C2C SVN Changelog

@Koshling:
Is there some way to get Tortoise to ignore files on commit (like the Makefile which tends to be locally different)?
It always gives me those files preselected to upload when I do a commit and it happens that you forget to uncheck them (like now when I accidently uploaded the Makefile and Depends without meaningful changes).

You can 'Unversion and add to ignore list', but then you'll NEVER get updates for it, which isn't what you want with the makefile (but it's ideal for 'depends'). For the makefile I haven't found a way to do it automatically yet I'm afraid, but the comment about 'ignoring versioned files' in http://tortoisesvn.net/docs/release/TortoiseSVN_en/tsvn-dug-ignore.html suggests it can't be done :(

Edit - do makefuiles support a #include variant? If so we should just move all the path defs out to a separate file, and take THAT out of version control
 
Just pushed to SVN:
  • Performance tweak to trade deal establishment/disestablishment (which was consuming 8 seconds in the turn I happened to measure all due to an AI ending one deal - it's down to 0.3 seconds now)
 
Edit - do makefuiles support a #include variant? If so we should just move all the path defs out to a separate file, and take THAT out of version control
Yes, they do. I put the paths to a separate file now, added it to the SVN and then unversioned it on my side.
 
So far mine have been fine. Except "modern" which is missing.

HUH, the modern era one is there, i wonder if the same thing is happening like the GP art stuff?? I'll do some more testing, thx for letting me know.

EDIT: OK i figure out my end, i just need to check the modern one then, i had the wrong FPK in the mod i was currently playing.

Deleted the map scripts which are not yet converted to the new terrains as they are likely to cause problems now if someone tries to use them.

Thx i was just going to ask you about these, so here is my answer thx.;)
 
Just an FYI for everyone - I'm going to have significantly reduced time to do any modding work for the next 6-8 weeks or so, so I'm not going to undertake to do anything specific in the V20 cycle. I'll try to get to high priority bug fixes, and to do some performance work (I really want it to be the case that every release we make is faster than the previous one), but I don't think I'll have time for much more than that.

Right now I am pretty much done with the V19 work I wanted to get in. If I have time over the next week I'll do some work on the hunter AI, but I'm not sure if I'll get it done in time for the freeze or not.
 
Just an FYI for everyone - I'm going to have significantly reduced time to do any modding work for the next 6-8 weeks or so, so I'm not going to undertake to do anything specific in the V20 cycle. I'll try to get to high priority bug fixes, and to do some performance work (I really want it to be the case that every release we make is faster than the previous one), but I don't think I'll have time for much more than that.

Right now I am pretty much done with the V19 work I wanted to get in. If I have time over the next week I'll do some work on the hunter AI, but I'm not sure if I'll get it done in time for the freeze or not.

You might as well take 9 weeks, that gives an extra week to decompress:whew:
 
I have been wondering why the AI is building Wanderers when it has access to Trackers. Turns out the (valid) reason is the good-results-from-goody-huts flag. However, scouts have this too, and come with the same tech as trackers, so still why not scouts?

It turns out that this, in turn, is because scouts are only active if the gameoption ADVANCED_DIPLOMACY is turned on! Huh? Why do scouts have:

Code:
	<PrereqGameOption>GAMEOPTION_ADVANCED_DIPLOMACY</PrereqGameOption>

I don't think they should.
 
I have been wondering why the AI is building Wanderers when it has access to Trackers. Turns out the (valid) reason is the good-results-from-goody-huts flag. However, scouts have this too, and come with the same tech as trackers, so still why not scouts?

It turns out that this, in turn, is because scouts are only active if the gameoption ADVANCED_DIPLOMACY is turned on! Huh? Why do scouts have:

Code:
	<PrereqGameOption>GAMEOPTION_ADVANCED_DIPLOMACY</PrereqGameOption>

I don't think they should.

I'll fix this since I have been meaning to force obsolete on scouts with writing. They are showing up late in game because you have built all the hunter line units.

Edit - Updates
- Fix Scout so does not require Advance Diplomacy and obsoletes when the explorer is available.
- Fix Myth of mermaid and unicorn.
-Extra resources 3 mining (Diamond. Ruby and Sapphires) and three agricultural (watermelon, pumpkin and squash). The gems may be better as manufactured rather than map resources.
 
Just pushed to SVN a bunch of AI improvements, mostly centered on the AI's hunting behaviour:
  • New UNITAI_HUNTER now implemented. It is the primary AI for trackers, hunters, rangers. It is available as a secondary AI for wanderers and scouts.
  • Units operating under the hunter AI use code based on the hunt automation but with several differences as below
  • Hunters will group with subdued animals and carry them round with them until either they can't find anything local to hunt, or they have gathered 3 or more, at which point they will escort them back to the owner's borders before ungrouping from them and continuing to hunt
  • Hunters (and this actually applies to the automation too) will now deliberately park themselves next to enemy units they don't have good enough odds to directly attack, to try to tempt them into an attack on more favorable defensive territory (espeically effective against animals and barbarians)
  • Fixed a bug in attack unit AI that caused them to think they were needed for city defense and just 'hang around' - this MAY be the issue SO has been complaining about with barbarians, though I am not totally certain it is
  • Subdued animals will now group together in stacks for mutual protection while outside of their owner's territory. They will also seek out hunters to group with preferentially if one is reachable in one turn
  • Subdued animals will preferentially target cities they can reach without leaving owned territory for builds if they have that choice

In my tests the net effect is pretty significant. You should see much more successful hunting behaviour from the AI once than before once they get time to build a few hunter units.

@DH/SO - note that I made small changes the XML in the main Civ4UnitInfoss.xml (for scout and wanderer AI) and SubdueAnimals_Cv4UnitInfos.xml (to switch the default AI for the tracker line), which are your files - be sure to sync.
 
Just ctrl-shirt-R'd my current game under the latest assets. Wow!! The gold difference is HUGE. Went from +850 per turn to -300 per turn. Had to drop reserach from 95 to 85 to get back in balance. Feels like a big chnace, but on the otehr hand, rationally speaking, 'only' 85% research rate is still fine, so while it definately feels different it may be ok. Possibly making he science buildings 1:1 in -gold to +research was a bit too much - maybe 1:2 would be better?
 
Just ctrl-shirt-R'd my current game under the latest assets. Wow!! The gold difference is HUGE. Went from +850 per turn to -300 per turn. Had to drop research from 95 to 85 to get back in balance. Feels like a big chance, but on the other hand, rationally speaking, 'only' 85% research rate is still fine, so while it definitely feels different it may be ok. Possibly making he science buildings 1:1 in -gold to +research was a bit too much - maybe 1:2 would be better?

I also believe it is dropping buildings from the ones already built also, i noticed in three of my cities i had built the Assassin Den, but later discovered i had to build them again, again not paying attention to buildings that much, i did another ctrl-shift-r, and poof NO Assassins Den again, so i am sure if its happening to this building its happening to more than that, but like what you said above, the BIG loss of money?
 
I also believe it is dropping buildings from the ones already built also, i noticed in three of my cities i had built the Assassin Den, but later discovered i had to build them again, again not paying attention to buildings that much, i did another ctrl-shift-r, and poof NO Assassins Den again, so i am sure if its happening to this building its happening to more than that, but like what you said above, the BIG loss of money?

Post a before ctrl-shift-R save game that exhibits this please
 
Post a before ctrl-shift-R save game that exhibits this please

I wish i could have, but that was way back when, like i mentioned, i didnt pay any attention to the buildings till i had to build them three times:crazyeye:

The thing about it is, that it isn't alot of buildings only a very select few, so its really hard to pin down.
 
I wish i could have, but that was way back when, like i mentioned, i didnt pay any attention to the buildings till i had to build them three times:crazyeye:

The thing about it is, that it isn't alot of buildings only a very select few, so its really hard to pin down.

Well its probabl fixd then. I did a lot of work on ctrl-shift-R issues last week.
 
Just pushed to SVN:
  • Very small fix to the subdued animal AI
  • Performance tweak du jour (nothing huge - maybe 3 seconds off a minute, but it all helps)

This is likely to be my last update for several weeks, but I'll be continuing to monitor and respond on these boards, and if there are urgent fixes for serious problems needed I'll find time). As far as my intended chnages are concerned it's gtg for V19.
 
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