C2C SVN Changelog

Just pushed to SVN:

  • Fixed save game loads that could crash due to uninitialised data in the new building filter mechanism
  • Started work on REV stability control in the AI
  • Added UNITAI_SUBDUED_ANIMAL and UNITAI_HUNTER

@AIAndy: fixed the save game load issue - see cvCity.cpp

@DH: Added 2 new UNITAIs for (respectively) subdued animals, and (animal) hunters. The first is safe to use (right now it just does what the GREAT_ENGINEER does anyway), but I added the infrastructure so the assets can be switched over before/concurrently with my work on the new AI routines. All subdued animals need to change to UNITAI_SUBDUED_ANIMAL. I can do this if you like, but I didn't want to do so in your files without asking first...
The UNITAI_HUNTER is a placeholder for now, which I'll be filling out soon so that the AI can hunt animals deliberately (right now it does it more or less accidentally as part of the explorer AI mostly)

The REV stuff so far is just correcting some errors in the existing AND AI where it evaluated building stability backwards! (so instability was seen by the AI as good!!), and scaling the evaluation of building local instability and distance modifiers by the degree of existing instability (so as a city's instability rises so will the value of stability enhancing buildings).

I don't expect this initial tidy up of the REV modifier evaluation to have much effect since there really aren't many buildings with stability modifiers - it's more other factors (civics, culture etc.) that need their evaluation tweaking, which I'll get to soon.
 
@DH: Added 2 new UNITAIs for (respectively) subdued animals, and (animal) hunters. The first is safe to use (right now it just does what the GREAT_ENGINEER does anyway), but I added the infrastructure so the assets can be switched over before/concurrently with my work on the new AI routines. All subdued animals need to change to UNITAI_SUBDUED_ANIMAL. I can do this if you like, but I didn't want to do so in your files without asking first...

Since I am doing the promotion stuff for subdue animals I will update the UNITAI. My subdue animals are in many files anyway;). I just made a request concerning the Terrain Damage tag and functionality.

The UNITAI_HUNTER is a placeholder for now, which I'll be filling out soon so that the AI can hunt animals deliberately (right now it does it more or less accidentally as part of the explorer AI mostly)

Will the AI be escorting captured nits to the borders? If so can you also consider the user automation "hunt" to take into account that hunting nol onger just mean hunt and kill but may mean hunt and bring home?
 
Added 2 new UNITAIs for (respectively) subdued animals, and (animal) hunters. The first is safe to use (right now it just does what the GREAT_ENGINEER does anyway), but I added the infrastructure so the assets can be switched over before/concurrently with my work on the new AI routines. All subdued animals need to change to UNITAI_SUBDUED_ANIMAL. I can do this if you like, but I didn't want to do so in your files without asking first...
The UNITAI_HUNTER is a placeholder for now, which I'll be filling out soon so that the AI can hunt animals deliberately (right now it does it more or less accidentally as part of the explorer AI mostly)

The REV stuff so far is just correcting some errors in the existing AND AI where it evaluated building stability backwards! (so instability was seen by the AI as good!!), and scaling the evaluation of building local instability and distance modifiers by the degree of existing instability (so as a city's instability rises so will the value of stability enhancing buildings).

I don't expect this initial tidy up of the REV modifier evaluation to have much effect since there really aren't many buildings with stability modifiers - it's more other factors (civics, culture etc.) that need their evaluation tweaking, which I'll get to soon.

That marked above alone is mind boggling. Even little tweaks i have found out aren't really that small, makes things better down the road. ;)
 
Since I am doing the promotion stuff for subdue animals I will update the UNITAI. My subdue animals are in many files anyway;). I just made a request concerning the Terrain Damage tag and functionality.



Will the AI be escorting captured nits to the borders? If so can you also consider the user automation "hunt" to take into account that hunting nol onger just mean hunt and kill but may mean hunt and bring home?

Not sure when I'll get to the terrain damage - trying to finish up my pre-announced V19 stuff first (AIAndy may beat me to it on the terrain mods, dunno). On the unit AI stuff - yes, I will consider getting escorts. Changing the hunting automation (which the AI doesn't use) I consider a lower priority (since the human player can manually override it if they are that bothered, once they have stuff to escort)
 
Updates
  • All subdued animals now use the UNITAI_SUBDUED_ANIMAL.
  • More animals can build the Master Hunter building.
  • Terrain Damage option does not effect subdued animals - done via promotions that only those units can have.
 
Updates
- Made Smuggler's Shanty and Pirates Cove require Piracy tech.
- Made Parts Plant require Advanced Metallurgy tech.
- Took out Maintenance from Water Treatment Plant.
- Applied more "Goods" to buildings.
- Removed Alcohol resource references from Mormon buildings.
- Converted Alcohol resource to Good (Alcohol) for buildings.
- Removed Alcohol resource references from the core file.
 
Updates
  • Most cathedrals should require the City Administration building. Extra religions done. Rest still to come.
  • Mormon religion changed to replace unhappiness from resources to making those resources not available in that city.
 
Updates
  • Mormon religion changed to replace unhappiness from resources to making those resources not available in that city.

Just letting you know I converted all buildings to require Good (Alcohol) instead of resource Alcohol. The Mormon buildings I had to directly tweak sicne I could not fin another solution. I was going to give Good (Alcohol) :mad: when Mormon religion was a state religion. However I cannot do that without making Good (Alcohol) require Mormonism. So I just took it out.

I requested to strategyonly to disable Alcohol resource so we can have more room for map resources. Note he also had to change the Arsonist unit too. I will have a special building for it in the future but for now it will just require Olives and not Alcohol or Olives.

As I convert more resources into "goods" its much easier to compare apple to apples rather than apples to oranges. The down side are resources tags such as faster production with X resource or a resource altering happiness or health.

I can get around them sometimes such as giving say X Good builds Y building faster just like the culture buildings do for wonders. But others I have to fudge it. Overall I think I can convert a lot of them over to open up more resource slots for map resources.

it just will take me some time and some tweaking and fudging. But the end result should make goods more powerful and more map resources than we have now. Which means stuff like Titanium.

EDIT: Looks like you noticed the change I made. Nice job.

EDIT2: Is there a way for say the Mormon building to disable the Good (Alcohol) building? I know if <PrereqNotBuildingClasses> was applied it would mean you could not build Good (Alcohol) and Mormon buildings in the same city. But then it would more likely mean you could not uild any Mormon buildings because Good (Alcohol) would be there first.

Another idea would have the Mormon building replace Good (Alcohol) but then I think any building that required Good (Alcohol) would then require the Mormon buildings. Which would not be right.

And then another idea would have the Mormon buildings would replace the Brewery, Distillery and Winery. But I am not sure if Good (Alcohol) would disappear after the buildings that gave that building for free got replaced.

Any ideas?
 
Wouldn't that remove uranium access for all mormon cities?

Mormon was getting unhappiness from Alcohol, Wine, Tabaco, Coffee and Tea. Now if you build the buildings you loose access to all but wine.

Just letting you know I converted all buildings to require Good (Alcohol) instead of resource Alcohol. The Mormon buildings I had to directly tweak sicne I could not fin another solution. I was going to give Good (Alcohol) :mad: when Mormon religion was a state religion. However I cannot do that without making Good (Alcohol) require Mormonism. So I just took it out.

I requested to strategyonly to disable Alcohol resource so we can have more room for map resources. Note he also had to change the Arsonist unit too. I will have a special building for it in the future but for now it will just require Olives and not Alcohol or Olives.

As I convert more resources into "goods" its much easier to compare apple to apples rather than apples to oranges. The down side are resources tags such as faster production with X resource or a resource altering happiness or health.

I can get around them sometimes such as giving say X Good builds Y building faster just like the culture buildings do for wonders. But others I have to fudge it. Overall I think I can convert a lot of them over to open up more resource slots for map resources.

it just will take me some time and some tweaking and fudging. But the end result should make goods more powerful and more map resources than we have now. Which means stuff like Titanium.

EDIT: Looks like you noticed the change I made. Nice job.

EDIT2: Is there a way for say the Mormon building to disable the Good (Alcohol) building? I know if <PrereqNotBuildingClasses> was applied it would mean you could not build Good (Alcohol) and Mormon buildings in the same city. But then it would more likely mean you could not uild any Mormon buildings because Good (Alcohol) would be there first.

Another idea would have the Mormon building replace Good (Alcohol) but then I think any building that required Good (Alcohol) would then require the Mormon buildings. Which would not be right.

And then another idea would have the Mormon buildings would replace the Brewery, Distillery and Winery. But I am not sure if Good (Alcohol) would disappear after the buildings that gave that building for free got replaced.

Any ideas?

Well that explains why I can't build Asonists after upgrading.

I will now have to edit again and change the alcohol to wine. :sigh:
 
Mormon was getting unhappiness from Alcohol, Wine, Tabaco, Coffee and Tea. Now if you build the buildings you loose access to all but wine.

Well that explains why I can't build Asonists after upgrading.

I will now have to edit again and change the alcohol to wine. :sigh:

In the future I will have an Arsonist Lab or something that requires Good (Olive Oil) or Good (Alcohol). Maybe even add Good (Tar) to the list too. And then have the Arsonist require the building to make. Goods overall give more choices. But of course the downside is you cannot trade goods. So that's a bummer.
 
Since it's really hard to ban substances like Alcohol and Wine it might be an idea to keep them in Mormon Cities and add back the unhappy for them? Tobacco, Coffee and Tea are easier to effectively ban so those could be removed. Though didn't know Mormons forbade others to partake of those substances, only themselves. What about when a city has multiple religions? Should those be banned anyway?

And sorry for posting in the SVN but didn't know where else this would go.

Cheers
 
Since it's really hard to ban substances like Alcohol and Wine it might be an idea to keep them in Mormon Cities and add back the unhappy for them? Tobacco, Coffee and Tea are easier to effectively ban so those could be removed. Though didn't know Mormons forbade others to partake of those substances, only themselves. What about when a city has multiple religions? Should those be banned anyway?

And sorry for posting in the SVN but didn't know where else this would go.

Cheers

It should have gone in this thread. ;)
 
Fixed broken tech requirements on TECH_MOTORIZED_TRANSPORTATION which seem to have come with today's updates
 
BUILDINGCLASS_CHEMISTRY_LAB has a commerce modifier for BONUS_CHEMICALS. BONUS_CHEMICALS no longer exists. I'm guessing this commerce modifier should be removed?
 
Back
Top Bottom