C2C SVN Changelog

They are used in the BuildingProductionModifierTypes and missing in both trait files, the one in the core and ls612's. It's not many buildings but every trait exists 4 times and you have to fix all of them.

Oh thats right, i forget about that "replacement" system TB set up, infact i need to do that with my Handicap system i want to make it into C2C, but i really dont know how yet??
 
They are used in the BuildingProductionModifierTypes and missing in both trait files, the one in the core and ls612's. It's not many buildings but every trait exists 4 times and you have to fix all of them.
To help explain that... iLinePriority 0 and iLinePriority 1 traits are the difference specifically between developing leaders and not developing leaders... only line priority 0 traits are used when not on developing leaders and any other line priority is in use when developing leaders is in play. This is because DL was developed to have multiple tiers for each trait type and have them operate much like promos do for units.

Then ls612 generated his own full replacement set. These use the replacement mechanism...

Oh thats right, i forget about that "replacement" system TB set up, infact i need to do that with my Handicap system i want to make it into C2C, but i really dont know how yet??
Yeah, thanks for the reminder but it IS on my todo list for THIS weekend to put a documentation thread together to help you develop those. Should be coming together either today or tomorrow.
 
7481
new LHs: Vargas, Wilhelmina and Nebuchadrezzar, Jajavarman, Charles V, Nefertiti, "Ned" Kelly, Hadrian & Cleopatra
 
SVN7483

Fixed the "local variable 'pPlotUnit' referenced before assignment" error in CvRandomEventInterface.doVolcanoPlot
 
7484 updates

- Merge all bonuses into 4 core files. Art defines to follow. By Rwn. Once the art is done I'll also move all the text files and remove the folders.
 
Updates (7486/7487/7488)
  • Fixes a divide by zero bug in odds calculations

  • Some bug fixes throughout the AI_Assault routines

  • Fixes a problem with negative free specialists totals

  • Fixes the codes controlling the rule that if a unit isn't unmerged or unsplit it can't perform a number of actions (Re-enables a number of missions that were previously erroneously banned from units on Size Matters - such as construct missions by animals.)

  • Another attempt to diminish the desire of units to build forts within city workable plots. (IF this doesn't work then I've had it with this topic and will disable the ability of units to even build forts within city workable plots.)
 
SVN7489

Merged AI fixes from AND.
The cache is no longer written if missing types are detected.
A few very small performance optimizations.


Afforess did alot of AI fixes in the last week here are the details:
  • AI will go for CRUSH strategy (this was a turned off strategy type where the AI would use most of its defensive units to quickly attack and crush a weak opponent)
  • AI City Placement takes into account culture spread (and optimizes for locations with easier culture reach)
  • Techs that improve improvement yields are valued better
  • Techs that reveal, but do not allow improving a resource are devalued slightly
  • AI will avoid building military units in cities where commerce is very high but production is very low
  • AI will consider building more advanced units if its typical attack or defense units are weaker than the average player's unit strength
  • AI will consider ignoring military production completely to shore up economy if it has fallen greatly behind
  • The AI will base the number of bombardment units in stacks on the number of cities it is attacking
  • Add AI defense exemptions for extreme early game
  • Remove AI 'retreat to city' logic for settlers (settlers will still retreat to cities in danger, this check was regardless of danger rating)
  • AI cities will choose to focus on gold buildings if the AI is "near" financial troubles, instead of waiting until troubles are upon them
  • AI includes civic, religion, and wonder experience when determining the least experienced units to disband
  • AI safe funded percent mimics revolutions financial trouble calculations, when using revolutions mod
  • AI's correctly assess financial pain caused by civic gold per military units
  • AI's will disband units with more than 1 experience when experiencing financial troubles
  • AI's will use fewer floating defenders during financial troubles
  • AI assumes wars will cost extra gold per turn, instead of earning them income, during warplan assessment
  • AI will not switch to a warplan if they are in financial trouble, unless they are attacked
  • Fixed bug where AI workers would skip turns in a city, when they mistakenly believed there to be danger, where there was no danger
  • AI will disband excess workers more frequently in financial distress
 
Spoiler :


Merged AI fixes from AND.
The cache is no longer written if missing types are detected.
A few very small performance optimizations.



Afforess did alot of AI fixes in the last week here are the details:
Spoiler :

  • AI will go for CRUSH strategy (this was a turned off strategy type where the AI would use most of its defensive units to quickly attack and crush a weak opponent)
  • AI City Placement takes into account culture spread (and optimizes for locations with easier culture reach)
  • Techs that improve improvement yields are valued better
  • Techs that reveal, but do not allow improving a resource are devalued slightly
  • AI will avoid building military units in cities where commerce is very high but production is very low
  • AI will consider building more advanced units if its typical attack or defense units are weaker than the average player's unit strength
  • AI will consider ignoring military production completely to shore up economy if it has fallen greatly behind
  • The AI will base the number of bombardment units in stacks on the number of cities it is attacking
  • Add AI defense exemptions for extreme early game
  • Remove AI 'retreat to city' logic for settlers (settlers will still retreat to cities in danger, this check was regardless of danger rating)
  • AI cities will choose to focus on gold buildings if the AI is "near" financial troubles, instead of waiting until troubles are upon them
  • AI includes civic, religion, and wonder experience when determining the least experienced units to disband
  • AI safe funded percent mimics revolutions financial trouble calculations, when using revolutions mod
  • AI's correctly assess financial pain caused by civic gold per military units
  • AI's will disband units with more than 1 experience when experiencing financial troubles
  • AI's will use fewer floating defenders during financial troubles
  • AI assumes wars will cost extra gold per turn, instead of earning them income, during warplan assessment
  • AI will not switch to a warplan if they are in financial trouble, unless they are attacked
  • Fixed bug where AI workers would skip turns in a city, when they mistakenly believed there to be danger, where there was no danger
  • AI will disband excess workers more frequently in financial distress

If they work correctly i :bowdown: to Afforess, for the MUCH needed AI improvements :hatsoff:


7490 added more tech Sounds, CompositeTools, Mail, and Specialization by Jonius7
and took out alot of whitespace in sikh buildinginfos

7491 deleted Unfortunate Assassin from events, just was not working
 
7493 updates

- Move bonus Theremin to Dieselpunk (@Hydro this changes at least one of your files.)
- correct schema name in bonus infos files
- reduce size of strategy texts.
 
7497 update

- All Resources moved into core or the optional modules. Warning a number of bonuses are no longer working in the pedia Ancient Relics, Camels Coconut Corn and Helium3 are just 4 examples. hey seem OK in game though.
 
7498
  • Aligned Size Matters Combat Classes for transports
  • Added the transport combat class to all units that can transport anything
  • Added the combatant combat class to those transports that had previously considered the transport CC to fill that primary CC slot.
  • Cleaned up the XML regarding the now defunct iSMCargo tag.
 
SVN7501

Fixed xsi:schemaLocation in some CIV4GameText files.



SVN7502

Fixed errors in Assets/XML/Technologies/CIV4TechInfos.xml



SVN7503

Fixed errors in the core CIV4TraitInfos.xml, CIV4PromotionInfos.xml and CIV4BonusInfos.xml



SVN7504

Fixed two errors in Modules/ls612/Traits/ls612_CIV4TraitInfos.xml



SVN7505

Fixed errors in various CIV4BuildingInfos files



SVN7506

Fixed errors in the core CIV4CivicInfos.xml, Animals_CIV4UnitInfos.xml and CIV4UnitInfos.xml



SVN7507

Fixed errors in various CIV4UnitInfos files
 
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