C2C SVN Changelog

8288
- fixed missing naval yard button
- added new buttons to the most of the factories

8289
- few more factory buttons

8290
- fixed siberian tracker red blob
- fixed celtic (european) wanderer red blob thingy
- fixed Hypocaust button border
 
8291
  • Fixes Terrain and Feature Impassables tags on units by replacing them with a more memory efficient (and now fully functional) TerrainImpassableTypes and FeatureImpassableTypes tag.

  • Updates all units to use of new tags from the use of the previous ones.

  • Updates all unit schemas irt above changes.

  • Makes it possible for barbs to walk around inside the zone covered by the Great Wall while retaining the rule against entering such a zone.

  • Adjusts the strength of value an AI gives to siege weapons in its attack stacks. Should hopefully now be a bit more balanced in its approach.


8292
  • Fixes up the Coral and Reef Beacon structure
 
8291
  • Fixes Terrain and Feature Impassables tags on units by replacing them with a more memory efficient (and now fully functional) TerrainImpassableTypes and FeatureImpassableTypes tag.

  • Updates all units to use of new tags from the use of the previous ones.

You have replaced a standard BtS set of tags with new ones!? That will cause problems when we try and merge units from other mods in the future, just saying.

  • Makes it possible for barbs to walk around inside the zone covered by the Great Wall while retaining the rule against entering such a zone.

Excellent we can now bring back slave and serf revolts to name a few.
 
You have replaced a standard BtS set of tags with new ones!? That will cause problems when we try and merge units from other mods in the future, just saying.
True... but in all honesty, the original Firaxis designed tags are horrifyingly memory consumptive and many similar ones need the same treatment. It was allocating memory for each unit to track every feature and terrain as to whether it was able to move into such terrain or feature or not whereas now it's only going to store a list of those it can't. In the overall scheme of things this is a huge memory usage improvement. Again, it's long been a project on the list to convert all tags that perform like this anyhow so that we can continue to push the CivIV engine boundaries more easily.

We'll just need to convert the tag usage if we bring in something from elsewhere... not the only place this has to happen anymore. Additionally, the loading procedure wasn't working properly and I don't want to distract Alberts2 away from what he's currently working on. If you look at the tag you will find it's a little easier to add and subtract entries under the tag as well.



Excellent we can now bring back slave and serf revolts to name a few.
Along the way I noticed where this rule was enforced and knew you'd love it if I could address this - it was extremely easily done once found.

Also... take note of the edited in commit above. The main problem with the beacon mechanism was actually in the improvement definitions not defining what terrains were kosher.
 
8293

- Tamed Rhino changes
- Added Remove Slavery etc to Great Hunter and Great Admiral.

True... but in all honesty, the original Firaxis designed tags are horrifyingly memory consumptive and many similar ones need the same treatment. It was allocating memory for each unit to track every feature and terrain as to whether it was able to move into such terrain or feature or not whereas now it's only going to store a list of those it can't. In the overall scheme of things this is a huge memory usage improvement. Again, it's long been a project on the list to convert all tags that perform like this anyhow so that we can continue to push the CivIV engine boundaries more easily.

We'll just need to convert the tag usage if we bring in something from elsewhere... not the only place this has to happen anymore. Additionally, the loading procedure wasn't working properly and I don't want to distract Alberts2 away from what he's currently working on. If you look at the tag you will find it's a little easier to add and subtract entries under the tag as well.

Ah, that is the main problem then. Normally when you are building a system the data model for the data store, in this case the XML, is totally different to the internal data model. The models are the most efficient for the use they are intended. In the case of BtS it seems that the two are kept the same which will lead to complications and inefficiencies.

It is probably contributing to my misunderstanding of why WoC is so difficult for the dll programers to implement. I figured that we would have three data models, one for the XML, one for processing and one for the save game file. Each model would be the most efficient for its purpose and the conversion between the models would be in separate well defined modules.
 
True... but in all honesty, the original Firaxis designed tags are horrifyingly memory consumptive and many similar ones need the same treatment. It was allocating memory for each unit to track every feature and terrain as to whether it was able to move into such terrain or feature or not whereas now it's only going to store a list of those it can't. In the overall scheme of things this is a huge memory usage improvement. Again, it's long been a project on the list to convert all tags that perform like this anyhow so that we can continue to push the CivIV engine boundaries more easily.

We'll just need to convert the tag usage if we bring in something from elsewhere... not the only place this has to happen anymore. Additionally, the loading procedure wasn't working properly and I don't want to distract Alberts2 away from what he's currently working on. If you look at the tag you will find it's a little easier to add and subtract entries under the tag as well.

As long as you have remembered that it (impassible) can change with technology for subdued animals.
 
8297

- New bird the Blue-footed Booby. This poses a problem similar to the problem with penguins as they are not supposed to move inland from the coast but there is no way to restrict them at the moment.
 
8298
New buttons for Smelter, Smith and Reclamation buildings (except rubber, plastic, paper and glass)
 
As long as you have remembered that it (impassible) can change with technology for subdued animals.
That particular tag should be able to work. Nothing about the operation of these tags changes except how the data is employed. I was careful to maintain the same processes as originally programmed.

8297

- New bird the Blue-footed Booby. This poses a problem similar to the problem with penguins as they are not supposed to move inland from the coast but there is no way to restrict them at the moment.
hmm... there's a tag that requires coastal land on improvements. I could add something similar for movement restrictions since I'm now very clear where those are being handled. If I don't get to it right away, add it to the 'stuff I want TB to do' list.
 
sorry if this is the wrong place for this but i asked in the other thread with no reply. What's the best way to play music files ingame?

Adding the files to the soundtrack folders does nothing and choosing a music folder from wthin the game will play 4-5 songs then gives the 2d error thing.
 
sorry if this is the wrong place for this but i asked in the other thread with no reply. What's the best way to play music files ingame?

Adding the files to the soundtrack folders does nothing and choosing a music folder from wthin the game will play 4-5 songs then gives the 2d error thing.

You did not get an answer because no one knows. At one time you just put the music in a special folder and the game did all the XML for you but that stopped working and no one knows how to fix it.
 
8300
fixed dreadnought bug

8301
new buttons for rest of reclamation plants

8302
new buttons for most workshops
 
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