED_DESTRUCTION references CIVIC_STANDING_ARMY as an attitude adjuster
CIVIC_PEOPLES_REPUBLIC references CIVIC_TOTALITARIANISM as an attitude adjuster

@CivPlayer8 - for you I guess (?), or does ls612 handle this?

BUILDING_BANDITS_HIDEOUT references CIVIC_BANDITS
BUILDING_VILLA references CIVIC_PATRICIAN

@Hydro - for you

CIVIC_BANDITS should be CIVIC_BANDITRY

CIVIC_STANDING_ARMY we don't have this or equivalent that I can see. I put the parade grounds on CIVIC_MILITARY_INSTRUCTION.

CIVIC_PARLIAMENTS could be CIVIC_SENATE and/or CIVIC_PRESIDENT I think

CIVIC_ARISTOCRACY could be CIVIC_OWNERSHIP and CIVIC_SOVEREIGNTY ie both at same time.

CIVIC_PATRICIAN could be CIVIC_PATRIARCHY and CIVIC_OWNERSHIP ie both at same time.
 
Just pushed to SVN (3595):
  • Fixed several crashes and potential crashes
  • Fixed a small memory leak
  • Fixed bug whereby many building effects acted in reverse (e.g. - walls REDUCED defense)
  • Fixed broken promotions schema
  • Fixed some major performance issues with the new promotion code
  • Fixed bug that caused building-provided promotions to be spuriously removed (bamboo armor etc.)

HOWEVER, see the bugs thread (I'll post there shortly!). I have encountered some very serious bugs that are STILL present, so I don't recommend this SVN yet except for modders needing to work on code etc. I'll continue to fix stuff as I find it from tomorrow on.
 
HOWEVER, see the bugs thread (I'll post there shortly!). I have encountered some very serious bugs that are STILL present, so I don't recommend this SVN yet except for modders needing to work on code etc. I'll continue to fix stuff as I find it from tomorrow on.

Note to other modders, if you are working on modular changes, you don't need to update the SVN to commit those. I have not yet updated, but I did add some new modular units.
 
AIAndy said:
The disease property should be flagged in the property info XML instead of hard coding the behavior changes and I am sure we can generalize some part of it to be usable for future properties.
I was not going to touch the property xmls with a 10' pole. I figured if you found some ways to generalize there I'd be happy to let you have a go at it.

As for the slowing down on ends of turns... yes... I'm sure there are some great ways to streamline my crude coding methods. I wouldn't have dared much of this if you guys weren't so damned good at improving things! That said, I was watching for delays and didn't see quite as much slowdown as I'd feared there might be but my perception's probably thrown off by my recent computer upgrade. Nevertheless, I never intended for my coding to go un-edited by better programmers than I. I was just creating the channels and systems I was wanting and fully expected both of you to point out the numerous ways I needed to improve my coding skills.

As for what's IN the combat mod... some divulging discussion is still to come here but I'm suddenly more concerned with the attacker fail bug to address descriptions tonight.
 
Updates

- Remove excess schema file, adjust Civics for Royal Tomb, adjust civic relationships.

Note: I am still getting a "failed to load barbar_hunter_CIV4PromotionInfos file". I have looked at it it and can see one error but fixing that does not fix the problem of it lot loading still.
 
So... try taking the following exact steps:
1) Copy the core Unit Schema into the offending file and rename it to the correct schema name once you delete the existing schema there.
2) Revert any changes you may have made in the actual PromotionInfos file to what it was at my revision.
3) Delete the cache file.
4) Load again.

That should clear it up entirely.
 
So... try taking the following exact steps:
1) Copy the core Unit Schema into the offending file and rename it to the correct schema name once you delete the existing schema there.
2) Revert any changes you may have made in the actual PromotionInfos file to what it was at my revision.
3) Delete the cache file.
4) Load again.

That should clear it up entirely.

Did that no go. However the schema file can't be called DH_ because there are others of that name a round.

Koshling fixed it all that on the SVN. Including the schema file name. Although it still has the second promo bit commented out. Went from that version still no go.

So I have reverted mo copy all the way back to before your changes and it is working fine. Now I will try putting the SVN stuff in again.

Edit No go. I will revert the infos file on the SVN to what you had, ie remove my commenting out.
 
hmm... I'm looking at that now and I don't understand why it needed to be commented out. There's two promos there and both of them should have the tag...

I did notice, after some extreme frustrations a while back, that some methods of commenting out do not compat well with info files. This MAY be running afoul of that problem.

I'm going to remove that comment out and see how it goes. It shouldn't be there for proper game functioning anyhow as the tag should be in effect.
 
Updates

Updated Utility Fog (now requires Nanobots), Weather Station (now require Broadcast Tower OR Communications Tower OR Netword Node, per Hydro's suggestion), Wonka Confectionaries Shop (now requires Candy Shop, again per Hydro's suggestion) and Workhouse (requires Bricks OR Prime Timber OR Wood, once more per Hydro's suggestion).
 
hmm... I'm looking at that now and I don't understand why it needed to be commented out. There's two promos there and both of them should have the tag...

I did notice, after some extreme frustrations a while back, that some methods of commenting out do not compat well with info files. This MAY be running afoul of that problem.

I'm going to remove that comment out and see how it goes. It shouldn't be there for proper game functioning anyhow as the tag should be in effect.
Some of the XML reading code in CvInfo.cpp does not deal well with comments so in general unless you know a specific part allows comments, better don't add any comments to the XML files.
 
Fixes have been pushed to the SVN resolving the Attacker never wins problem, the above noted schema issue, and what should be resolution for the Archer Bombard message issue (if you see it isn't displaying quite right, let me know... I simplified but I may have oversimplified. Thankfully its easy to mess with as it is in the dll.)
 
Just pushed to SVN (3604):
  • Fixed memory corruption when loading or saving with new combat mod

@TB (et al) - I'm also a bit concerned about the memory footprint the combat mod changes imply. Just looking at units, you've added approximately 16K bytes per unit. Large games can easily have 10000 units, so even just for the unit stuff that's an extra 160M or so on the footprint of the game. You need to look at not initializing arrays that are not used (check out most of the CvInfo class arrays which are left unallocated if all members have the default value)
 
Just pushed to SVN (3604):
  • Fixed memory corruption when loading or saving with new combat mod

@TB (et al) - I'm also a bit concerned about the memory footprint the combat mod changes imply. Just looking at units, you've added approximately 16K bytes per unit. Large games can easily have 10000 units, so even just for the unit stuff that's an extra 160M or so on the footprint of the game. You need to look at not initializing arrays that are not used (check out most of the CvInfo class arrays which are left unallocated if all members have the default value)
It would be better to just store it in a different format, similar to what TB actually did in CvInfo. Storing sparsely populated arrays in that manner is a waste of memory.
 
Just pushed to SVN (3606):
  • Fixed potential crash in archery bombard
  • Fixed inconsistent reporting of remaining turns on a partially completed improvement builds

Note - I think combat is still not right, but it's not as far off as it was before. I'm looking into it...
 
Updates
  • Fixed the issue with building/unit filter buttons displayed above PLE filter buttons. PLE filter buttons are now only displayed when the city screen is not up (only the draw mode PLE in the PLE options in BUG seems to work for those buttons).
  • Added PropertyManipulators tag to CIV4HandicapInfo.xml.
  • Changed iAmountPerTurn of PROPERTYSOURCE_CONSTANT to an integer expression (using the Random tag is allowed).
  • Moved the population dependent crime source to CIV4HandicapInfo.xml and it increases from 1/pop on settler to 5/pop on deity in steps of 1/2.
 
Back
Top Bottom