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C2C SVN Changelog

Updates:
-Changed the civic "Cloning" tech prereq to Gene Enhancement
 
Updates

New Wonders:
  • Great Zimbabwe
  • Helsinki Cathedral
  • Kentucky Derby
  • Reichstag
  • The Motherland Calls

EDIT: Added bNoHolyCity tag implementation to El Camino de Santiago.
 
Updates

Added a few extra tech prerequisites to prevent any non-religion/alternate-timeline tech from dead-ending.
 
Updates
  • 4 new trait tags
    • iCoastalTradeRoutes
    • PrereqTech (for specific traits - will help with keeping additional tier traits selectable only once meaningful
    • bCoastalAIInfluence - denotes that this trait is beneficial mostly to nations with a lot of coastal cities - helps the ai in determining value of that trait selection
    • bBarbarianSelectionOnly - limits the trait to being learned only by barbarian leaders (who should start with it as a default and not gain additional selections under Developing Leaders)

  • Improvements to Trait Selection AI

  • Important BugFix regarding promotion picks by the AI (breaks an infinite loop)

  • Changed obsoletion/retraining on units back to keeping a count of retrains rather than tracking on level loss alone. The level loss was problematic for a game without Infinite XP on.

  • A few very minor bugfixes to the promotion mechanisms in general.

  • Adjusted the message system on obsoleting promos to message with the reason the promo is obsoleting as well.

  • Made it so that promos given out by buildings for free when a qualifying unit moves into the city aren't given out to rival units passing through.

  • Improvement to the experience point award system regarding withdrawing units. No longer is it a flat amount (previously 3) but evaluates it on the chance of withdrawal and now runs from 1 - 4.

  • Python fix that causes trait button to be properly referenced on the pedia Trait page.
 
Updates
  • 4 new trait tags
    • iCoastalTradeRoutes
    • PrereqTech (for specific traits - will help with keeping additional tier traits selectable only once meaningful
    • bCoastalAIInfluence - denotes that this trait is beneficial mostly to nations with a lot of coastal cities - helps the ai in determining value of that trait selection
    • bBarbarianSelectionOnly - limits the trait to being learned only by barbarian leaders (who should start with it as a default and not gain additional selections under Developing Leaders)

I'm not necessarily certain that these should have gone in during the Freeze. It sounds like adding something new that also has a potential to break things.
 
The first was programmed in before the freeze, just not pushed to the svn yet (I wasn't going to go back and erase it from my codes just because I had some debug updates!) and I just kept working on debug projects afterwards, of which the others were aiding in solving current noted problems.

They all operate on very basic principles and really shouldn't be buggy themselves. (I know that could be famous last words of course... lol ;) )
 
The first was programmed in before the freeze, just not pushed to the svn yet (I wasn't going to go back and erase it from my codes just because I had some debug updates!) and I just kept working on debug projects afterwards, of which the others were aiding in solving current noted problems.

They all operate on very basic principles and really shouldn't be buggy themselves. (I know that could be famous last words of course... lol ;) )

I often comment out other stuff I'm doing before committing if that is necessary, then it is simple to go and enable it later.
 
Updates:
-Changes to Monarchy, Republic, Theocracy
 
I often comment out other stuff I'm doing before committing if that is necessary, then it is simple to go and enable it later.

There truly was no concern with iCoastalTradeRoutes given that the compile was already being done in CvPlayer for civics or buildings... one of the two - either way it tied in to most of the programming that already existed. Thus, the risk of an error here is around 5% at best. But in some cases I can understand taking that approach. Seriously though, this tested out fine on all levels and I wouldn't expect it to go into USE (which would be the only real way to trigger any possible bugs there given all the general game testing I've been doing to sort out other bugs...) until the next cycle anyhow.

Most bugs reveal themselves immediately where the coding is concerned, particularly on tags when the tags aren't being utilized in the xml yet. Its only on the rare occasion that only a very long full game can reveal a big problem, like this last one, that needed solving. So as relatively non-complex as this tag was it really was little more than a 'tweak' category adjustment to enable it, particularly since it would not be put into service yet. I just wanted to get it out of the way as it was the last trait tag I can even think of that we might want at this point (at least until we start getting to more unique traits at the latter end of further development there...). That starts me off fresh with working on other things next cycle.
 
Updates

- Put back the art for NAGUALISM_MISSIONARY (Toltec)
- Change the cost of th entertainer line of units to -1 so you can't build them (Story Teller et al)
- Add valid player check to Rev code when checking if should change civics or not.
 
Just to make sure, this error means that my local repo is corrupt, right?
 

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Have a problem with missionaries:
- magi;
- oracle;
- scribe;
They looks like red semispheres.
Also they can not spread religions, because button of spreading is missing
 
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