C2C SVN Changelog

9386
  • Stops hunters from using quick march.
  • Possible fix for a reported crash from SO.
  • Updates animal group names up to Lemur (partial on that one.)
 
9387
  • Adjusts the Support Cost modifier for the Subdued Combat Class. I evaluated why sometimes you can lose gold by sacrificing a subdued animal and the math adds up (particularly on Size Matters) but is almost impossible to truly resolve. This happens when a unit gets a total of over 100% reduction in cost. But since it gets that reduction from numerous sources and each one totals into the player at the time of application, it's not IMPOSSIBLE to cap at 100% per unit but it's very very tricky and too risky just before version release. This adjustment makes it less likely to be a problem.
  • Stops captured Neanderthal cities from being ultra limited thanks to them keeping the Neanderthal Culture influence.
  • A speedup move in where some things are being processed that may lead to a little less immediate building/unit prequalification accuracy but should lead to a little bit more end turn processing speed. The passage of a round will correct these unlikely inaccuracies.
  • Eliminates military production bonuses and a few more misc specific production bonuses from inclusion in the production building filter.
 
9388
  • On size matters and the graphic option to have multiple unit models displayed for a single unit, when units are at full health, they display with one mesh model for each level of group volume they are at.
  • Neanderthal units fleshed out in full.
  • Adjusts the civics anarchy compilation code so smooth out the mathematics involved in the numerous modifiers that can and do apply to determining final anarchy turns in civic changes.
  • Adjusted the Neanderthal art style according to Sparth's suggestions to get what would be closest to the original Neanderthals in appearance for their units.
 
9389
  • Changed some groupspawn chances for animals.
  • Cleaned up the imo messy groupname text entires.
  • World_WIP map script:
    • Topography creation now adjust itself according to map size; small maps should now be less noisy and look more like the large maps.
    • Tweaked Trench placement, should now be less clustered and placed in more areas of the map.
    • Fixed script meltdown when starting other than Earthlike or Archipelago maps.
@TB: Hope it's not an inconvenience for you that I messed with the groupname text entries. Sometimes I can't help myself, and OCD/mania takes over. ^^
 
@TB: Hope it's not an inconvenience for you that I messed with the groupname text entries. Sometimes I can't help myself, and OCD/mania takes over. ^^
I wasn't in the middle of modifying the file so no problem. I won't be worrying myself with alphabetizing what gets added along the way but I'm also not averse to you doing so. It's one of those 'maybe it would be helpful in the future' considerations that doesn't ever seem valid enough of a concern to take the time to do it 'now' kind of things. I find Ctrl-F5 is usually more useful than spending time on that. I did leave a space gap for a reason, to let me know where the bottom of the list was when going to add another, but that's no biggy either.
 
SMALL_HERD→ HERD_SMALL
Why change these? Kinda sets me up to screw up later doesn't it? lol Thanks for warning me at least. I'll have to be careful of that.
 
9390
  • Fixes 2 crash bugs (@DH I left you a message on one of them in the bugs and crashes thread yesterday as it was some of your recent python that was the culprit there and I had to revert your changes to that file.) - The other one required that I revert some of my own recent attempts to speed things up unfortunately. It was a bad adjustment but not critical to any functions.
  • Fixes 2 infinite loop AI errors, one of which was keeping air units from ever being able to air strike.
  • Fixes a few errors in my latest adjustment to the unit graphic display rules for size matters.
  • Fixes a number of other more miscellaneous bugs.
 
9391
  • World Map Script: Large improvements all over.
    • Veracity
    • Speed
    • Stability
    • Quality
9392
  • World map script:
    • Refined some topography values.
9393
Failed attempt at restoring World map script SVN file history.
I know it's possible but I won't bother any more with it.
 
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9394
  • Reverts a fix to an AI issue - will need to solve that a new way. But it does fix the flag showing up for invisible units issue! In the process, this fixes the last crash reported by SO.
 
9395
  • Fixed the AI bug I found earlier in SO's save. Was specific to the Peace Among NPCs option and lets me know there MAY be more like it lurking where the base game assumption that all players are at war with Barbarians may be violated by that option and can thus cause some unforeseen consequences since the code often relies on this assumption. Any bugs it causes SHOULD be fairly minor at least.
  • Made it so that players can look at their defensive help hover in cities to see how many criminals are in the city.
  • Some deep code reviews to solve (hopefully) all causes for the AI to try to heal and seek protection on plots that have damaging features (like reefs.)
 
9396
  • Finishes the Animal Group name assignments.
  • Reduces land animal spawns by 10%
  • Reduces sea animal spawns by 20%
  • A code tweak that may or may not help with reported combat animation crashes. Generally, if you are getting these, turn on the Quick Combat (Offense) and Quick Combat (Defense) options in the main game options panel. I don't think this applies to all but I haven't figured out what the root of the problem is. Not sure I ever will.
 
9397
  • Fleshes out some new spawn infos for Neanderthals and Barbarians.

With that, I have no further objectives before release except to start putting together some guides. Perhaps some of those texts should be included in some concept pedia entries so perhaps we aren't quite ready yet. But as far as actual game modifications, I'm done for this version unless we see some bugs crop up immediately.

So where's everyone else at? DH, I believe, has said he would not be committing again pre-v37 release. Does anyone else have cause to hold things up? I'll get working on the v37 player info immediately so we can figure out what should go into the pedia.

@SO: when would you be able to package v37 for folks to download? And I'm not sure what we're supposed to do to declare the official v37 version in the SVN exactly but I CAN look back and see how it was done previously.
 
9397

@SO: when would you be able to package v37 for folks to download? And I'm not sure what we're supposed to do to declare the official v37 version in the SVN exactly but I CAN look back and see how it was done previously.
I can do it anytime, i guess, but i was working on NM that might take me a few more days though . . unless, nobody really cares about it, its no biggy to me . .and i know how to change the release and next version, i am the one that has been doing it anyways . .
 
I can do it anytime, i guess, but i was working on NM that might take me a few more days though . . unless, nobody really cares about it, its no biggy to me . .and i know how to change the release and next version, i am the one that has been doing it anyways . .
Perfect! I can take those days to try to get the v37 User Guide put together and from there figure out what to include in the Pedia. We just need to make sure to get this all released by Christmas Eve at the latest IMO.
 
I can do it anytime, i guess, but i was working on NM that might take me a few more days though . . unless, nobody really cares about it, its no biggy to me . .and i know how to change the release and next version, i am the one that has been doing it anyways . .

Awesome! I hope that V37 will not only be a great game but a great challenge, too!
 
I believe AI will be a major focus for v38 after reviewing units (emphasis on naval units).
Emphasis on Land units. Naval will bring it all together up to beginning work on multi-map implementation in v39 if all goes according to plan.

I haven't had the opportunity to fix the droid tank model yet, I won't have time for it before release either. Terribly sorry about that.
A quick fix would be to disable its animations for the release.
Go ahead. I'm not terribly concerned about that far into the game yet. Those dedicated enough can always get it from the SVN later.

"I am the Walrus". lol
:D See... I DO have a sense of humor! Now shhh... I'm going to be waiting for the sudden comment out of the blue on that!
 
9399
Nightmare Mod: got rid of lower level so now it starts out at Noble . .. might not be able to update before next version . .
I sure hope you can get it done by X-mas eve. Do you think we'll be able to release by then at least?

9400
  • Updates Neanderthal unitclasses with limits comparable to their originals.
  • Corrects a few xml errors in the Neanderthal unit stuff.
 
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