C2C SVN Changelog

9411
  • Adjusts animal spawn rates a little lower
  • Some AI adjustments to help cities past the capital to manage their properties a lot better.
  • Tweaks the Battlefield promotion mechanism so that the chance of getting a BFP is diminished if the unit used first or stealth strikes during the battle.
  • Halves the chance of a criminal spawning
  • Limits the number of criminals to allow the criminal spawn mechanism to work to just 1 per 2 population in the city.
9412
  • Adjusts subdued unit upkeep costs to -20% rather than -40% Very significant on Size Matters. Maybe not as much without it.
  • Adjusts ideas unit upkeep costs to -100% from -20%. No cost at all.
 
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9313
-- Almost all Individual Crimes entry levels reset to Original Hydro settings. Range reset from 0-1000 to 0-2000
--Crime Mugging iCommerce reduced from -10 to -5 and new iCommerceModifier set at -5.
--Crime Diffusion rate from Main city tile to adj tiles reduced from 18% to 12%.
-- No New Individual Crime Levels changed (T-brd's new buildings)
 
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9314
  • Numerous improvements to the AI for Property Control purposes.
    • Faster decision making to build anti-property buildings when things start going south in the city.
    • Orders assistance from larger cities.
    • Fixes a number of bugs causing poor decisionmaking for property control units (may not seem immediately functional in games where the AI is already suffering here, but it should work quite well after the AI adapts to the new protocols or for new games.)
    • Improves the desire for a property control unit to select a property control promotion if available under any conditions.
  • Adjusts the unsanctioned criminal buildings to trigger between 100-900 crime.
  • Adjusts the unsanctioned criminal buildings to no longer add more crime of their own.

Gotta get some serious early game playtesting in now after Joe and I's changes to crime. Need to see how the AI react as well as how the play experience changes. Now that we've had some compromises, I'm hoping it doesn't seem TOO easy to manage crime.

@Joe: your commit was 9313... And I'll look into your crash first thing tomorrow night.


9315
  • Fixes the Celebrity specialist so it can display in the city panel.

Does not, however, fix the crash reported that led me to this fix. DO NOT CLICK on the number of specialists on the specialists panel in the city screen. A click on any of them will crash the game in the EXE somewhere.


9316
  • Updates a hint text.
  • The Snake Pit wasn't constructable until numerous techs after Poisoncrafting, leading to a proxy prerequisite for Poisoncrafter Huts and Ambushers. It now has a Poison tech prereq.

9417
  • Resolves a major issue with groups using ambush or assassinate. (No more settlers attacking pigeons.)
 
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9419 -- Fixed Snail Game Speed had transposed digits for number of months per turn for Ancient Era, was 160 should've been 106. Fixed now.
 
9420
  • Added "Burial Ground" building at "Ceremonial Burial" tech. (No building model)
  • Moved "Graveyard" building to "Scriptures" tech, and made it replaces "Burial Ground".
  • Reduced "Graveyard" maintenance from -5 to -4 :gold: (may be reverted later.)

@DH: Feel free to change the dynamics between burial buildings further to fit your vision of them.

9421
  • Stocks no longer replace death sentence buildings.
  • Made some adjustments to all death sentance building
    • Pub. Stoning (no maintenance) gives -5 crime, and 1 esp. replaced by Crus. Cross.
    • Crus. Cross. (-1 maintenance) give -10 crime, and 2 esp. replaced by Gallows
    • Gallows (-1 maintenance) give -15 crime, and 3 esp. replaced by Guillotine
    • Guillotine (-2 maintenance) give -20 crime and 4 esp. replaced by El. Chair and Lethal Inj.
    • etc.
  • Made "war cat" and "guard cat" require metal wares instead of ores.
 
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9422
  • Fix to allow volcano related buildings in cities with the Natural Wonder volcanoes

  • Military School and Parade Grounds both require a Barracks or its upgrades

  • Some more Specialists (population) give exp to units eg Nobles now give exp to Warlord units (Unit combat Captain)

  • Art and text changes for my work on updating the Slavery World View
 
9423
  • Numerous minor AI debugs
  • New UnitAIs:
    • Investigator: a dedicated response AI to finding criminals are infesting a city.
    • Infiltrator: Criminals to infiltrate enemy cities and cause damage there.
    • See Invisible: Units developed cities and important stacks will call for to round out their ability to stay aware of potential invisible threats.
    • See Invisible Sea: For the water units - at the moment doesn't have much impact in the game yet.
    • Escort: Civilian units that wish to travel through territory with known danger may often call for an escort.

There's another bug in this structure that I've determined exists, and I have a plan to address it but I wanted to get this onto the SVN as it tests (extensive tests run) to be stable and I wanted to lock the changelog in before moving on with the project. The bug is that those units that call for escorts (and a few similar situations) aren't waiting for the help they call for before going about their way through the known danger.
 
9425
  • Repairs collateral damage mechanism. Damage was being divided by 100 one too many times and usually made completely ineffective as a result.

I've gotta fix flanking as well. Then I can get on all these crash reports and see if something can be done about those. I have a suspicion or two.
 
Hope you will look into the crash with my modmod when your'e at it. ^^
Comes last since it's a modmod and as a result will take perhaps an extra day or so just to setup and cleanup after, but I did say I'd look into it. So I will.
 
9426
  • A correction in the Flanking code that will help it work better now. (Units with Flanking also had to have an established collateral damage limit or their Flanking would not work.) The BIG problem here is that flanking units aren't really using tags correctly. They are targeting specific unit types and those unit types have not been updated to include the latest units they should be targeting. Would now be easier to use the UnitCombat flanking tags. One of us should need to address that very very soon.
 
9429
  • A couple more crash bugs corrected.
9430
  • More crash resolutions, including one for Toffer's modmod.
 
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9431
  • Fixes a crash bug from SO's recent Minidump report
  • Adjusts the Paramedic promotions to balance better with other healing promos and some adjustments to prerequisites while I was at it which helps it to blend in with those promotions and their intentions.
  • Some tinkering with auto-hunting and hunting AI to try to get AI hunting to be a bit more aggressive and successful.
  • Filled out chipotle hover help mission AI definitions.
  • Added some mission AI definitions to some skip actions to give me better test visibilities.
  • Fixed Andaman Pygmies (no base unitcombat was defined so NO unitcombats were being given to the units when trained in-game: take note team - this is a recipe for a nasty bug on that unit.
  • Adjusted AI priority placed on minimum city defender generation and staffing. (increased the urgency - but not SO high that it overrides better initial considerations.)
 
9432 -- Fix for Upscaled Unit and Building Cost Option for Snail Game Speed caused Dates to be off after Ancient Era.
 
9433
  • Fully moduralise Yoruba religion as per Rwn's work

  • Return Yoruba religion spread to require State Religion to be able to build the building that allows the missionary as per AAranda's original intent
 
9434
  • Makes non-law enforcement trained canines and felines have the Tamed Combat Class, which makes them incapable of merging/splitting on Size Matters so as to deny potential exploitations.
 
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