C2C SVN Changelog

7302 Deleted almost all of the Custom Civs, except some that modders use, only one left should be the Neanderthals.. You were warned . . . . . .

btw TB,, have you gotten all those schema's redone??

I can fix those up... I did download the list and was planning on working on that next. After all the unit ones were updated the ones remaining seem to mostly deal with either buildings or more complex matters. I figured since schemas are nearly irrelevant with the current loading system that the turn time delays were more important to you. To that end:

Updates (SVN#:7303/7304)
  • A minor debug for Size Matters AI code

  • Completely removed the new building prereq code. This means the problems it sorted out are back with us again BUT it cut the turn time to do this by about 3/4.
 
I can fix those up... I did download the list and was planning on working on that next. After all the unit ones were updated the ones remaining seem to mostly deal with either buildings or more complex matters. I figured since schemas are nearly irrelevant with the current loading system that the turn time delays were more important to you. To that end:

Updates (SVN#:7303/7304)
  • A minor debug for Size Matters AI code

  • Completely removed the new building prereq code. This means the problems it sorted out are back with us again BUT it cut the turn time to do this by about 3/4.

OK was just wondering is all, and about those building prereq's, can you talk with alberts2 and Koshling about these, if this is a problem, then it needs to get fixed, BEFORE we add more stuff, IMO.
 
OK was just wondering is all, and about those building prereq's, can you talk with alberts2 and Koshling about these, if this is a problem, then it needs to get fixed, BEFORE we add more stuff, IMO.

It's not a severe problem, just a major nuisance. We'll have to slowly identify the buildings that need to be corrected and patiently fix them via whatever current xml options we have at this point. I know one set of them are those Animal Tamer buildings that require Stables - soon as you build the Knight's stable you lose access to them. (And they are CRITICAL to build!) More spots like this need to be identified and the upgrades of the prerequisite buildings need to be added as alternative OR prereqs.

The fix I had to retract here was simply a way to save us a bit of complicated XML work. Certainly nothing worth destroying turn times over.

Oh and...

Updates (SVN#:7305)
  • Some schema updates
  • An XML fix in barbar_hunter Promotions
Took care of those schema issues for ya and I posted a new thread in the Bugs and Crashes forum to ask others how we should or should not be addressing those issues I wasn't sure about.
 
SVN7306

Disabled the Custom Leaderheads Hiawatha and Logan because they are re-adding the CIVILIZATION_IROQUOIS.
 
@TB
You can add this functionality during XML caching.
Simply create all building upgrade chain and copy same required buildings to each item of that building upgrade chain.

Thanks to that modderes can forget about this issue. Turn times will be unaffected and only first time start will be bit slower.
 
7307 update

- Fix Camel Worker to build new Desert and Wetland camps.
- Fix schema reference in Super Fort and Great Hunter game text and Myth art defines
 
@TB
You can add this functionality during XML caching.
Simply create all building upgrade chain and copy same required buildings to each item of that building upgrade chain.

Thanks to that modderes can forget about this issue. Turn times will be unaffected and only first time start will be bit slower.

hmm... something could be done along those lines I suppose...

EDIT:
Update SVN#7308
Fixes schema errors made in last commit
 
7309 updates

- Remove merged modules from the MLF files.

7310 update

- Bonus pedia page now splits building list by vicinity and anywhere.

7311 update

- Bonus pedia update. Vicinity, Requires and Effected buildings now in separate parts of the screen. Still need to show units that are cost less with the bonus.
 
SVN7313

Fixed the issue that the Religion Canaanism re-added the Leader Hiram without the Phoenicia Civ present.




Edit:

To avoid problems like this one or the Leaders re-adding removed Civs the AndDependencyTypes Tag should be used.

Example:
Code:
		<LeaderHeadInfo>
			<Type>LEADER_HIRAM</Type>
			[COLOR="Red"]<AndDependencyTypes>
				<DependencyType>LEADER_HIRAM</DependencyType>
			</AndDependencyTypes>[/COLOR]
			<Description>TXT_KEY_LEADER_HIRAM</Description>
			<FavoriteReligion>RELIGION_CANAANITE</FavoriteReligion>
		</LeaderHeadInfo>
 
7314 update

- Bonus Pedia finished (for now).
- Shrink Haast's Eagle a bit more.
- Remove the code that was supposed to be fixing the bonus range for kangaroo, llama etc.
- Add back in the Food Merchants.
 
To avoid problems like this one or the Leaders re-adding removed Civs the AndDependencyTypes Tag should be used.

Example:
Code:
		<LeaderHeadInfo>
			<Type>LEADER_HIRAM</Type>
			[COLOR="Red"]<AndDependencyTypes>
				<DependencyType>LEADER_HIRAM</DependencyType>
			</AndDependencyTypes>[/COLOR]
			<Description>TXT_KEY_LEADER_HIRAM</Description>
			<FavoriteReligion>RELIGION_CANAANITE</FavoriteReligion>
		</LeaderHeadInfo>

But this is only good in the modules section, correct?? Or can you use Depd in the core?
 
You can use it anywhere. However that bit of code is in the Canaanism folder. I wanted it modular but did not consider the Civs being removed. :D
 
7315 Added back Iroquois Civ into the core, with Hiawatha and Logan as LH's

7316 Moved Narbona (Navajo) and Po Ngbe (Olmec) btns to Heroes folders

7317 forgot the word UNIT_ in the Iroquois artsyle

7318 Minor stuff, personal usage for modders only
 
Looks like I was doubling up on losses and gains at the player level huh? Oops... thanks for catching that. I hadn't looked into it yet obviously but it was on the list.
 
I missed the error last time also. Everytime a new unit was created the loss was substracted from the player without adding anything before.
 
7320 updates

- Tar Gatherer can now be built on oil. For when you get the event that discovers oil long before the tech.
- New icons for build Desert Camp, Wetlands camp and Thatch Cutter. They are not good but they are better than reusing other buttons.
 
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