C2C SVN Changelog

8244 - 8246

- Tidy up the wild canine units.

- Change the Beacon and Lighthouse improvements. Note You will lose any existing beacon or lighthouse improvements you currently have. The underlying feature should now upgrade properly so next is changing them to reduce damage and increase movement.
 
8247, Agressive AI, Barbarian Generals, Usable Mountains, Advanced Economy, Diplomacy, Espionage.
AI players do not build cities. They build settlers, but do not settle them. I waited about 100 turns, then started another game - no progress.
 
8247, Agressive AI, Barbarian Generals, Usable Mountains, Advanced Economy, Diplomacy, Espionage.
AI players do not build cities. They build settlers, but do not settle them. I waited about 100 turns, then started another game - no progress.

We know about this issue and we struggling to remove this bug.
Next time post bugs and infos here:
http://forums.civfanatics.com/showthread.php?t=532170
 
8248
Redone Custom Religions cutscenes
- less space (from 35 Mbs to 10 Mbs) and less files (from 162 to 72 files)
- fixed Scientology, Jainism, Shinto, Sikh, Voodoo, Mormon and Mesopotamism founding movies
- better looking picturs for Shaman, Canaanism, Druid, Jainism, Voodoo, Zoroastrianism and Shinto shrines
 
8249
  • Fixes a major crash bug. Fortifies the Build Up code against any potential future problems of a similar nature.

  • Resolves a bug in the AI. (Should manifest to players as a fix to an round-end delay)

  • Corrects a few Promotion AI issues.
 
8250

  • Fixed one possible issue in the SettlerAI then the AggressiveAI option is enabled
  • Fixed various small coding errors
 
8251

- New animal unit - Camain for South America. Generic river croc now should only appear in Oceania and bits of Asia.


8248
Redone Custom Religions cutscenes
- less space (from 35 Mbs to 10 Mbs) and less files (from 162 to 72 files)
- fixed Scientology, Jainism, Shinto, Sikh, Voodoo, Mormon and Mesopotamism founding movies
- better looking picturs for Shaman, Canaanism, Druid, Jainism, Voodoo, Zoroastrianism and Shinto shrines

Unfortunately moving the art up one level makes it difficult to find the bits that go with a particular religion since they are all mixed together now. Also removing the Generic one makes it difficult to add new religions. It was there for use when a religion had no cut scene yet.
 
Unfortunately moving the art up one level makes it difficult to find the bits that go with a particular religion since they are all mixed together now. Also removing the Generic one makes it difficult to add new religions. It was there for use when a religion had no cut scene yet.

Generic_Found.nif << GENERIC RELIGION
And moving one level up was necessary to cut down data. If you need / looking for something ask - Ill help you. If you need new custom religion then ill create movie for you with that religion.
 
8250

  • Fixed one possible issue in the SettlerAI then the AggressiveAI option is enabled
  • Fixed various small coding errors

I looked through all these (thankfully only one file had corrections on my work and those were often fairly trivial but good to correct) and I just have to say... well done! :goodjob:
 
8253
  • Fixes Unit Cargo display on unit type help

  • Improves the positioning of Healing information displayed on unit type help

  • Tweaks to the AI that should help them to build better City Attack Stacks

  • Tweak to the AI to get it to improve its healer selection process when building them for attack stacks
 
8255
- A few minor fixes

- New animal Asian Alligator​

8256
- the rest of the Asian Alligator XML​

8257
- Fix strategy text for Terracotta Army

- Change Thatch Cutter improvement. It was going obsolete through upgrades far to early. I have adjusted the returns and changed the upgrade improvements to only Town.​
 
8258

- Teaches the AI to bring a Recon unit with its hunters to increase survivability of hunting parties

- Fixes an AI bug that impeded units from joining selection groups
 
Teaches the AI to bring a Recon unit with its hunters to increase survivability of hunting parties

Things like that are a really good example for a difficulty system that's not primary based on abiary modificators for humans and AI. How complicated is it if you would have this new behaviour only on noble and above and below that the AI sends their hunters alone?

Could you teach them to also bring Spearman maybe? They are far worse at capturing but they are good versus animals and also decent against Neanderthals.
 
- Teaches the AI to bring a Recon unit with its hunters to increase survivability of hunting parties

Aside from not being set by difficulty level it also does nothing to increase the survivability of them. I take it you are not only talking about Hunters but also Master Hunters. Either way both are by far stronger than any contemporary Recon units (maybe Defend Only Recon units need a slight buff?) so a Recon coming along will only serve to leave the Recon unit alone in the wilderness after the Hunter is killed/dies.
The reason a Hunter unit dies is usually by being injured and a strong animal/barb/Neanderthal comes along and attacks it. For that reason I tend to send out Hunters in groups as a Hunter can usually survive anything, once, and a second unit will take over defending if there are multiple attacks and the first is injured.
(Now I do this with having them plots apart and getting them together if one or both get injured for healing together but an AI should probably group them).

This might make it easier by difficulty too, having 1 alone in the easy settings, 2 in the medium, 3 in the hard, or with Size Matters trying to always have a larger group merged.

Cheers
 
Things like that are a really good example for a difficulty system that's not primary based on abiary modificators for humans and AI. How complicated is it if you would have this new behaviour only on noble and above and below that the AI sends their hunters alone?

Could you teach them to also bring Spearman maybe? They are far worse at capturing but they are good versus animals and also decent against Neanderthals.

Aside from not being set by difficulty level it also does nothing to increase the survivability of them. I take it you are not only talking about Hunters but also Master Hunters. Either way both are by far stronger than any contemporary Recon units (maybe Defend Only Recon units need a slight buff?) so a Recon coming along will only serve to leave the Recon unit alone in the wilderness after the Hunter is killed/dies.
The reason a Hunter unit dies is usually by being injured and a strong animal/barb/Neanderthal comes along and attacks it. For that reason I tend to send out Hunters in groups as a Hunter can usually survive anything, once, and a second unit will take over defending if there are multiple attacks and the first is injured.
(Now I do this with having them plots apart and getting them together if one or both get injured for healing together but an AI should probably group them).

This might make it easier by difficulty too, having 1 alone in the easy settings, 2 in the medium, 3 in the hard, or with Size Matters trying to always have a larger group merged.

Cheers
Taking the discussion to the Art of War thread.
 
8259
fixed neanderthal Great Hunter redblob

8260
Fixed problem with great doctors screen
 
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