C2C SVN Changelog

Thunderbrd

C2C War Dog
Joined
Jan 2, 2010
Messages
29,197
Location
Las Vegas
They piss me off as bad as they do y'all I'm sure. Embarrassing is what it is. Sorry for all the birthing pains with these projects here.
 

Thunderbrd

C2C War Dog
Joined
Jan 2, 2010
Messages
29,197
Location
Las Vegas
8874
  • Adds new tag VisibilityIntensitySameTileChange on UnitCombats.
  • Applies the new tag to Mobility UnitCombats and Quality UnitCombats. (Changes only affects Hide and Seek)

8875
  • New Promotion tag for Statuses: bQuick - makes the status capable of being assigned if the unit has moved and does not cost the turn's action for the unit to select it.
  • New Status Promotionline: Enhanced March. Includes 2 optional statuses, Forced March and Quick March. Should be fun to play with but the AI will know nothing about how to utilize it unfortunately.
  • Adds a new dynamic to Status promotions: Promo(s) in Status promotionlines with iLinePriority of 1 are always the 'Removal Status' and will only be made available to a unit that has selected a status from within the line.

8876
  • Changes the Breakdown Mechanism so that if a unit with Breakdown is attacking a city and the defender has been reduced to the amount of damage that would normally trigger the attacker to withdraw based on maxcombat limit, instead of withdrawing, it continues to attack. However, it does no further damage to the defender, only the breakdown damage. The attacker will then withdraw if it reaches a damage level indicated by its own maxcombat limit. Rams that wouldn't have been destroyed in the attack normally may be a bit too strong now but we'll see. It certainly means the stronger the ram, the better the ram - as opposed to having to strike a particular strength balance to get the most out of a ram. Feedback is requested.
 
Joined
Jul 5, 2004
Messages
23,556
Location
Canberra, Australia
8877
  • Fix for specialist bug - the city specialists now display correctly. Needs some more work.
  • Put back my Concrete mod now that the tech requires building bug fixed.
 

Toffer90

C2C Modder
Joined
Oct 16, 2011
Messages
7,918
Location
Norway
8878
  • XML cleaning in Regular_CIV4BuildingInfos & CIV4PromotionInfos XML
  • Rearanging more techs within Technologies/CIV4TechInfos.xml
  • Fixed duplicated quick march available in games that played with SM and/or HS gameoptions
8879
  • Added a help text to Standout status promotion that warns about movement point loss. Shortened the promotion description name.
  • Minor xml cleanup in CIV4PromotionLineInfos.xml
 

lobosan

Warlord
Joined
Mar 30, 2003
Messages
101
FYI: I updated today to the latest SVN version and I am getting a "Failed to compress game data" error on saving an old or re-calculated save.

PS: new games save without error
 

alberts2

Emperor
Joined
Aug 16, 2012
Messages
1,947
Location
Germany
8881

  • Added caching in CvPlayer::canTrain
  • Made a few improvements in CvCity::canConstruct
  • Removed unnecessary caching from CvCity::canTrain(UnitCombatTypes eUnitCombat)
  • Removed the no longer needed code for the caching of the game data that is read from XML files
  • Religion spread and decay are now scaled by gamespeed
  • Religion decay is now affected by religious influence from buildings in the city
  • Fixed an coding error in CvPlot::verifyUnitValidPlot
 

Arakhor

Dremora Courtier
Super Moderator
Joined
Mar 27, 2009
Messages
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Location
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alberts2

Emperor
Joined
Aug 16, 2012
Messages
1,947
Location
Germany
8882

  • Reduced the negative effects of the BUILDING_CRIME_LOOTING to help the AI in the early game


8883

  • Reverted svn-rev 8881
 

calvitix

C2C translation Team
Joined
Mar 23, 2010
Messages
199
Location
France
8884

French Translation update + fix for 'Remove Status Enhanced March' button

  • French text for all that was added since 8860
  • several typ fixes in french tags

  • added unitcombats Tag for REMOVE_ENHANCED_MARCH promotion
 

JosEPh_II

TBS WarLord
Joined
Jun 20, 2007
Messages
16,529
Location
Western IL. cornfields
8882


  • [*]Reduced the negative effects of the BUILDING_CRIME_LOOTING to help the AI in the early game


8883

  • Reverted svn-rev 8881

Really!!! Please stay out of the Individual Crimes till I'm finished with them. I've tested Normal thru Eon gamespeeds and the AI can handle Looting in all those gamespeeds. If eternity is the reason you changed it you just stepped on my toes, hopefully not on purpose!
Thanks.
EDIT:
8885
-- Revert recent change to BUILDING_CRIME_LOOTING

JosEPh
 

Thunderbrd

C2C War Dog
Joined
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Messages
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Las Vegas
I believe he noted it on snail based on a previous bug thread post.

BTW, thanks to all who've helped with the new status promo. Nice to see a deeper involvement on the team from you too Cal!

And welcome back Alberts! Hopefully we can get everything sorted out properly there.
 

JosEPh_II

TBS WarLord
Joined
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Messages
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Location
Western IL. cornfields
I believe he noted it on snail based on a previous bug thread post.

BTW, thanks to all who've helped with the new status promo. Nice to see a deeper involvement on the team from you too Cal!

And welcome back Alberts! Hopefully we can get everything sorted out properly there.

Well it's been changed back. Snail doesn't have a problem with it either. Nor did any previous versions. Under Hydro's original settings for this building the Only thing that was changed by me was it's MinCrime level, until now. Note: I do plan on moving this Crime back to a later tech in the Preh Era

JosEPh
 

alberts2

Emperor
Joined
Aug 16, 2012
Messages
1,947
Location
Germany
Really!!! Please stay out of the Individual Crimes till I'm finished with them. I've tested Normal thru Eon gamespeeds and the AI can handle Looting in all those gamespeeds. If eternity is the reason you changed it you just stepped on my toes, hopefully not on purpose!
Thanks.
EDIT:
8885
-- Revert recent change to BUILDING_CRIME_LOOTING

JosEPh

Well it's been changed back. Snail doesn't have a problem with it either. Nor did any previous versions. Under Hydro's original settings for this building the Only thing that was changed by me was it's MinCrime level, until now. Note: I do plan on moving this Crime back to a later tech in the Preh Era

JosEPh

If you say so sorry for messing with your stuff.

The AI has a problem managing crime in the early stage of the game now, that has changed in the last few months. It was reported before but it has nothing to do with gamespeeds unless Snail is now unsupported.

I started a AutoPlay an hour ago after ~550 turns the initial Civ was destroyed by another Civ because of the negative:gold: from crime. It then switched to another Civ and that Civ was already done as well it had only one city and only one unit to defend it. All other units where disbanded because the Civ had no :gold: to support them.
Spoiler :
 

Thunderbrd

C2C War Dog
Joined
Jan 2, 2010
Messages
29,197
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Las Vegas
8886
  • Should repair oddities and inaccuracies in Hide and Seek visibilities.
  • Fixes a bug in Statuses.
  • Some XML adjustments to established Statuses.
  • Adjusts the way bQuick on status promos works a little. (see the thread for Status promos for more info)
 

Toffer90

C2C Modder
Joined
Oct 16, 2011
Messages
7,918
Location
Norway
8887
  • Fixed selection sound (could not set up 3d sample with handleid x) audio bug for snakes. (turned out that MPEG-2.5 format is not supported.
  • Some cleanup in CIV4PromotionInfos.xml; rearranged combat promos to be grouped together high up in the xml and fixed some bugs like harikiri having -50 capture resistance when it should have +50
  • Fixed FLAVOR_ECONOMY → FLAVOR_GOLD (again) in Faustmouse's LunarColony Module.

@TB: this is the first time I had a merge happen at update right before committing, seems like I cough your changes to CIV4PromotionInfos.xml, but you might want to double check. :)
 

JosEPh_II

TBS WarLord
Joined
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Messages
16,529
Location
Western IL. cornfields
If you say so sorry for messing with your stuff.


Spoiler :

This autoplay game, was REV turned On? What Leader Traits were selected? Was Nightmare option On? City Limits by Civics On? Size and Type of Map, # of AI to start game?

A list of Options is needed. As what I refer to as "base" C2C Mod does not do this on games I've tested on Normal, Epic, Marathon, and Eon. All the current games that I have going on right now.

And why does the AI you show in your post spoiler allow crime to reach 293? Is it building too many crime giving buildings for the gold? Does it have any AIWeight for Crime fighting or does that not apply to Property Systems like Crime.

Tweaking Looting is quite frankly just a dirty quick fix as there is a bigger underlying problem that I'm working on. We have Game options, inflation modifiers, and Gold/Commerce Modifier's that are restricting the AI in more than just this 1 Crime. And as stated above those "values" that Looting has are all from Hydro's original settings. The Only thing I initially changed was the MinCrime level. Which you could've just upped instead of gutting it like you did.

But to keep the Peace I will Tweak Looting by changing it's PrereqTech (push it further back in the Tech tree) and up it's MinCrime level to 300. I will aslo reduce the -50 Commerce to -30, but not down to -5 as you did. As a trade off though the 1st and 3rd iYields will be bumped to -10.

New commit coming soon.
EDIT:
8888
--Adjust malus levels drop -50 Commerce to -30. 1st and 3rd iYields from 0 to -10. Move Looting to later Tech Code of Laws. Up minCrime level to 300. Change Crime overall AIWeight from -100 to 0. Reduce Crime Diffusion rate from 20 to 18.

JosEPh
 
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