C2C SVN Changelog

on what difficulty you are playing
whatever just post somewhere what buildings got changed so i can(and everyone that wants) change them back

Difficulty i start on is Noble, but i play with Flexible Difficult ALL the time, the second part of your para i dont understand, sorry
 
Difficulty i start on is Noble, but i play with Flexible Difficult ALL the time, the second part of your para i dont understand, sorry

you play one a very hight difficulty while you destroy your own games(when you play) by not building certain buildings only because they have -1 production or deleting them. i find this a bit unfair (and a bit sadistic:D) specialy for the others who dont play on that high difficulty but whant a balanced game(with trade offs)

friendly always
 
you play one a very hight difficulty while you destroy your own games(when you play) by not building certain buildings only because they have -1 production or deleting them. i find this a bit unfair (and a bit sadistic:D) specialy for the others who dont play on that high difficulty but whant a balanced game(with trade offs)

friendly always

I know, but i only do stuff like this for testing results and see what happens and how it happens.
 
That's not a bad idea to add each to have +1XP, however i still don't think that would be enough to motivate people build them. On thing I have learned is that there are 3 properties that people will avoid like the plague; -:hammers:, -:science: and -:food:. Unless its a building that is automatically built (such as through crime) then I am going to avoid putting those on buildings since people will not build them anyways.

I tend to avoid those sports buildigns only in my main production centers.. everywhere else that extra happiness and healthiness is oftenl worth the negative :hammers: for me. Sometimes even in the prodcution centers.

And that negative :hammers: was great for balacing. Now I don´t have to weight prodcution loss against health anymore :(

And although this should belong in the suggestions threat...:
I like the XP idea for at least some of the sports buildings. Can´t imagine where volleyball would help any unit ( exept for physical fitness , like every sport) , but a Polo Field could help all mounted units.
 
And that negative :hammers: was great for balacing. Now I don´t have to weight prodcution loss against health anymore :(

And although this should belong in the suggestions threat...:
I like the XP idea for at least some of the sports buildings. Can´t imagine where volleyball would help any unit ( exept for physical fitness , like every sport) , but a Polo Field could help all mounted units.
i agree with you
 
Just pushed to SVN (3662):
  • Corrected error in TB's last change that broke save game compatibility
  • Reworked promotion code to be easier to understand and a bit more efficient
  • Reworked promotion help and hover text generation (see below)

The big visible item here is the change to promotion help text and promotion displays on units. If promotions are part of a promotion line (for now only the COMBAT line is defined that way, but once this stabilizes a little more all the promotion lines that have numeric levels will be flagged this way) then the display of those promotions on units/buttons/pedia entries are changed as follows:
  • The promotion list that shows in the unit description will only show the highest level of the line (so if a unit has Combat I, combat II, and combat III only the icon for combat III will show up)
  • The hover text for the promotion (in the unit's info panel) will show the aggregate benefits of the line up to that level (so the effect of all the promotions in that line which are on the unit)
  • Promotion help and text in the pedia will show the effect of the single level (so as it was before)
  • Promotion help for the promotion action button will show what the new level ADDs (so just the effect of that new level, as before)

The main goal of this is to reduce the amount of display space promotions take up on highly promoted units, without losing any information.

@TB - please review my code changes, especially CvUnit::setHasPromotion() and check it makes sense to you. I have tried to comment it fairly well to clarify the intent. There are also a couple of comments you'll see that are outstanding questions to you, on what should happen (I coded my current understanding, but it might not be quite what you intend for afflictions and/or equipment)

@TB2 - your texts for the new fields (in your text XML file) appear to be incorrect as the promotion ranks are showing up as 'rank 4%' with the '%' on the end. I'm not entirely sure of the formatting conventions for inserts into that XML, but it looks like the trailing % you have isn't right.

Next steps:
  • TB is going to flesh out the PromotionLine stuff and do some code conversion over to the new mechanism
  • I will be recoding the info held on units somewhat to address the memory usage issue
  • TB (I presume?) will go through and retag the existing promotions that logically form lines to use the new line mechanism
 
@TB - please review my code changes, especially CvUnit::setHasPromotion() and check it makes sense to you. I have tried to comment it fairly well to clarify the intent. There are also a couple of comments you'll see that are outstanding questions to you, on what should happen (I coded my current understanding, but it might not be quite what you intend for afflictions and/or equipment)
Okie. Will be letting you know if anything doesn't look right.

@TB2 - your texts for the new fields (in your text XML file) appear to be incorrect as the promotion ranks are showing up as 'rank 4%' with the '%' on the end. I'm not entirely sure of the formatting conventions for inserts into that XML, but it looks like the trailing % you have isn't right.
Easy fix. Thanks for letting me know. Apparently there is a difference between the convention on strings and numeric displays and I had been thinking too much of one and not enough of another. Makes me realize I need to review a number of other spots.

Next steps:
  • TB is going to flesh out the PromotionLine stuff and do some code conversion over to the new mechanism
  • I will be recoding the info held on units somewhat to address the memory usage issue
  • TB (I presume?) will go through and retag the existing promotions that logically form lines to use the new line mechanism
Sounds right to me :D Great Teamwork my friend!

Thanks for the improved rework. BTW... please pm me on what I did that made the game non-savegame compatible. I must've run afoul of an issue I wasn't aware of in setting up the new class?

Also, an item of note to all modders: This new line system will make the establishment of combat class prereqs on promos much easier on us as we can define the prereq combat classes by entire lines.

Thus, we really should have a 'Combatant' combat class (most units would have this) that the Combat Line promotions would apply to. Then we never have to mention or define the new combat classes on any further Combat Line promotions for qualification's sake. We just add the Combatant Combat class to all units that should have access. Much easier than the current method.

Back @Koshling: I noticed you were toying with the Pedia... are you looking at defining Promotion Lines there? That was something I was going to bring up and ask about later. If you're doing that already, kudos and thank you!
 
Update

Minor building tweaks to adjust for civic changes:
  • King's Council: Requires Monarchy government or Feudal society civic
  • King's Tournament: Requires Feudal society or Vassalage military civic

I want to change Field of the Cloth of Gold to Feudal society or Vassalage power civic, but there's an extra copy of the building info in the Advanced Civics BuildingInfo file, and I don't want to mess with that without permission.
 
Update

Minor building tweaks to adjust for civic changes:
  • King's Council: Requires Monarchy government or Feudal society civic
  • King's Tournament: Requires Feudal society or Vassalage military civic

I want to change Field of the Cloth of Gold to Feudal society or Vassalage power civic, but there's an extra copy of the building info in the Advanced Civics BuildingInfo file, and I don't want to mess with that without permission.

i thing those must require only monarchy. even if a city has a feudal society how it will have a kings councill without a king
 
i thing those must require only monarchy. even if a city has a feudal society how it will have a kings councill without a king

My original civic options for these two buildings were:
  • King's Council required Monarchy (Government) or Aristocracy (Power)
  • King's Tournament required Vassalage (Military) or Standing Army (Military)
With the removal of the Aristocracy and Standing Army civics, I wanted to offer an additional choice. I do not want these buildings to be limited to one civic. As far as I'm concerned, the King's Tournament and King's Council names can be ceremonial.
 
I want to change Field of the Cloth of Gold to Feudal society or Vassalage power civic, but there's an extra copy of the building info in the Advanced Civics BuildingInfo file, and I don't want to mess with that without permission.

Go ahead and remove the one in CivPlayer8's folder. I've been looking after it since he went on holiday.
 
Just pushed (rev 3672) a small fix to some of the new promotion code.

@TB - when you converted from getLineID() to getPromotionLine() you didn't change all uses to test against NO_PROMOTIONLINE (-1) rather than 0. I have made sure all uses are doing so now.
 
Just pushed to SVN (3673):
  • Fixed CTD found by WimpyTheWarrior, which occurred in some recentish AI city attack code changes
 
Heck i wont even build a building that has a - (minus) in it at all, (if possible) sometimes you have to, to get certain units, but i destroy them right away, especially the - crime ones.

Could we disable this, make it an option or give it some bad effect. It just seems a limitless unfair to get a building and a bunch of units and then sell it right away. Im also pretty sure the AI knows how to do it. ( what is the key combo to delete buildings in your city anyways)
 
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