C2C SVN Changelog

Just pushed to SVN (3871):
  • Fixed AI units forgetting their missions after part executing a move
  • Fixed missing cached value that slightly screwed up city-build contracting for a turn or two after a load
  • Modified city defense unit contracting to use a much higher priority when a city is below what it considers minimal defense
  • Tweaked AI slightly for city counter units to prevent them leaving an otherwise undefended city
  • Tweaked AI settler escort slightly

Most of this is based on debugging what was going on in SO's game where he came across an undefended AI city.

There are still some issues with the AI choosing slightly inappropriate units for certain tasks, due to AIWeights on units distorting things - posted about hat on the units thread.
 
There are still some issues with the AI choosing slightly inappropriate units for certain tasks, due to AIWeights on units distorting things - posted about hat on the units thread.

So they "should" be downgraded then or upgraded?
 
Just pushed to SVN (3871):
Modified city defense unit contracting to use a much higher priority when a city is below what it considers minimal defense

so this will prevent me from coming across another AI capitol city that only has 2 ambushers defending? .. and since my atl-atl cannot see ambushers, we simply waltz into the city and capture it without a fight? I hope I hope I hope...
 
Changed Ambusher to DefaultUnitAI to Attack rather than counter, to see if they will now hunt like they are suppose to.

Changed the spawning of the Neanderthal to 120 just for testing for now, i want more of then, but i dont want too many, just a few, will lower if it needs to be.

EDIT:
Some Italian and little German translation in TXT files by Hale_9204, Thx
 
So they "should" be downgraded then or upgraded?

AIWeights should be removed unless they are serving a specific purpose. Usually any such specific purpose will be transient since it's only necessary to fill a hole in the AI understanding, so as those holes are filled AIWeights will tend to be removed (as is needed in this case)
 
so this will prevent me from coming across another AI capitol city that only has 2 ambushers defending? .. and since my atl-atl cannot see ambushers, we simply waltz into the city and capture it without a fight? I hope I hope I hope...

That, and a couple of other tweaks made recently are intended to address that class of issues, yes.
 
Probably not since they don't primarily live by the sea. DH was most likely only referring to the sea lion.

Yes, I know. That's what the winky smile was for...It just seemed like it was phrased wrong.

(Jokes that have to be explained aren't funny.)
 
In the latest SVN , the Show All Resources Display option (the one that shows bubbles above the resources) Isn't working. Many resources are not showing up.
 
Just pushed to SVN (3877):
  • Fixed contracted units not remembering that they were contracted for unit escort
  • Fixed escort units sometimes being built with inappropriate AI types

This should help with some of the tendency to overbuild units.

More work remains to link unit building more firmly to financial position however.
 
Updates

- Fix a couple of problems with the interaction of Praetyre's mods. Changed cement to concrete (or vice versa); move one of the Andean buildings changes to my mod. Made the tools schema files independent.
 
Just pushed to SVN (3877):
  • Fixed contracted units not remembering that they were contracted for unit escort
  • Fixed escort units sometimes being built with inappropriate AI types

This should help with some of the tendency to overbuild units.

More work remains to link unit building more firmly to financial position however.

You're doing brilliant work man! :goodjob: You've really been hammering down on critical ai issues. I'm very impressed.
 

EDIT:
Some Italian and little German translation in TXT files by Hale_9204, Thx

Be aware, there are some German translation that disapeared when uploading file from Hale_9204,.

@Hale_9204,, be sure you have the latest gametext files before translating them.

I'll merge the files to recover the 'lost' german text
 
Be aware, there are some German translation that disapeared when uploading file from Hale_9204,.

@Hale_9204,, be sure you have the latest gametext files before translating them.

I'll merge the files to recover the 'lost' german text

That was my fault, oops:blush::mischief:
 
Just pushed to SVN (3880):
  • Fixed crash resulting from WoC merging certain null modifiers
  • Allowed far more unitAIs to make themselves available for contracted work
 
Update

Fixed Berlin Wall (should require CIVIC_CLOSED_BORDERS, not CIVIC_FASCIST -- probably left over from a previous version).
 
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