C2C SVN Changelog

9949

  • Removed the Spanish Galleon and the Carthage Cothon. Both where unused since C2C moved away from the Civ4 Unique Units and Buildings system.


9950

  • Missed to some files in my last commit


9951

  • Fixed Units_CIV4GameText.xml
 
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9952
  • Made Wrub of the neanderthal civ have access to neanderthal units.
  • Gave the Neanderthal NPC team a free culture boost in all their cities.
    • This update will de-assimilate any foreign native cultures that you may have assimilated into your nation in existing games. Sorry about that.
  • Cleaned up the global defines some, some defines were defined in two and three different XML's which is confusing for any modder.
    • Removed a couple of completly unused global defines, (I checked the exe, vanilla assets, and C2C assets)
  • Tweaked balance a bit more, got it a bit more on target. Keep in mind that handicaps other than Noble currently skew that target quite a bit; that will be changed in TB's next commit where difficulty will only adjust hammer/beaker costs for the AI, not for the human player.
  • Added in two new gamespeeds: Blitz before Normal, and Long between Normal and Epic.
  • Remade the callendar for the new gamespeed baseline, its currently a bit rough and I will refine it more as time allows.
  • Fixed a small bug I introduced in the MovieMod.py, non-wonders with a movie triggered its movie every time you built them (e.g. Walls).
9953
  • Tweaked some spawn info stuff. Changed sea animals to start spawning when any player invents Raft_Building, regardless of the date that happens in.
9954
  • Cleaned up global defines some more.
 
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Sourceforge still has some problems it seems.

Update
C:\New folder (11)
C:\New folder (11)\trunk\Assets\Modules\My_Mods\Neanderthal_Units\Neanderthal_Units_CIV4UnitInfos.xml
C:\New folder (11)\trunk\Assets\Modules\Custom_Civilizations\Brazil\Brazil_CIV4CivilizationInfos.xml
'/p/caveman2cosmos/code/!svn/rvr/9952/trunk/Assets/Modules/Custom_Civilizations/Polynesia/Polynesia_CIV4CivilizationInfos.xml'
path not found

Command: Update
Updating: C:\New folder (11)
Error: '/p/caveman2cosmos/code' path not found
Completed!:
 
9955
  • added in major uses of Natron
  • reset the Maximum Experience after Upgrade down to 50. Apparently people who play with options that ignore that value are
 
Took 3 tries to get updated to 9955. Kept saying do you want to work offline, then 3rd try it updated. So real hit and miss.
 
9957
  • Change the spawn start for sea critters to Fishing
  • Merge the Concrete mod into core
9958
  • Merge Merchant Promotions mod into core
  • Merge Fix for free buildings from settler unit mod into core
9959
  • Extensions to the Toy mod merged into core

    IE the trade wonders for Ming Vases etc. Not the Toy mod itself as TB has a different solution to the problem that mod addresses.
 
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9960
  • Reduced animal spawn rate when playing with the "Peace Among NPC" game-option.
  • Reduced the maximum amount of animals allowed for most animal spawns, in a 49 plot area around the spawn plot, before spawn of that animal is disabled.
  • I removed the "upgrade to Tracker" possibility from Neanderthal scouts.
    • Neanderthal scout can only upgrade to Neanderthal tracker since there is no Neanderthal Guide in the game. This caused Neanderthal scouts to be un-trainable (units force obsoletes when all upgrades are available) as the Neanderthal tracker has the same prereqs as the scout. I felt it then made sense to make the regular human scout unable to upgrade to a tracker as well.
 
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9961
  • Move art and promotions from Burial Traditions mod into core
  • Add in Marano Glassmakers to make glass crystalware
  • Adjust HIT wonders to produce 6 of the bouneses
 
9962
  • Boosted culture output for Barbarian and Neanderthal NPC cities.
9963
  • Fixed a python error in the victory screen.
9964
  • Added building links to the TXT_KEY_BUILDING_FREE_IN_AREA and TXT_KEY_BUILDING_FREE_IN_TRADE_REGION xml entries.
 
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9965
  • Fix errors in Matriarch and Patriarch Civics
 
9966
  • Made additional changes to CvSelectionGroup::findNewLeader and the way it is used to fix a possibe issue that coverted multiple units of a stack to UNITAI_ATTACK_CITY
  • Readded the code to choose any unit that can attack as new leader in case there is no other UNITAI_ATTACK_CITY in a city attack stack so as to keep the stack's intent to CvSelectionGroup::findNewLeader
  • Subdued Animals now also try to join a Hunter Escort if they move unescorted
  • Made changes to CvUnitAI::AI_selectStatus to fix situations where units overvalued the NegatesInvisibilityTypes tag
  • Removed the Multi-Threaded Spawning system
  • Removed some unused code
  • Various small performance improvements
  • Fixed an coding error in CvUnit::getDistanceAttackCommunicability
  • Fixed an coding error in CvPlayerAI::AI_unitValue
  • Various small c++ coding style enhancements
 
And the SourceForges closes the connection so you can't get this important update. :p

EDIT: Working now. SVN still having hiccups it would seem.
 
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9968
  • Changed the unit upkeep cost modifier scheme for unitCombatTypes. Nothing radical.
    • Intention was to avoid the modifier from totalling less than negative 100% for any unit.
    • Incapable combat quality now only reduce upkeep cost by 25% and solo group volume reduce unit upkeep by 75%
    • Added a new unitCombatType that is used for all subdued animals when not playing with size matters that reduce unit upkeep with 100%
    • Removed the 20% reduction in unit upkeep from the Subdued Animal unitCombatType.
    • Increased upkleep for group sizes above battalion and for combat quality above Standard. (Nothing radical, I would personally set the group volume cost modifier much much higher than what I currently sat them to.)
9969
  • Small tweak to the calendar.
9970
  • Minor capitalization text fix for unit build action names.
9971
  • Tweaked the sea worker unit line a bit.
 
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9972
  • Fixes a mistake in Tidal Pools definition
  • Adjustments to handicaps
  • Some GameInfoSchema updates
  • Adjustments to Era Infos
  • Some Global Define adjustments
  • Removes nearly all reasons for the AI to whip population
  • Contract broker calls for a specific AI type can only be answered by a unit with that specific AI type now
  • Added UNITAI_SEE_INVISIBLE_SEA to list of naval AI types
  • Change to spawn prerequisite capabilities to make it possible to only specify an obsoletion tech, in which case the spawn is immediately valid and stays so until that point.
  • Removed unnecessary bTraitOnly tag from promotioninfos and unit schemas
  • It was made unnecessary due to some restructuring and bugfixing to 'free' promotion assignments and removal. Made obvious by a bug in Ancient Ways processing - the units weren't losing their Ancient Way promos when the 'way' was obsoleted. This also likely fixes some other bugs that were reported regarding free promotions being lost when they shouldn't be.
  • Updates default start date to 200k BC in the code (was still 50k BC)
  • Adds tag iAIResearchPercent to handicap infos (is part of the handicap info adjustments above that the player modifiers to research and production are generally moved over to apply to the AI. The rates were adjusted based on conversations with Toffer.)
  • Adds some scaling to 'void CvPlayer::initFreeState()' so that we can set some starting gold amount and have it scale appropriately.
  • Makes the production needed and research needed calculations capable of far greater granular response to modifiers applied. This helps a lot with rounding problems on faster/easier settings.
  • Corrects a problem in the Anarchy time calculation that was making all civic changes cost no anarchy.
  • A fix to Greater Gold interactions for when a transaction includes as much or more gold than 2 million. Still shouldn't happen in most cases but if it does, it's safer now. Should be anyhow.
  • Correction on Settler cost calculations.
  • Numerous streamlines, fixes and corrections in movement/attack rules, mostly surrounding bug fixes in ambushes, including correcting what happens when you AREN'T using Without Warning. This should now allow your stack to not divide and leave behind all combat units when traveling through a plot with a hidden enemy unit. Additionally, the timing of ambushes now allows for you to use defenseless units as bait and potentially kill the attacker before he gets the chance to capture. Includes major corrections to both with and without both kinds of stack attack options. I THINK I've tested all possible combinations and circumstances but that's probably not realistic so keep an eye out for more funny stuff.
  • Unfortunately, I found that when not on stack attack, fixing the loss of selection on the group that just attacked is impossible to do without screwing up other things, like some stack attack behaviors, so I advise if you're not using stack attack, to split up your units and hand select what you want to attack with.
  • However, I did find and fix some reasons that the unit that would attack may not be the unit that shows it would attack in the combat help hover when you have multiple units selected.
  • HOPEFULLY a correction to keep LE and Healthcare units from losing era prerequisite based promotions. However, the logic isn't quite adding up and although I have a test game that doesn't show the loss, it may be too early an era. May still be a problem at large.
  • Cleans up (removes) an unnecessary parameter I added to processContracts.
  • Makes the AI less willing to destroy their workers.
  • Stops barbarian and NPC workers from trying to route connect their cities. Should help to keep them from feeling like a unified player in the game, working in some unintended harmony with one another.
  • A couple minor fixes in worker behaviors.
  • Makes it so that units in a city that changes hands due to rebellion are shunted out to the nearest legal tile instead of being destroyed.


@alberts2 : No worries on the merge at all mate. You weren't half as aggressive with your changes as I had expected based on the commit notes. No conflicts at all.


@All: I strongly suggest that if you wish to help with getting out the next version or sub-version release as quickly as we can, please start a new game with these settings and offer up feedback on your specific gamespeed and handicap. One thing to note is that units will seem much cheaper and buildings may seem a touch more or at least as expensive as you may be used to. I realize that the calendar probably won't be incredibly on target but hopefully the game experience will be strong.

We're not going to rush into a re-release but the more testing we do, the faster we can get it done for those who are currently only able to play a mess of a release.
 
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9973
  • A correction to the greater gold transaction calculation
  • Softer Beeline Stings - was impacting the AI too hard
9974
  • More scaling factor adjustments
  • Another correction in Anarchy calculations
 
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9975

  • Replaced all usages of the non exiting building tag iRevolutionIndexModifier with the correct iRevIdxLocal tag
  • Removed the non existing iRevolutionIndexModifier tag from all CIV4BuildingsSchema.xml files

@pepper2000

This affects your space mod as well please be carefull not to overwrite my changes..
 
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9976
  • Made some changes to the difficulty settings.
    • Added some starting gold based on difficulty.
    • Removed the second settler for AI on Deity as a test to see how they fare, Nightmare still has two settlers for AI.
    • minor tweaks to the initial civics for them to fit better with the changed difficulty settings.
    • Increased distance from palace maintenance a bit, this may have a significant impact for mature games, but should play nicely with new games.
    • Other adjustments.
I'll be playtesting for a while now, feedback on difficulty in the meanwhile is welcome.
 
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