C2C SVN Changelog

Update:

-Added Go To City mission.

Note 1: This needs a button.

Note 2: I have for now arbitrarily restricted this to Land units. I could make it work for Naval units as well but that would require some more code. So if anyone wants this functionality for Sea units please tell me.

Note 3: If the unit can't get to the city you select the mission will silently fail. If someone wants this changed to give an error message please tell me.
 
Is there a place to find out exactly what this does?
I hope mousing over the mission will give you some info and if not, then here is what it does:
It is a move to mission that gives you a popup to select the target city so you can give move commands beyond viewport boundaries.
 
I hope mousing over the mission will give you some info and if not, then here is what it does:
It is a move to mission that gives you a popup to select the target city so you can give move commands beyond viewport boundaries.

The hover text does explain it. However its button is currently a settled slave, so it may be confusing until I get a good button for it.
 
I hope mousing over the mission will give you some info and if not, then here is what it does:
It is a move to mission that gives you a popup to select the target city so you can give move commands beyond viewport boundaries.

The hover text does explain it.

Good idea then!!:goodjob: You guys are really amazing!
 
Update

- Move more movie definitions into core. While having them in different files should work there is a strange bug with movies that stops movies being played because it (the game) forgets where they are. Putting all the definitions in one file seems to fix the problem.

Edit more updates

- Finish moving AAranda's (and others) custom wonders out of my modules and into the core.
- Fix strategy text for Tengriism.
- Change the building Animal Totem in Subdued Animals. Just started. Different animals build different totems that give slightly different results, but you can only build one in a city.
- Updated the Big cats module - still not ready for use yet.
 
Updates:

-Fixed small error with Go To City mission.
-Fixed more errors between Developing Leaderheads and Focused Traits.
-Fixed SilentConfusion's module not loading
 
The latest rev, 5176, is not listed here but says it "Tweaked the Heavy Tank". It seems to have broken something. Getting noisy Dieselpunk XML errors on loading mod.
 
Gah. It is only supposed to be given a value inside the command loop, right?
You moved command specific code out of the if that checks if it is a command.
At the same time you did not actually intercept your mission at all. You skip sending it as a command which it would not have been anyway in the original code (as you made a mission, not a command). It is still sent as a mission net message (which it should not be at that point before the popup).
 
You moved command specific code out of the if that checks if it is a command.
At the same time you did not actually intercept your mission at all. You skip sending it as a command which it would not have been anyway in the original code (as you made a mission, not a command). It is still sent as a mission net message (which it should not be at that point before the popup).

So it should look like this?

PHP:
	if (GC.getActionInfo(iAction).getCommandType() != NO_COMMAND)
	{
		bSkip = false;
		if (GC.getActionInfo(iAction).getCommandType() == COMMAND_LOAD)
		{
			CvPopupInfo* pInfo = new CvPopupInfo(BUTTONPOPUP_LOADUNIT);
			if (NULL != pInfo)
			{
				gDLL->getInterfaceIFace()->addPopup(pInfo);
				bSkip = true;
			}
		}
	}
	//ls612: City Go To in Viewports
	if (GC.getActionInfo(iAction).getMissionType() == MISSION_GOTO)
	{
		bSkip = false;
		CvPopupInfo* pInfo = new CvPopupInfo(BUTTONPOPUP_GOTO_CITY);
		if (NULL != pInfo)
		{
			gDLL->getInterfaceIFace()->addPopup(pInfo);
			bSkip = true;
		}
	}
 
Just pushed to SVN (5179):
  • AI optimizations for scale (especially naval)

Thanks again to dog77_1999 for his extraordinary game (the on that hit the unit count buffers). Reduced end turn time from over 6 minutes to under 4. The changes should help most games with large standing armies, and especially large navies (so mostly late Renaissance and after)
 
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