C2C SVN Changelog

8910

used grep

(?<!\r)\n and replaced by \r\n, had to do it, to old to change, now pls lets stay with this correct format, thx . . SO

Hope everything goes good from here on out . .:p


thx . . tmv
 
8911
  • Made hunting instruction give free hunter promo again, sorry for the fuss DH.
  • Tweaked Berserker and Drill promotions, perhaps some minor tweaks to other promos, but nothing notable.
  • XML cleanup.
 
8912
  • Added Polar and Tropical Sea - use same graphic as Sea

  • new random maps now have Sea terrains

@TB I discovered that goody islands are placed by the post map script process.
 
8913
  • Arrests Part I - adds tags for Insidiousness and Investigation for units, unitcombats and promotions. Sets up structure for the feature. More tags to come from buildings and specialists before the feature is put to use. Also need to work out attacks on the same tile before this can be truly completed.

  • Fixes a bug in statuses.

@DH: did you accidentally remove it by removing the whole goody island python or did you leave that portion of it?
 
@DH: did you accidentally remove it by removing the whole goody island python or did you leave that portion of it?

Long time ago I moved the goody island placement out of Kathy's mod and into the post map script code because I had changed it so much. With your changes to Goody Huts there is nothing left of the original mod so I removed all of it. Hopefully we still mention Kathy's contribution - I'll have to check the concepts page.
 
8915
  • Splits HydroAndTB.FPK into Hydro.FPK and Thunderbrd.FPK at Hydro's request. We should be able to handle this now.
  • Some code tweaks to hopefully resolve some further odd results in Hide and Seek.
  • Arrest Mechanism Part II
    • Adds iInsidiousness and iInvestigation tags to specialists and buildings.
    • Adds further refinement of the process of adding Wanted promos to local criminals (they can remove them all by getting to where they cannot be seen by the team of the player that ID'd them as a criminal.)
    • Added the Wanted promotions and promos to support iInsidiousnessChange and iInvestigationChange for units.
      • Conniving Promotionline
      • Cleverness Build Up Promotionline
      • Sleuth Promotionline
      • Inspections Promotionline
    • Added a base iInsidiousnessChange for criminals and iInvestigationChange for law enforcement unitcombats. More to come on the units themselves once the new units are added at the conclusion of the review.

More to come for this function. The next task is to build out the mission that enables law enforcement units to attack criminals on the same tile (Arrest) and then how to handle it if they 'capture' them. But even now, it has a value in that the Wanted promo will negate or reduce Invisibility on the criminal unit that starts picking up the promo from being identified in an investigation attempt.

@DH: I also need an Investigator specialist.

@All: We'll need to select (or create) a group of upgrading buildings for law enforcement that offers additional local Investigation values.

Additionally, all Crime 'hideout' buildings should be identified so we can add Insidiousness values to them, making them a little more of a penalty. What I'd like to do there, too, is make it so that there is a 'Sanctioned' (Government secretly controls) version and an 'Unsanctioned' (Government has no control over) version of each of those buildings. The unsanctioned ones should emerge with tech and crime levels and once I get the mechanism down they should spawn the units they give the player access to train through their Sanctioned versions. I'm talking about buildings like the Assassin's Guild and the Thieve's Hideout etc. I probably do have a list but I wanted to mention this is a goal here.
 
8916
  • Adjust random maps to limit location of Walrus, Mammoth, Rabbit and Guinea Pig to Earth locations.

  • Adjust Kangaroo bonus placement probability.

8917
  • Change escort model on subdued animals

  • Remove zCivics code - this was the old way of doing Civic buildings. It is not used so removing it will reduce maintenance confusion :D

  • Allow Krakatoa on Sea terrains

  • Fix Sea terrain generation on random maps
 
8918
  • Removed Continetal shelf terrain.
  • Adjusted some movement rules for climatic Sea variations.
8919 by TB
  • Fixed an AI processing inefficiency, or something like that. ^^ Fixes a unit infinite loop problem in the routine to pickup stranded units.
8920
  • Changed all land terrain graphics except for Snow, Hills & Peaks (not possible without changing standard bts file paths).
  • Changed lake terrain graphic.
 
I've got wowa's save on my list to evaluate tomorrow. However, yes, it should've been posted in a bug thread.

8921
  • Fixes unit and plot save/load sequence (was messed up but primarily only impacted Hide and Seek up to this point.)
  • Fixes Hide and Seek plot factor modifiers on visibility, invisibility and visible range.
  • Some fixes to bBlendIntoCity dynamics. Adds bBlendIntoCity to some criminal units.
  • Repairs a flaw in invisibility processing.
  • Arrest Project Part II - law enforcement units now have an Arrest action that allows them to attack a wanted criminal in the same plot and the wanted promotion assignment process has been debugged. Also adds preliminary iInvestigation and iInsidiousness values to buildings.

At this point I should probably start up a new thread for the Arrest project, so as to explain the dynamic for players and to discuss the next future step for it. I'll get on that tomorrow.
 
8922
  • Fixes an infinite loop in the AI.

8923
  • Introduces the Ambush command.

See the v37 thread for discussion.

8924
  • Removes round by round recalculation on visibility but adds a debug processing method so I can catch where it may be going wrong if it is. Visibility recalculation on load remains just to ensure that we're starting off correctly.

May speed up turn times some.
 
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