C2C SVN Changelog

I played turns Sunday in 2 different games with SVN 9319 and I could build units, Stone axe, Elephant riders, Bison riders, Stone Spear, Archers. In fact in one I entered into a war with the biggest Empire. If I could not have built any units I would've posted a bug report.

I have updated to 9320 today.

JosEPh
 
I played turns Sunday in 2 different games with SVN 9319 and I could build units, Stone axe, Elephant riders, Bison riders, Stone Spear, Archers. In fact in one I entered into a war with the biggest Empire. If I could not have built any units I would've posted a bug report.

I have updated to 9320 today.

JosEPh
That fits the bug and why I didn't see it right away in my own tests. Units with very low type ID's would've still worked just fine. I imagine those are the earliest units.
 
I should warn that the last update, 9321, could corrupt games permanently. It probably won't but it COULD and later tonight I'll revert the bad bugfix. In the meantime you might not want to be working on that one. 9320 SHOULD be safer if I'm reasoning it correctly.
 
9323
  • Finally fix grape problem where some workers could not build an improvement on them

  • More myths,story and stories buildings (at least 6)

  • Fix Vercingetorox hero text

9324
  • More myths,story and stories buildings (at least 6)
 
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9325
  • A fix that allows the game to continue if you run up against the barbarian unit limit when a criminal tries to emerge.
  • Exposes building tag function isRequiresActiveCivics() to Python.
9326
  • Adds new game option: Realistic Siege - turns on minimum defense and minimum defense to attack city features.*
  • Adds new game option: Vanilla BTS Combat Engine - returns the combat processing to something much more similar to the original vanilla core. The biggest difference is that core C2C combat processing makes things much harder for the weaker unit in the conflict and enhances the value of first strikes and stealth strikes tremendously. So this option takes those edges away for players who would prefer for lesser quality units in greater quantity to have a better chance at winning or at least injuring their opponents.

* Will take me til next version to make rams work like standard bombardment siege units but if y'all want them back to the way they were there I'm happy to make an alt set of rams that is active when this option is off.
 
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Thanks for that, but obviously I was not quite explicit in my request. I also need to be able to get at the list of Civics required.
Ok. I'll figure this out later if you haven't answered by the time I get home but what's the tag that defines what civics are required?
 
Ok. I'll figure this out later if you haven't answered by the time I get home but what's the tag that defines what civics are required?
These
Code:
    <ElementType name="bPrereqCivic" content="textOnly" dt:type="boolean"/>
    <ElementType name="PrereqCivic" content="eltOnly">
        <element type="CivicOption"/>
        <element type="bPrereqCivic"/>
    </ElementType>
    <ElementType name="PrereqOrCivics" content="eltOnly">
        <element type="PrereqCivic" minOccurs="0" maxOccurs="*"/>
    </ElementType>
    <ElementType name="PrereqAndCivics" content="eltOnly">
        <element type="PrereqCivic" minOccurs="0" maxOccurs="*"/>
    </ElementType>
 
9325
  • A fix that allows the game to continue if you run up against the barbarian unit limit when a criminal tries to emerge.
  • Exposes building tag function isRequiresActiveCivics() to Python.
9356
  • Adds new game option: Realistic Siege - turns on minimum defense and minimum defense to attack city features.*
  • Adds new game option: Vanilla BTS Combat Engine - returns the combat processing to something much more similar to the original vanilla core. The biggest difference is that core C2C combat processing makes things much harder for the weaker unit in the conflict and enhances the value of first strikes and stealth strikes tremendously. So this option takes those edges away for players who would prefer for lesser quality units in greater quantity to have a better chance at winning or at least injuring their opponents.

* Will take me til next version to make rams work like standard bombardment siege units but if y'all want them back to the way they were there I'm happy to make an alt set of rams that is active when this option is off.
I think you skipped a few version numbers, there :p

If you get a chance, could you put my rewritten volcano code on the SVN for testing next time you do a commit? I'm fairly sure it's stable and working correctly now, and I'd like to get it more extensively tested before expanding on it. Also, will 9326 break saves by adding these two as options?
 
If you get a chance, could you put my rewritten volcano code on the SVN for testing next time you do a commit? I'm fairly sure it's stable and working correctly now, and I'd like to get it more extensively tested before expanding on it. Also, will 9326 break saves by adding these two as options?
I gotta let DH review and approve and put that in play. He's the py guy.
 
9327
  • Adjusts the bombardment values on the Accuracy promotionline
  • Fixes (again) the ability of units to keep the promotions they should be getting for free as a result of base unit definitions.
9328
  • Restructures the AI evaluation of the Defensive Combat Modifier tag on promotions in light of next point.
  • Changes Fortify promotions so that they now get only defensive combat modifier, not the general combat modifier. This is because it has been determined that units can attack with the benefits of the buildups they have developed while sitting still.
 
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9329
Fix errors in Traits. Add 2 early Culture Buildings to Barbarian Trait
 
Add 2 early Culture Buildings to Barbarian Trait
Buildings? How did you go about this? The idea of using traits was based on the fact that there is both a tag to increase culture every round in all cities and a tag to give starting culture to any founded city. Shouldn't need an autobuilding or anything along those lines.
 
That's what you said you wanted and was leaving it up to me.

It was not adding a Building per se but rather this:
Code:
<BuildingProductionModifierType>
                   <BuildingType>BUILDING_COMMUNITY_DISCUSSION</BuildingType>
                   <iBuildingProductionModifier>100</iBuildingProductionModifier>
           </BuildingProductionModifierType>
The 2nd was Cave Painting.

I also gave the Barbarian trait this:
Code:
<CommerceModifiers>
               <iCommerce>0</iCommerce>
               <iCommerce>0</iCommerce>
               <iCommerce>1</iCommerce>
               <iCommerce>10</iCommerce>
           </CommerceModifiers>

Only ways I knew from previous Trait builds how to add culture.

And it did not break anything.

JosEPh
 
9330 Seafaring Trait for Clockpunk returned as was.
 
9331 Fix the Fix for Seafaring Trait for Clockpunk
 
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