C2C SVN Changelog

Update
Fix Golden Spike Python for if Spike is built at the western or eastern edge of a continent.
 
Updates:

-Tweaked the Llamas, Snipers, and Walker Droid
-Redid the Flamethrower line slightly.
-Partial Art fix for the Ecologist
-Small Inflation changes. I'll see if this helps faster gamespeeds noticeably.
-Buttons for the Elephant Gunner and Trench Cavalry.
-Added new Hunter buttons.
 
Updates:

-Added the Ecologist and the Park Ranger
-Added AI for aforementioned units.

Note that the AI for these is quick and dirty, it will basically keep them from suiciding on enemy units.

...and it almost certainly breaks the AI for normal workers. Normal workers detect danger and get an escort before continuing. Once they have an escort they get on with whatever they wan to do. The changes you made will cause them to retreat to a city once their escort arrives! (at which point group()->canDefend() will be true).

Edit:
Without passing comment on the danger checks you are making (why the difference between in and out of border checks?), you could restrict your new clauses to only affecting combat workers (defend as anything that can defend itself and uses the worker AI by putting it inside:

Code:
if ( canDefend() && group()->getNumUnits() == 1 )
{
    ...
}
 
HELP RAGE QUIT!!!!

Ok so I've done X6 of the audio/text quotes in the text tree but it just won't commit. Its driving me insane for 12 hours! This is the error I get is:

Command: Commit
Adding: C:\Program Files (x86)\2K Games\Firaxis Games\Sid Meier's Civilization 4 Complete\Beyond the Sword\Mods\C2C Release\Assets\Sounds\Tech\NaturalPigments.mp3 application/octet-stream
Adding: C:\Program Files (x86)\2K Games\Firaxis Games\Sid Meier's Civilization 4 Complete\Beyond the Sword\Mods\C2C Release\Assets\Sounds\Tech\Ritualism.mp3 application/octet-stream
Adding: C:\Program Files (x86)\2K Games\Firaxis Games\Sid Meier's Civilization 4 Complete\Beyond the Sword\Mods\C2C Release\Assets\Sounds\Tech\SoftHammerPercussion.mp3 application/octet-stream
Error: Commit failed (details follow):
Error: Server sent unexpected return value (502 Bad Gateway) in response to COPY
Error: request for
Error: '/svnroot/caveman2cosmos/!svn/bc/4246/trunk/Assets/Sounds/Tech/STONECUTTING.mp3'
Completed!:

That STONECUTTING.mp3 file was renamed by me to SoftHammerPercussion.mp3 earlier but then when I got this error I copied the file and renamed the copied file to STONECUTTING.mp3 as if nothing was changed. ITS STILL WON'T COMMIT THOUGH!

HEEEELLLLPPP!!!!! :confused::eek::crazyeye::sad::nuke::nuke::nuke: :mad: :nuke::nuke::nuke::cry:
 
...and it almost certainly breaks the AI for normal workers. Normal workers detect danger and get an escort before continuing. Once they have an escort they get on with whatever they wan to do. The changes you made will cause them to retreat to a city once their escort arrives! (at which point group()->canDefend() will be true).

Edit:
Without passing comment on the danger checks you are making (why the difference between in and out of border checks?), you could restrict your new clauses to only affecting combat workers (defend as anything that can defend itself and uses the worker AI by putting it inside:

Code:
if ( canDefend() && group()->getNumUnits() == 1 )
{
    ...
}

Oh. I thought that by including the canDefend clause I was shielding that code from affecting normal workers. I'll change it that way, but I'd like to understand for future reference what I did wrong.

Also, the in and out of border checks were because I figure that if you are threatened in your borders the level of threat needs to be greater to actually do something, as there are a lot of friendly forces in the area normally when you are in your borders. I made it so that a worker outside of the borders tries to retreat to a city at ANY threat, and a worker in borders only retreats if it's victory odds are 80% or less.
 
HELP RAGE QUIT!!!!

Ok so I've done X6 of the audio/text quotes in the text tree but it just won't commit. Its driving me insane for 12 hours! This is the error I get is:

That usually means, someone else is making a change also in that file someplace, best thing to do is, take your changes back out, do an update, then try your commit. (I dont know for sure if that will work, but sometimes works for me:dunno:)
 
Oh. I thought that by including the canDefend clause I was shielding that code from affecting normal workers. I'll change it that way, but I'd like to understand for future reference what I did wrong.

Also, the in and out of border checks were because I figure that if you are threatened in your borders the level of threat needs to be greater to actually do something, as there are a lot of friendly forces in the area normally when you are in your borders. I made it so that a worker outside of the borders tries to retreat to a city at ANY threat, and a worker in borders only retreats if it's victory odds are 80% or less.

CvSelectionGroup::canDefend() checks if any member of the group can defend. CvUnit::canDefend() checks if THIS unit can defend. In the case a regular worker has been joined by an escort the group will be able to defend, but the unit won't, so a call (from a CvUnitAI method) to canDefend () checks e worker itself, whereas a call to group()->canDefend() checks the entire group. The check for numUnits() == 1 is just belt and braces, and probably not ally actually needed now I think about it.
 
CvSelectionGroup::canDefend() checks if any member of the group can defend. CvUnit::canDefend() checks if THIS unit can defend. In the case a regular worker has been joined by an escort the group will be able to defend, but the unit won't, so a call (from a CvUnitAI method) to canDefend () checks e worker itself, whereas a call to group()->canDefend() checks the entire group. The check for numUnits() == 1 is just belt and braces, and probably not ally actually needed now I think about it.

OK, the fact that they were named the same is what confused me. I'll remember that in future.
 
Updates

- Platyping's extension to Lascaux Caves.
- Subdue Animals
Three new animals - Flamingo, Lynx and Snow leopard.
Four new Myth buildings for the Paleolithic era animals.​

@Vokarya you may want to change that wonder of yours to use these new paleolithic myths. ;)

Edit more updates

- More Italian translations.
- Spa and Great Doctor reduce disease.
- Subdue Animals text updates.
 
@Thunderbrd - I need to fix the load/save of the new combatmod modifiers you added last week, but it is not possible to do this in a backward compatible way for any game that have saved any of the new values. If none of them are activate yet (so no unit in any existing game will have got non-0 values) then this won't matter, but if there are save games that have them I don't think I can rescue them - can you tell me if any are active, or if this is not really an issue?
 
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