C2C SVN Changelog

Update:

-Increased the cost of almost every unit past the mid-Classical Era.

NOTE: I may have missed something or made mistakes somewhere, so please look at this and tell me if anything is amiss. That way everything can be ready for release next weekend.
 
Update
- Move Alt_Timeline art into core.
- Update some Alt_Timeline schema files and tweak costs.
- Tweak costs of units (Orion Veteran's and mine).
 
Help I can't fix the problem in the Mine Warfare mod. I renamed all the files without a prefix as well as tweaking the costs. Now it says there is a conflict but wont let me do anything because the file is not there. I did try a clean up. almost there.
 
Just pushed to SVN (4095):
  • Fixed a problem in the AI that resulted in it not forming attack stacks correctly

Further analysis of Joseph's savegame showed that the city was not only not sending out its settler, but also not forming functional attack stacks either. This update should fix that, so you should see the AIs being a bit less passive now.
 
Thanks again Koshling!

JosEPh :)
 
Updates

Increased the costs of my units and Industrial Era Wonders.
Units:
Hashishin = 130
Highwayman = 250
Shaolin Monk = 130
Warden = 120

Wonders:
221B Baker Street = 4480
Alcatraz = 4480
Bauhaus School = 6720
Bayreuth Festspielhaus = 3600
Berlin Wall = 5000
Cabaret Voltaire = 4500
Coit Tower = 4800
Crystal Palace = 4480
Disneyland = 6420
Ellis Island = 3360
Giverny = 4480
Golden Spike = 4160
Maginot Line = 5120
Orient Express = 4160
Palace of the Soviets = 4160
Pearl Harbor = 4160
River Rouge Complex = 8000
Scapa Flow = 4160
Willow Run = 7120
 
Updates
- Update building costs.
- Some more help for subdued animals.
- Change name of my building NASA to Aerospacial_National_Agency which is its in game name.
 
Updates
- Change name of my building NASA to Aerospacial_National_Agency which is its in game name.
I have pink icon with this change. Nasa_CIV4ArtDefines_Building.xml was changed to:
Art/Structures/Buildings/AerospacialNationalAgency/launchpad07.nif
and
Art/Structures/Buildings/AerospacialNationalAgency/America_Satellite.dds

Works with the old paths:
Art/Structures/Buildings/NASA/launchpad07.nif
and
Art/Structures/Buildings/NASA/America_Satellite.dds
 
Just pushed to SVN (4115):
  • Fix for missionaries giving up too easily before reaching their target spread-city
  • Speculative fix for CTD reported earlier today

Having now taken a look at the missionary AI code I can see lots of issues with it, but apart from the one I have fixed, nothing that is a new issue at any recent time (since at least AND). However, it appears to be an area that could use some work, as it is flawed in a number of ways:
  1. The AI calculates how many missionaries it needs independently in each land mass (which is ok mostly I think), and builds them based on the number of cities on that landmass that don't yet have the religion it wants to spread. However, it counts ALL cities on the landmass, even ones it doesn't actually know about, so won't be able to try to reach.
  2. It builds them in arbitrary cities, without any regard to which potential target cities are reachable from the building city. In particular if it is at war or does not have a right of passage agreement with one or more civs, it will still build missionaries for the potential target cities it cannot possibly reach
  3. Missionaries never path past potential threats (reasonably), but the net result is that it may get half way to its target city, then find it cannot get there. The latest change will cause it to look for an alternate path at that point, but there may not be one. The missionary will then pick another target, but if there are enemy/barbarian units blocking two sides the result can be that the missionary essentially just paths back and forth between the blockaded regions. This one is very hard to solve, because it requires a deeper tactical solution (use boats to get around, or take military to clear the blockade, or escort the missionaries for example)

The first two are easy enough to solve, so I'll look at doing that sometime in the not too far distant future. The third is much harder.

Everything above also applies to the spreading of corporations too.
 
It would be nice if it would send more than one missionary to a city. Currently if you have 3 missionaries of differing religions on auto and one city which needs all the religions it will only send one missionary of one religion and when it has done its thing it will send the next. And so on rather than sending one of each religion at the same time.
 
It would be nice if it would send more than one missionary to a city. Currently if you have 3 missionaries of differing religions on auto and one city which needs all the religions it will only send one missionary of one religion and when it has done its thing it will send the next. And so on rather than sending one of each religion at the same time.

That's because it doesn't currently have a way to differentiate different religions when counting how many units are already on the way to any given target. For humans the simple answer is don't automate ;)
 
That's because it doesn't currently have a way to differentiate different religions when counting how many units are already on the way to any given target. For humans the simple answer is don't automate ;)

When I get Meditation and can finally build missionaries I don't want to have to control by hand the spread of 5 religions to 10-20 cities! Yes I still can get all the religions, although I often miss out on Tengri and Shinto.
 
Updates

- Sea animals now spawn at a different rate to land animals. Set in the XML. See concept page for details.

Edit - Some more subdued animal help text. (C and Ds)
 
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