C2C SVN Changelog

Is it ok that my borders are not respected? I use to have wars with my neighbor and now we had peace treaty and later the treaty was over... we have no open borders, not even an embassy, but my neighbor walks his units inside my territory...

Spoiler :
me and Cuba, see those units near my western city? As well as I used to see his naval units pass through my cultural zone... Probably that might have been caused by my Open borders civic?? Are these SO open?


Mmmm and I noticed that there is no way to check experience piece of advice before unit construction... Ctrl-mouseover in unit list doesn't work.

Wrong thread: If its v 33 and after it needs to be here:
http://forums.civfanatics.com/showthread.php?t=510289
 
Is it ok that my borders are not respected? I use to have wars with my neighbor and now we had peace treaty and later the treaty was over... we have no open borders, not even an embassy, but my neighbor walks his units inside my territory...

Spoiler :
me and Cuba, see those units near my western city? As well as I used to see his naval units pass through my cultural zone... Probably that might have been caused by my Open borders civic?? Are these SO open?


Mmmm and I noticed that there is no way to check experience piece of advice before unit construction... Ctrl-mouseover in unit list doesn't work.

Perhaps the bug option to show exp stuff is off... it'd still not work if that's off. Otherwise... it does work on my system.
 
[*]Fixed small issue with groups that have both hidden and non-hidden nationality when culture of an enemy spreads to their plot
[*]Small performance improvement of graphics paging operations
[*]Made auto-build buildings appear in new cities immediately when they are founded (as per DH request)
[/LIST]

Note - I'm going to be away from tomorrow for a bit over a week, so this is likely the last update from me for 10 days or so.

Something you did here, made a heck of a lot of difference in the turn times;), at least its about 1/8th better now, thx.
 
Updates

- Fix pink icon in tech tree for new tower improvements.
- Fix bug in Empire State wonder python code when checking for map resources only.
 
Updates
- Added Taxonomy Sub-Combat Classes to Aardvark through Cobra.
- Obsidian Spearman, Obsidian Maceman, Obsidian Axeman, Obsidian Swordsman, Jaguar Warrior and Lightning Warrior now all require Obsidian resource to be made.
- Added Taxonomy Sub-Combat Classes to Cod through Muskox.
- Added Taxonomy Sub-Combat Classes to Narwhal through Wolverine.
 
Updates
- Added Taxonomy Sub-Combat Classes to Aardvark through Cobra.
- Obsidian Spearman, Obsidian Maceman, Obsidian Axeman, Obsidian Swordsman, Jaguar Warrior and Lightning Warrior now all require Obsidian resource to be made.
- Added Taxonomy Sub-Combat Classes to Cod through Muskox.

Could you help me just flesh out the CC document with those updates? Once all of the CCs are defined by category on that document, we'll be able to utilize the doc in conjunction with Nimek's new tool he's developing to implement all of it onto the units in the xml quite quickly.

Thus, some help with the document would be awesome. Plus, you can see a few examples of how those 'taxonomy' sub-combats are being arranged by category on the units and if we hold to these basic guidelines when developing the CC definitions, we'll be able to ensure all the categories of CCs come up in an orderly fashion on our units - something that will be helpful for players considering how many sub-combat definitions each unit can have.

So if you want to develop out the animal sub-combats according to their taxonomy, simply do it on that CC planning document under the 'Unit Assignments' page. We've already pretty much defined them... now we just need to fill the units' columns with the proper CC tag names.

You'll notice I have a few new CCs added to the main list too... those are to be updated to the svn at any time here. If you need them on the SVN and I haven't committed my changes yet just let me know... wouldn't take but a few button clicks to do so. I'm just hoping I can work through all the Unit assignments and catch all those possible holes in the CC 'plan' before finally committing the new ones. I may have already found the majority (possibly all but there's a few categories I haven't fleshed out much that I'm wondering if I'll need more to fill - like among weapons and weapon usage types and such.)

Plus... there's some odd bugs on the SVN so I wanted to hold off on any commits til those can be looked at by more talented eyes than mine.

Anyhow, take a look over that doc so far... I put a lot of work into it this weekend. Please feel free to comment as there are some new thoughts and plans expressed in the details there. I'd be happy to explain if you have any questions. I realize this comment alone might take reading over a few times to follow it... I'm kinda exhausted after the work I put in this weekend ;)
 
Could you help me just flesh out the CC document with those updates? Once all of the CCs are defined by category on that document, we'll be able to utilize the doc in conjunction with Nimek's new tool he's developing to implement all of it onto the units in the xml quite quickly.

Thus, some help with the document would be awesome. Plus, you can see a few examples of how those 'taxonomy' sub-combats are being arranged by category on the units and if we hold to these basic guidelines when developing the CC definitions, we'll be able to ensure all the categories of CCs come up in an orderly fashion on our units - something that will be helpful for players considering how many sub-combat definitions each unit can have.

So if you want to develop out the animal sub-combats according to their taxonomy, simply do it on that CC planning document under the 'Unit Assignments' page. We've already pretty much defined them... now we just need to fill the units' columns with the proper CC tag names.

You'll notice I have a few new CCs added to the main list too... those are to be updated to the svn at any time here. If you need them on the SVN and I haven't committed my changes yet just let me know... wouldn't take but a few button clicks to do so. I'm just hoping I can work through all the Unit assignments and catch all those possible holes in the CC 'plan' before finally committing the new ones. I may have already found the majority (possibly all but there's a few categories I haven't fleshed out much that I'm wondering if I'll need more to fill - like among weapons and weapon usage types and such.)

Plus... there's some odd bugs on the SVN so I wanted to hold off on any commits til those can be looked at by more talented eyes than mine.

Anyhow, take a look over that doc so far... I put a lot of work into it this weekend. Please feel free to comment as there are some new thoughts and plans expressed in the details there. I'd be happy to explain if you have any questions. I realize this comment alone might take reading over a few times to follow it... I'm kinda exhausted after the work I put in this weekend ;)

1. Ugh more mindless list work? They all should be listed in the CC Tree Tab.

2. Well there are only the animals in the alt-time mod (Rhinos, Mammoth, Zebra, Sabertooth, etc) I have to fix now and the basic wild animals should be done. Note I did not do subdued animals (nor-do I want to).

3. As I said they are more or less all done. I picked out nearly all the subdued animals so I knew what taxonomy they should have. Note I did not do any other definitions just the "Class" (ex. Mammals, Birds, Reptiles, etc) and "Family" (ex. Bears, Canines, Felines, Equines, etc).

4. Yeah please don't undo the stuff I added. You should probably add what you have so far. Since the unit page gets updated now and then with tweaks. Such as today when I had to adjust the Obsidian units.

5. Yeah please don't upload buggy stuff. I had a bug today and had to go through them 5 animal at a time to find the error. From then on I did them by what letter they started with and then tested.

6. Wait so what have you done do far? Was my work for nothing, meaning you already did it? Or were you working on other units? I just assumed you were busy with deeper code and I could get some low hanging fruit. Since I have always been good at animal identification I thought this would be a good task for me. Plus I really want to get the Combat mod moving again and wanted to help out.
 
1. Ugh more mindless list work? They all should be listed in the CC Tree Tab.
It's not exactly mindless list work (no more than any other direct xml modifications anyhow). It's not just planning. It can be considered updating the xml to simply update this page as Nimek will use a tool he's programming to take the information from this page and input it directly into the xml straight from that document. This, by the way, will overwrite any of the subcombat definitions that are in the xml on those units so really, any work done to input directly into the xml on subcombats right now is somewhat wasted effort as it will have to be put onto the document before all are updated at once.

So all I'm trying to say is adding CCs to the units directly is a huge waste of time that could've been a lot more efficient if they were simply added to the document, which is a hell of an effort to flesh out fully as it is. Any help there is greatly appreciated.

2. Well there are only the animals in the alt-time mod (Rhinos, Mammoth, Zebra, Sabertooth, etc) I have to fix now and the basic wild animals should be done. Note I did not do subdued animals (nor-do I want to).
It's not that this won't be helpful I suppose... just means I need to update and grab what you've defined and input it into the document so that when the document is used to overwrite all subcombat definitions it will continue to include the definitions you've given them. If you'd put the cc definitions onto the document instead, it would've been a lot more streamlined in terms of the efforts made.

3. As I said they are more or less all done. I picked out nearly all the subdued animals so I knew what taxonomy they should have. Note I did not do any other definitions just the "Class" (ex. Mammals, Birds, Reptiles, etc) and "Family" (ex. Bears, Canines, Felines, Equines, etc).
Should be helpful anyhow.

4. Yeah please don't undo the stuff I added. You should probably add what you have so far. Since the unit page gets updated now and then with tweaks. Such as today when I had to adjust the Obsidian units.
It won't be "undone"... just overwritten at some point with the definitions as the document holds them so this means now the document still needs to be updated with what you've done. The only 'tweaks' I'll need to account for before the final submission of the document to Nimek's xml writing tool will be to make sure that units haven't moved files, been added or deleted, since it was last updated which means I'll just have to go through and make one last final audit on the document to correct what's been moved, added, or removed since this weekend.

5. Yeah please don't upload buggy stuff. I had a bug today and had to go through them 5 animal at a time to find the error. From then on I did them by what letter they started with and then tested.
I doubt any of us TRY to put buggy stuff on there. At the moment its hard to say what the root cause of the bugs SO is finding are stemming from. The method we'll use for the document should help to minimize or eliminate such potential coding issues in the xml and running the debug dll on any xml should catch any problems there.

6. Wait so what have you done do far? Was my work for nothing, meaning you already did it? Or were you working on other units? I just assumed you were busy with deeper code and I could get some low hanging fruit. Since I have always been good at animal identification I thought this would be a good task for me. Plus I really want to get the Combat mod moving again and wanted to help out.
I haven't done all the animal taxonomy definitions (currently Columns R and S: R is for the main Animal Type such as Mammal and S is for the more specific subcategory such as Canine) only the ones on some of the units that already have Canine or Feline entries as they stand now. So far most of my work there, which you can easily review, has been a matter of getting the document caught up and updated to all the units we have. Yes... ALL units are defined there as of the ones on the SVN as of Friday night. I've worked out all definitions for the Speed and Size categories (which you're welcome to review and comment on if you like) and am currently working through all our units current CC definitions, updating them to the document and making some planned tweaks there.

Once that's complete I'll be going through and evaluating each unit for each unfilled category. So any work that's been done to fill some of the unit categories will diminish the effort it takes me to get this document to the point Nimek can use it to automatically update to the xml.
 
changed <PrereqTech>TECH_BOTATICAL_ALCHEMY</PrereqTech> to the correct spelling <PrereqTech>TECH_BOTANICAL_ALCHEMY</PrereqTech>

wrong btn from:
<Button>Art/Interface/Buttons/Units/Horseman.dds</Button>

to: <Button>,Art/Interface/Buttons/Units/HorseArcher.dds,Art/Interface/Buttons/Warlords_Atlas_1.dds,3,9</Button>
 
i`m doing research to find absent textures

at this moment found
Expert_Trapper_freeze1000.nif
Expert_Trapper_freeze1021.nif
minke.dds

more will come later....

also strange bug with recalc resolved by unpacking fpk...so with fpk something bad ...look at them please

and i know that this thread not about bugs - but it is too important
 
i`m doing research to find absent textures

at this moment found
Expert_Trapper_freeze1000.nif
Expert_Trapper_freeze1021.nif
minke.dds

more will come later....

also strange bug with recalc resolved by unpacking fpk...so with fpk something bad ...look at them please

*upped the Heroic2 from combat 4 to combat 6 for Preq

and i know that this thread not about bugs - but it is too important

Pls put this/above stuff/info in the bug/crashes thread, thx. . This is for SVN use.

Also:

added mapscript from Sto -

Full of Resources has like 5-6 different maps combined into one, you pick and play the way you want it to play , also it does NOT work with Natural Wonders for some reason??

Might have a weird start python message, but dont worry about that . . . SO

*upped the Heroic2 from combat 4 to combat 6 for Preq
 
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