C2C SVN Changelog

Hey, I just want to say, I know how updating the SVN works now, from reading, and I want to assure you, I already have that backup planned. So, when I do update the SVN, it won't effect current games.
Until I copy those saves over.
 
Update:

-Two New Mapsizes have been added, Enormous and Immense

Enormous is 240 by 160 tiles, or 55% bigger than Gigantic, and Immense is 300 by 200 tiles, or 55% bigger than Enormous (or 145% bigger than Gigantic). Enormous maps default to 19 players, and Immense Maps default to 25 players. There are several things that I should say about this.

  1. I've tested this on PW3, and it works for that. Other mapscripts may respond differently to this, I haven't tested them.
  2. The maps generated on these sizes are much more homogenous, so you will get large expanses of jungles, praries, deserts, and what have you. There is far less of the "patchwork terrain" that some have complained about on other map sizes.
  3. An Immense PW3 map took me ~40 minutes to generate, and I have a pretty darn good processor. So as fair warning, your milage here may vary.
  4. Make sure you use Viewports on these map sizes. Otherwise I suspect you will get constant MAFs due to how big the map is. With a fairly large VIewport and highest graphics I was averaging about 1.7 GB of mem usage at the start, so it should be managable for good comps with Viewports.
  5. Don't try using these map sizes with a 32 bit OS or with an older comp with only 4 GB of memory, I suspect that will cause problems.
  6. Turn times on these new maps will be massive once you get into the game, I'm adding these sizes in expectation that we will at some point in the near future be multi-threading large chunks of the code to make turns go faster. You have been warned though.
 
Those map choices seem interesting.
Would be worth a look at, once I get access to the Titan Supercomputer that occupies 4000+ square feet of space, and has 181 TB of RAM. :)
Sadly, I think you would need that much RAM to run one of those maps on Snail speed. :)
I have an amazing computer myself, and I'm pretty sure it would take me quite some time to generate a map.
 
Those map choices seem interesting.
Would be worth a look at, once I get access to the Titan Supercomputer that occupies 4000+ square feet of space, and has 181 TB of RAM. :)
Sadly, I think you would need that much RAM to run one of those maps on Snail speed. :)
I have an amazing computer myself, and I'm pretty sure it would take me quite some time to generate a map.

David,

Please, this is the SVN update thread. Do Not post here. Please!?

Thank you,
JosEPh
 
Updates

- Remove grapes restriction from Mormon Temple.
- Tweak subdued animal buildings. Walrus can build seal enclosure etc.
- Update art for capture unit missions. Still need some buttons or captives, I am using the same unit button for Captive - Civilian as Captive - Military.
 
Updates

  • Fixed Portrait Painter to require manufactured Dye resource.
  • Added Yasnaya Polyana.

(Zurich-Orbital needs some looking at to bring it into line with the current prerequisites for orbital buildings before I upload it.)
 
Updates
  • Changed most references to afflictions to PromotionLine references rather than Promotion References

  • Adjusted the handling of healing and acquiring afflictions so that they heal in stages and conditions worsen upon receiving the affliction from multiple sources. Worsened Conditions are indicated by more potent versions of affliction promos along PromotionLines, for example: Viper Venom I, Viper Venom II, Viper Venom III (unit would've received the 3rd Viper Venom Affliction by being poisoned by a Viper 3 times (before recovering from any of those hits...))

  • New tags to aid in the design of Disease Affliction Promotions to help guide the likelihoods of worsening and recovery. Will soon detail in the Modders Guide to Afflictions.

  • Improved on the Cure mission and promotion AIs in reference to that ability

  • Modified AfflictOnAttack extensively to allow Poisoning more intricacy. It's no longer an absolute and automatic effect at the end of a combat in which the poisoner has struck the opponent. Now, it has a chance of success, and can potentially be capable of taking effect as soon as the opponent has been wounded thus influencing the remainder of the combat. Units may now develop an improved ability to poison in general and Fortitude can help a unit resist being poisoned. Only one poison attempt per battle is allowed by any unit.

  • Added 2 new abilities for units and promotions: AttackCombatModifier and DefenseCombatModifier (on Promos these are AttackCombatModifierChange and DefenseCombatModifierChange). These are simply Attack% and Defense% modifiers to Combat strength. I was stunned we didn't actually have these yet as it seems fairly fundamental so its now established, with AI for the promo tags and all.

And fully savegame compatible ;)
 
David,

Please, this is the SVN update thread. Do Not post here. Please!?

Thank you,
JosEPh

Excuse me? I find you're being extremely rude. :(
I see that this thread was supposed to for updates, and I only got confused because of the title, SVN discussion.
I feel as though that could have been pointed out better by people. :(
I apologize. I thought this was the discussion thread for the SVN based on the title, I was not aware no one can discuss anything about the SVN.
However, I do not believe it was necasary to attack me in such a manner just because I was confused by the title, SVN discussion.
 
Excuse me? I find you're being extremely rude. :(
I see that this thread was supposed to for updates, and I only got confused because of the title, SVN discussion.
I feel as though that could have been pointed out better by people. :(
I apologize. I thought this was the discussion thread for the SVN based on the title, I was not aware no one can discuss anything about the SVN.
However, I do not believe it was necasary to attack me in such a manner just because I was confused by the title, SVN discussion.

It's nothing personal, but everyone* that does so gets the same treatment. In your case, IIRC you were told about it previously (or someone else was very recently) so some people may get a bit irritated. And now you made me just as bad...;)
But if you thought that post was an "attack", you need to calm down a bit.

*or least most, some slip through
 
Really? I've just confirmed with 2 savegames that it loads just fine for me... huh.

I'm off to work. I may need you to post a savegame that is displaying this problem so I can look into it when I get back (if Koshling hasn't already resolved things.)
 
Really? I've just confirmed with 2 savegames that it loads just fine for me... huh.

I'm off to work. I may need you to post a savegame that is displaying this problem so I can look into it when I get back (if Koshling hasn't already resolved things.)

Looking at the SVN log you did something weird! The last revision but one (4350) changed the DLL in assets, but didn't change any source except in your private branch!! I'm only guessing, but did you erroneously either:

1) Check in a DLL built from the branch source to the non-branch assets?; or

2) Forget to check in whatever source you DID build it from? (presumably having merged some changes from your branch??)

Edit - anyway, I've rebuilt the DLL from the current source and pushed the DLL to SVN (rev 4352), so the DLL now matches the source, and therefore doesn't contain any changes from whatever Thunderbrd was intending to do. This **should** work ok for everyone else, apart from a possible incompatability with the schema changes that Thunderbrd pushed (but I don't think they are used by any definitions currently so it should be ok - seems to work in my simple testing).
 
Edit - anyway, I've rebuilt the DLL from the current source and pushed the DLL to SVN (rev 4352), so the DLL now matches the source, and therefore doesn't contain any changes from whatever Thunderbrd was intending to do. This **should** work ok for everyone else, apart from a possible incompatability with the schema changes that Thunderbrd pushed (but I don't think they are used by any definitions currently so it should be ok - seems to work in my simple testing).

Yeppers just checked it, works fine again, thx.;)
 
Just pushed to SVN (4340):
  • Fixed CTDs that occur on most air missions

This one must have been an existing problem, because i went back to that Big map i had and it works and moves around alot better now. Memory even seems to be working better.
 
Looking at the SVN log you did something weird! The last revision but one (4350) changed the DLL in assets, but didn't change any source except in your private branch!! I'm only guessing, but did you erroneously either:

1) Check in a DLL built from the branch source to the non-branch assets?; or

2) Forget to check in whatever source you DID build it from? (presumably having merged some changes from your branch??)

Edit - anyway, I've rebuilt the DLL from the current source and pushed the DLL to SVN (rev 4352), so the DLL now matches the source, and therefore doesn't contain any changes from whatever Thunderbrd was intending to do. This **should** work ok for everyone else, apart from a possible incompatability with the schema changes that Thunderbrd pushed (but I don't think they are used by any definitions currently so it should be ok - seems to work in my simple testing).

I noticed that looking at the repository in my browser this morning, we need to be careful that we commit everything to the proper place and that everything we commit works (these sorts of things seem to have been happening quite a lot lately). Also;

Updates:

-Extra :gold: costs for Air units.
-Tweaked the Ribauldequin, Organ Gun, and Gatling Gun.
 
Just pushed to SVN (4332):
  • Fixed the Great Wall display issues across save & load with viewports
  • Fixed the city opened by next/prev or insert key when no city selected to be the one closest to the current view center

Note that the GW fix will not help existing saves that have displaced Great Walls within them (I cannot do anything about those), but they should prevent it happening for new games (or existing games in which the GW is not yet built).

I did some experimenting and you can transfer old games to the new format and get it to work right by doing the following steps.

  1. Using the SVN before this change (pre-4332), get the GW to be in it's proper position (normally happens randomly after a couple of Viewport shifts)
  2. Save that game.
  3. Update the SVN.
  4. Load that game. If the GW is off do a couple Viewport shifts to get it to be right again. Then save again.

After doing that it has worked perfectly for me.
 
It needs to open the buildings/units/wonders screen (only the bottom portion) not the whole City Screen, so what you'd see is, the "normal" map but "under" the city you'd be able to construct units/buildings/wonders, change only that portion not the rest of the City Screen area stuff., i hope that makes more sense. . . SO

The arrows work like a charm now, thank you sooo much!!;)
 
Update

Re- committed the previous changes after switching the source file back to the main trunk. Again, I'm not having ANY problems with save game incompatibility but if anyone else does I need to know asap! (Hopefully tonight if possible so I can fix it before work tomorrow)
 
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