C2C SVN Changelog

Update

Bug Fix on Free Promotions (problem with prereq tech being called to define the obsoleting tech)
and some improvements to the PromotionLineInfos (all tags located there should operate correctly at this point.)

Note: Afflictions, Criticals (which should also always indicate as an affliction unless you want them to be unhealable), and Equipment lines are now handled by PromotionLineInfo.

Note: Tech Prereq and Tech Obsolete can be established as a base guideline in the PromotionLine but can also be overridden by a setting on these tags on the Promotion itself.

Note: Combat Class Prereqs defined on PromotionLine are all qualifiers while NotOnCombatClass is an outright overriding DISqualifier.


Updated ls612's promotion folder according to updates on PromotionLineInfos and UnitSchema. (No change to above noted tags in the PromotionInfos there, except to arrange them correctly according to the new schema.)
 
On rare occassions I use the SVN to bypass someone's submission that has a bug until it is fixed. This works just fine for XML changes, but I was curious how this works if there is source code changes from multiple developers.

I understand the Tortise SVN can manage the source files, but does anyone know if it then compiles a new DLL? Or is the DLL part of the downloaded objects?

Assume SVN releases 01, 02, and 03 all have source code changes and a DLL. I can Show Log and "Revert changes from this version" to remove the code from 02, but does the DLL in 03 still have that code in compiled form?

No urgency on this question, just curious. Happy to take this question to the Tortise forums if no one is sure, or even setup my own repository with three versions of "Hello, World", which is still my favorite program!
 
On rare occassions I use the SVN to bypass someone's submission that has a bug until it is fixed. This works just fine for XML changes, but I was curious how this works if there is source code changes from multiple developers.

I understand the Tortise SVN can manage the source files, but does anyone know if it then compiles a new DLL? Or is the DLL part of the downloaded objects?

Assume SVN releases 01, 02, and 03 all have source code changes and a DLL. I can Show Log and "Revert changes from this version" to remove the code from 02, but does the DLL in 03 still have that code in compiled form?

No urgency on this question, just curious. Happy to take this question to the Tortise forums if no one is sure, or even setup my own repository with three versions of "Hello, World", which is still my favorite program!

The DLL is created by the person that changes the source locally and pushed to SVN just like a source file, so it's not possible to skip DLL changes and still get those from a later update.
 
Just pushed to SVN (3686):
  • Fix to recent CTDs from latest promotion changes
 
Just pushed to SVN (3689):
  • Fixed potential WFoC hang with archery bombardment
  • Added bAutoBuild tag for buildings

@Hydro - I only updated the main schema in xml/buildings, so be sure to copy that schema if you need to use it in a module. Tag is <bAutoBuild>. It's optional and any non-0 numerical value will make the building auto-build when its prereqs are met (you won't get a message for this - let me know if you want one added to draw people's attention, but I'd suggest probably not or else you'll get a message from every city when its a tech-enablement!). I had to fiddle a bit to get round the potential exploit of selling auto-produced buildings every turn - I've settled on rendering them unsellable. I also recommend against setting them to be no-cost (-1) or else they get displayed under 'special' rather than under 'buildings' in the city screen, which typically won't be what you want.

@AIAndy (et al) - how about an extra entity type (doesn't need any attributes - just need the type enum really) for building category - the text for the name of the category would be the heading for the tab it appears under - that gives us a bit more flexibility:
1) Doesn't constrain the contents by other attributes (like no production cost => special)
2) Generically extensible in UI terms, so extra columns just become XML
 
@AIAndy (et al) - how about an extra entity type (doesn't need any attributes - just need the type enum really) for building category - the text for the name of the category would be the heading for the tab it appears under - that gives us a bit more flexibility:
1) Doesn't constrain the contents by other attributes (like no production cost => special)
2) Generically extensible in UI terms, so extra columns just become XML
Fine with me although there is not really a lot of space for tabs unless instead of text some icon is displayed. And someone would need to fill out a lot of XML with the new categories.
A possible extension would be the possibility to tag each building with more than one category like BUILDINGCATEGORY_SPECIAL, BUILDINGCATEGORY_TEMPLE, BUILDINGCATEGORY_FOOD, ... which could then be used for both effects on civics, buildings, whatever and for filters and displays.
The building category is defined in its own file including an icon which is then used for display.
 
Update
  • Tile art features or river art features are now displayed if they are not the main feature (looks weird though).
  • This type of feature will now only grow/spread as main feature to avoid this.
 
Update

- Praetyre demo of what needs to be done for modular. For some reason it is not finding the resources which is either due to the mod loading order or I made a spelling mistake.

I am off now for a week or so.
 
@Hydro - I only updated the main schema in xml/buildings, so be sure to copy that schema if you need to use it in a module. Tag is <bAutoBuild>. It's optional and any non-0 numerical value will make the building auto-build when its prereqs are met (you won't get a message for this - let me know if you want one added to draw people's attention, but I'd suggest probably not or else you'll get a message from every city when its a tech-enablement!). I had to fiddle a bit to get round the potential exploit of selling auto-produced buildings every turn - I've settled on rendering them unsellable. I also recommend against setting them to be no-cost (-1) or else they get displayed under 'special' rather than under 'buildings' in the city screen, which typically won't be what you want.

Don't worry I know the schema drill of updating. Thanks for doing this. I will try to apply it soon. I have been busy recently, so I have not gotten in as much modding as I would have liked to. :undecide:
 
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