Discussion in 'Civ4 - Caveman 2 Cosmos' started by Dancing Hoskuld, Jul 4, 2011.
Tried to see if THIS Stratosphere TXT works or not??
Since the error is occurring in the Helsinki file but points to the Stratosphere text, I would say the problem is elsewhere.
- BUG 4.4 merge - art and some very minor python and xml. I decided it was better to get what I had done so far up on the SVN. I doubt much of the art has changed but if it has we will now be using the new stuff with the old code.) Note: most python files are not different and the ones that are are the complex ones.
- More Spanish translations by Kroji (only the A's)
- Updated schema files and new mascot buildings for Rhinoceros and Zebra megafauna.
- Fixed pink message icon for Pisces start sign. (The dds file is spelt wrongly but that would require changing the promotion XML and the FPK so I just used the actual spelling in the python rather than the correct spelling.)
- Added art for new Great Hunter specialist (not defined or usable yet).
Yeah all I did is upload it for him (plus fixed a minor bug).
What art were you referring to?
Oh ok didnt know, i used the debug and it was the first thing that popped up??
Is it the TXT then, because i can change that one also, if need be??
I have changed both to no avail.
- Culture Wonders now produce some of the new wonders faster.
Added Protein Lab, Nucleic Acid Lab and Bioinformatics Lab.
Minor fixes to previously added buildings.
Just pushed to SVN (5877):
Fixed crash when trying to view advanced combat odds due to bad text entry
Fixed crash due to a team somehow declaring war on itself (SO CTD case)
Fixed a small bug that made the AI blind to the benefits of buildings whose ONLY benefit was in their properties (electric chair etc.)
Fixed a small bug in surround and destroy code due to combat mod changes
Fixed a couple of XML issues in the Stratosphere Casino Wonder
Edit - @TB - note that I changed an entry in your text file (to prevent a crash due to incorrect formatting), so make sure to update/merge.
Thanks for the headsup and the fix. Note: with Notepad++ I do find that as long as the files are saved when I update, they will 9 out of 10 times properly merge with the update.
- Uploaded Italian translations to my mods by Hale_9204.
- Fixed Candle Maker.
Just pushed to SVN(5881):
Fixed loss of Natural Wonder discovery happiness on modifier recalc
Fixed unit combatclass based missions not showing up unless you delete your cache
Various tweaks to TB's recent changes as discussed privately with him
In regard to the Natural Wonder discovery happiness. Loss on recalc applies to ANYTHING that does not have a repayable source, which basically means any Python source that is not via an event.
I have modified the code to regard Python-sourced player happiness as 'forever' (ie - separate from the piece that gets recalculated), so it will now be preserved across a recalc. This had previously already been done for city extra specialist count (for the same reason). It has NOT been done generically for any quantity Python may set, as it's an extra piece of code for every such attribute (the way the whole thing is currently written anyway), and so requires effort proportional to the number of such attributes that require it.
As such if any of the Python modders NEED similar handling for anything they currently do/are aware of, then please let me know, and we can add more such special cases as required (by C2C Python usage)
Is that why the Spartacus event is not happening, and a few others??
No. There is nothing in that event that sets a value anywhere.
And anyway - values set by events are fine, because events are recorded and replayed on recalc (or rather their effects are)
Just pushed to SVN (5882):
Fixed bug whereby killing an AI player correctly deletes their units, but leaves any blockades in place
Added code to modifier recalc to recalculate blockades correctly (addresses games in which the bug fixed by the previous line still have blockades from dead players)
Wow... that one's been with us for a while - had always hoped it was just a graphical glitch but apparently it was more than that huh? Good catch!
- More Spanish translations by Kroji (now done the B-E's)
Fixed up some promotions that Naval units should not have access to. As reported in the Bug thread.
Helped SGT Slick to implement his game option.
NOTE TO SGTSLICK: You were only missing one ReplacementID tag at the end of your replacements. However, testing revealed that your changes, particularly with buildings and units which is all I took note of to make sure was affected by the option, were opposite to the direction you intended them to be. It seemed to be that you made builds and trains cheaper rather than longer. Now, I'm not sure if I was thrown off by something I may not have been aware of perhaps, like maybe traits on the starting leaders or something, but you might want to take a careful look at the difference between your option being on or off and make sure it's got the effects your really looking for.
Additional Supplementary Damage Attacker before battle tags (both for buildings):
bDamagetoAttackerIgnoresArmor: as the tag states, accompanies the Damage to Attacker mechanism with an update that this damage will ignore the unit's armor value when assigning damage.
bDamageAllAttackers: You may use this boolean rather than specifying Combat Classes if you want the Defensive building to damage any and all attacker types. Definitely saves some text display space - I may also need to update the Defense Hover in the cities eventually to streamline the Damages attackers portion or put just that on another page - all the individual CCs will quickly add up to an overwhelming display for sure. But this will help if you can commonly use this.
I also added an unseen tag - meaning its only in the DLL, to help streamline the coding even further beyond what brilliant edits Koshling made for this project.
Breakdown ability for units/promos. Adds the following tags for units:
iBreakdownChance: I'd start our Ram line at 10% for the Log Ram (note that the log ram (hand ram in xml) must be enabled to attack when you make this change and that means the may attack boolean as well as the combat limit amount must be made to be over 0.) Then gradually edge the chance up by another 10% per upgrade.
iBreakdownDamage: Testing showed this amount is very VERY powerful so should be applied extremely gradually. Log Rams should start with a base 1 on this value. Then add another 1 for each unit upgrade (though maybe increase by more than one for more advanced upgrades.)
Note: I was surprised our rams have first strike. I'd suggest they lose it - eventually they'll get some back by having Distance Support units on the stack. But that's how the programming expects them to have it. If any unit type provides the perfect example of a unit type that should NOT have first strike for any logical reason, Rams are it.
And also for promotions:
iBreakdownChanceChange: A promo set could be made for the rams once we have a unique sub-combat for them that could increase this amount by a suggested 20% per step (average) up to 3 steps or so. Perhaps 15%/20%/25%.
iBreakdownDamage: I would recommend another promotionline of say, 5 promos that add to this value. I'd add values from these promotions along the lines of +1/+1/+2/+2/+3 and I would also spread out the tech prereqs throughout the ages that the Rams have value.
Note that this whole mechanism is also preparing us for using it with units like Elephants as well. Beyond Rams, Tanks and such would also have some ability here I'd think, anything that can completely focus on Breaking Down the defenses as it attacks and will ignore the fact that it has been engaged in battle by the defender until its job of reducing the defenses is done.
ObsoleteTech tag on buildinfos. DH, you'd requested this one. Koshling, I hope I've done this without causing any issues here but I'd urge you to review these changes particularly just to make sure another set of eyes scan through it to make sure. This proved a lot trickier and more involved than I'd expected it to be, that's for sure.
Committed the above successfully (finally) and have also committed to the code archive.
What is this with the Gamespeed, having now 2 game speeds the same name?? IE:
GAMESPEED_ETERNITY and GAMESPEED_ETERNITY ?? etc etc etc
I can see the second name changed in all of them, but isn't this going to confuse the game where it is switching to??
Separate names with a comma.