C2C SVN Changelog

Discussion in 'Civ4 - Caveman 2 Cosmos' started by Dancing Hoskuld, Jul 4, 2011.

  1. raxo2222

    raxo2222 Time Traveller

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    SVN-11359
    v41.2.5328 - 2021-07-29

    All Changes

    Merge pull request [#1099](https://github.com/caveman2cosmos/Caveman2Cosmos/issues/1099) from caveman2cosmos/master -- raxo2222
    revert broken commit ([#1098](https://github.com/caveman2cosmos/Caveman2Cosmos/issues/1098)) -- MattOttawa
    Removed lake size restrictions from regular buildings -- raxo2222
    made viewports the same size as earth when option is off ([#1096](https://github.com/caveman2cosmos/Caveman2Cosmos/issues/1096)) -- MattOttawa
    moved outcome mission python code from CvRandomEventInterface to a new file ([#1095](https://github.com/caveman2cosmos/Caveman2Cosmos/issues/1095)) -- MattOttawa
     
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  2. raxo2222

    raxo2222 Time Traveller

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    SVN-11360
    v41.2.5332 - 2021-07-31

    All Changes

    Merge pull request [#1100](https://github.com/caveman2cosmos/Caveman2Cosmos/issues/1100) from caveman2cosmos/master -- raxo2222
    Fixed corporate icons in right tab of city screen -- raxo2222
    Removed trailing spaces -- raxo2222
    Removed master hunter from tamed animals -- raxo2222
     
  3. raxo2222

    raxo2222 Time Traveller

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    SVN-11361
    v41.2.5336 - 2021-07-31

    All Changes

    Merge pull request [#1101](https://github.com/caveman2cosmos/Caveman2Cosmos/issues/1101) from caveman2cosmos/master -- raxo2222
    Fixed buggy beaker overflow behaviour, it didn't apply as it should in many cases.. -- Toffer
    Removed empty lines, that somehow remained in scenario -- raxo2222
     
  4. raxo2222

    raxo2222 Time Traveller

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    SVN-11362
    v41.2.5339 - 2021-07-31

    All Changes

    Merge branch 'master' into release -- Toffer
    Great Zimbabwe was doubling food yield for cities when not building with food instead of having cities grow when building with food. -- Toffer
    All breeding camps now provide same resources as buildings they replace, essentially emulating hunting season -- raxo2222
     
  5. raxo2222

    raxo2222 Time Traveller

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    SVN-11363
    v41.2.5345 - 2021-08-01

    All Changes

    Merge pull request [#1102](https://github.com/caveman2cosmos/Caveman2Cosmos/issues/1102) from caveman2cosmos/master -- raxo2222
    Text tweaks, and moved one leader to correct civ -- raxo2222
    Some more refactor. -- Toffer
    Small refactor. -- Toffer
    Replace more bonus producers with megafactories -- raxo2222
     
  6. raxo2222

    raxo2222 Time Traveller

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    SVN-11364
    v41.2.5356 - 2021-08-06

    All Changes

    Merge branch 'master' into release -- Toffer
    City yield tooltip now list how much is gained from free specialist rather than bundle that source in to the `"from other"` line. -- Toffer
    Reordered couple of techs so they are in increasing order -- raxo2222
    Ensured, that main tech requirement (one determinating where icon is placed in tech tree screen) is most advanced tech -- raxo2222
    Added tech types to buildings, that have prereqs unlocked on same column as building themselves -- raxo2222
    One space mission reward is now buildable too -- raxo2222
    Added handling for myth/story/stories proxy tech requirement, and fixed issue with three myths -- raxo2222
    Reordered bunch of debug stuff -- raxo2222
    Nitpick -- raxo2222
    Refactored usages of <ConstructCondition> requirement -- raxo2222
    Refactored usages of <TrainCondition> requirement -- raxo2222
    CITY_GROWTH_MULTIPLIER now treat pop 1 as pop 0, so that it doesn't afect the food threshold of a pop 0 city anymore, that's the job of the BASE_CITY_GROWTH_THRESHOLD global define. -- Toffer
    FOOD_CONSUMPTION_PER_POPULATION_PERCENT now treat pop 1 as pop 0, it no longer applies to the first pop that is. -- Toffer
    All replacements of unit requirements now are valid unit requirements -- raxo2222
     
  7. Toffer90

    Toffer90 C2C Modder

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    11365
    v41.2.5389 - 2021-08-09
    • Removed the property building check upon property value change, property buildings are checked every turn now regardless of value change, the value usually only change when passing the turn anyway so... (Toffer)
    • Property buildings are now checked per city every turn, as requirements for them may change each turn. (Toffer)
    • Fixed python mistake (Toffer)
    • Removed redundant python file. (Toffer)
    • added a bit more setDirty() to map switch (#1111) (MattOttawa)
    • switched FAStar pointers to arrays of pointers (#1110) (MattOttawa)
    • Added replacement tally debug function. (raxo2222)
    • Merged 3 debug funtions to one (raxo2222)
    • revert (#1109) (MattOttawa)
    • Some more replacement tweaks (raxo2222)
    • Some event tweaking and refactoring. (Toffer)
    • Building, that has replacement of replacement now obsoletes on replacement unlock (raxo2222)
    • Fixed dll2py bug. (Toffer)
    • Ensured, that building obsoletes at least 10 columns after replacement unlock (raxo2222)
    • Minor tweaks (#1108) (MattOttawa)
    • Parallel maps outcome xml (#1107) (MattOttawa)
    • Moved Soviet hero to Soviet culture, probably there are few more misplaced cultural units (raxo2222)
    • Unrevert unit missions part 1 (#1106) (MattOttawa)
    • switched a unit loop in doVolcanoNeighbouringPlots() (#1104) (MattOttawa)
    • Ensured, that buildings obsolete at least 10 columns after tech unlock, Astrological signs group wonders are exception (raxo2222)
    • Moved out building obsoletions to later techs, if they were obsoleted soon after requirement obsoletion (raxo2222)
    • Building requirements were adjusted, so now all requirement replacements are now valid (raxo2222)
    • German translations (Marco Bellmann)
    https://sourceforge.net/p/caveman2cosmos/code/11365/
    https://github.com/caveman2cosmos/Caveman2Cosmos/compare/c9578d0c6e5c...1c78434efb95
     
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  8. raxo2222

    raxo2222 Time Traveller

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    SVN-11366
    v41.2.5424 - 2021-08-13

    All Changes

    Merge pull request [#1114](https://github.com/caveman2cosmos/Caveman2Cosmos/issues/1114) from caveman2cosmos/master -- raxo2222
    Ensured, that <iExperience>, <iGlobalExperience>, <DomainFreeExperiences>, <UnitCombatFreeExperiences> aren't lost on replacements -- raxo2222
    Ensured that <iAllCityDefense>, <iBombardDefense>, <iBuildingDefenseRecoverySpeedModifier>, <iCityDefenseRecoverySpeedModifier>, <iDefense>, <iEspionageDefense>, <iLocalDynamicDefense>, <iMinDefense>, <iNoEntryDefenseLevel>, <iRiverDefensePenalty> don't get worse -- raxo2222
    Update CIV4CivicInfos.xml -- cbltv1
    Tweaked uses of <GlobalBuildingCostModifiers>, <GlobalBuildingProductionModifiers>, <BuildingHappinessChanges>, <BuildingProductionModifiers>, <GlobalBuildingExtraCommerces> in replacement lines -- raxo2222
    GlobalBuildingExtraCommerces should be on wonders -- raxo2222
    Replacements now don't downgrade <iMaintenanceModifier>, <iHappinessPercentPerPopulation>, <iHealthPercentPerPopulation>, <iWarWearinessModifier>, <iGlobalWarWearinessModifier>, <iEnemyWarWearinessModifier> -- raxo2222
    Added replacing buildings to civics in <BuildingHappinessChanges>, <BuildingHealthChanges>, <BuildingProductionModifiers>, <BuildingCommerceModifiers> -- raxo2222
    Added more replacement entries - were missed due to mistake in detector -- raxo2222
    Added replacements in <GlobalBuildingExtraCommerces>, <GlobalBuildingCostModifiers>, <GlobalBuildingProductionModifiers>, <BuildingHappinessChanges>, <BuildingProductionModifiers> tags -- raxo2222
    Tweaks to few buildings giving free buildings -- raxo2222
    No issues detected with <TechSpecialistChanges> replacements -- raxo2222
    Added <TechCommerceChanges>, <TechYieldModifiers>, <TechCommerceChanges>, <TechCommerceModifiers> to replaced buildings - even if tech is always present in buildings lifetime -- raxo2222
    Ensured, that <BonusCommercePercentChanges>, <BonusCommerceModifiers> aren't lost on building replacement -- raxo2222
    Fixed <BonusYieldChanges>, <VicinityBonusYieldChanges>, <BonusYieldModifiers> in replacements -- raxo2222
    Added <TechHappinessChanges>, <TechHealthChanges> to replacements, even if they never saw tech researched in their lifetime -- raxo2222
    Ensured that <BonusHappinessChanges>, <BonusHealthChanges> aren't lost on replacement -- raxo2222
    Corrected replacement issues with <SpecialistCounts>, <FreeSpecialistCounts>, <ImprovementFreeSpecialists> -- raxo2222
    Fixed couple of issues in <CommercePerPopChanges>, <CommerceModifiers>, <GlobalCommerceModifiers> replacement values -- raxo2222
    Adjusted <CommerceChanges> of replacements -- raxo2222
    Now all replaced buildings eventually obsolete, if replaced one isn't requirement for replacing one -- raxo2222
    Checked <iFreeSpecialist>, <iAreaFreeSpecialist>, <iGlobalFreeSpecialist> of replacements, no issues. -- raxo2222
    Unused PY import -- raxo2222
    Ensured <iGreatPeopleRateChange>, <iGreatPeopleRateModifier> integrity of replacements -- raxo2222
    Added missing iGreatPeopleRateChange to buildings -- raxo2222
    Adjusted <iHappiness>, <iHealth> of replacing buildings -- raxo2222
    Checked <iTradeRoutes>, <iCoastalTradeRoutes>, <iGlobalTradeRoutes>, <iTradeRouteModifier>, <iForeignTradeRouteModifier> replacement tags -- raxo2222
    Added <PowerYieldModifiers>, <AreaYieldModifiers>, <GlobalYieldModifiers> checkers. fixed couple issues -- raxo2222
    No <RiverPlotYieldChanges> replacement problems detected -- raxo2222
    No <SeaPlotYieldChanges> replacement problems detected -- raxo2222
    Added <YieldModifiers> checker, fixed couple issues with replacements -- raxo2222
    Added <YieldPerPopChange> checker for replacements, no issues detected, or tag not in use yet -- raxo2222
    <YieldChanges> isn't devalued by replacements -- raxo2222
    More python cleanup -- Toffer
    Removed unused python file -- Toffer
    Some code cleanup. -- Toffer
     
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  9. raxo2222

    raxo2222 Time Traveller

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    SVN-11367
    v41.2.5446 - 2021-08-16

    All Changes

    Merge pull request [#1120](https://github.com/caveman2cosmos/Caveman2Cosmos/issues/1120) from caveman2cosmos/master -- raxo2222
    Added subdued animal outcome for Fresco Mural, as it replaced Cave Painting -- raxo2222
    Allowed stories effect to be checked for replacement issues, none detected -- raxo2222
    switched player starting xy to array ([#1119](https://github.com/caveman2cosmos/Caveman2Cosmos/issues/1119)) -- MattOttawa
    added CyGlobalContext::initStatics() function ([#1118](https://github.com/caveman2cosmos/Caveman2Cosmos/issues/1118)) -- MattOttawa
    nitpick -- raxo2222
    Ensured that <FreePromotion> aren't lost on replacement -- raxo2222
    Fixed minor mistake -- raxo2222
    Switched to prereqor WIP space unit set -- raxo2222
    Removed unnecessary comments in buildinginfos -- raxo2222
    deleted a bit of leftover pipeline code ([#1117](https://github.com/caveman2cosmos/Caveman2Cosmos/issues/1117)) -- MattOttawa
    deleted a variable that does nothing ([#1116](https://github.com/caveman2cosmos/Caveman2Cosmos/issues/1116)) -- MattOttawa
    added no_init to some Cy classes (adds error msg) ([#1115](https://github.com/caveman2cosmos/Caveman2Cosmos/issues/1115)) -- MattOttawa
    switched a couple CvDLLPythonIFaceBase functions to a similar templated boost one ([#1112](https://github.com/caveman2cosmos/Caveman2Cosmos/issues/1112)) -- MattOttawa
     
  10. raxo2222

    raxo2222 Time Traveller

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    SVN-11368
    v41.2.5461 - 2021-08-21

    All Changes

    Merge pull request [#1121](https://github.com/caveman2cosmos/Caveman2Cosmos/issues/1121) from caveman2cosmos/master -- raxo2222
    Fixed missing python line breaker -- raxo2222
    Removed notifivation about removed assets -- raxo2222
    Fixed issues with recalculating the SM unit count, issue with the unit upgrade discount effect of promotions, and some other unit upgrade price issues. -- Toffer
    trailing space -- raxo2222
    Buildings Affected list in bonus pedia bar was missing tons of buildings -- raxo2222
    Optimized debug functions -- raxo2222
    refactor of debug function -- raxo2222
    switched array to IDValueMap ([#1075](https://github.com/caveman2cosmos/Caveman2Cosmos/issues/1075)) -- MattOttawa
    switched BonusHealthChanges array to IDValueMap ([#1113](https://github.com/caveman2cosmos/Caveman2Cosmos/issues/1113)) -- MattOttawa
    All building replacements of requirements are valid requirements -- raxo2222
     
  11. raxo2222

    raxo2222 Time Traveller

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  12. raxo2222

    raxo2222 Time Traveller

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    SVN-11370
    v41.2.5495 - 2021-08-22

    All Changes

    Merge pull request [#1128](https://github.com/caveman2cosmos/Caveman2Cosmos/issues/1128) from caveman2cosmos/master -- raxo2222
    Fixed issue with some pedia links -- Toffer
    Improved unit pedia GOM requirement display -- raxo2222
    Some tweaks to the amount of building requirement scaling by map size, and to the help text for said requirement. -- Toffer
    fixed python error reported by Jenna Sariah ([#1127](https://github.com/caveman2cosmos/Caveman2Cosmos/issues/1127)) -- MattOttawa
    Improved display of building GOM requirements -- raxo2222
    Made amount of building requirement for building info in building pedia consistent. -- Toffer
    disabled unspecified-encoding pylint error msg ([#1126](https://github.com/caveman2cosmos/Caveman2Cosmos/issues/1126)) -- MattOttawa
    Fixed silly mistake that made unbuildable units insanely expensive (MAX_INT) to upgrade. -- Toffer
    Fixed typo, that broke display of happiness from bonuses in pedia -- raxo2222
    Improved prereq OR building requirement text in tech tooltip. -- Toffer
    Fixed a mistake -- Toffer
    Code tweak -- Toffer
    Partial refactor review to fix tech pedia in main menu -- raxo2222
    Buildings required by units shouldn't obsolete if they don't have replacement -- raxo2222
    If requirement requires boolean like water or electricity, then main building requires it too -- raxo2222
    Minor refactor -- Toffer
    Fixed a copy paste error in the tooltip creation code for tech dealing with prereq buildings for techs. -- Toffer
    Some refactoring in CvGameTextMgr::setTechTradeHelp(...) -- Toffer
    Added replacements of building tech requirements, needs more work -- raxo2222
     
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  13. raxo2222

    raxo2222 Time Traveller

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    SVN-11371
    v41.2.5507 - 2021-08-23


    All Changes

    Merge pull request [#1133](https://github.com/caveman2cosmos/Caveman2Cosmos/issues/1133) from caveman2cosmos/master -- raxo2222
    Fixed issue with experience for unitcombat display -- raxo2222
    Refactor: Revolution.py -- Toffer
    Fixed an undeclared variable error -- Toffer
    Recosted buildings according to their effective position in tech tree -- raxo2222
    selection list foreach_ ([#1131](https://github.com/caveman2cosmos/Caveman2Cosmos/issues/1131)) -- MattOttawa
    added doPostLoadCaching() function ([#1129](https://github.com/caveman2cosmos/Caveman2Cosmos/issues/1129)) -- MattOttawa
    Removed obsoletions from buildings, that give non-obsoleteing free buildings -- raxo2222
     
  14. raxo2222

    raxo2222 Time Traveller

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    SVN-11372
    v41.2.5561 - 2021-08-26

    All Changes
    Merge branch 'master' into release -- Toffer
    AI and human player now process their turn at the same time, at the start of each turn. This means if you start building a unit that takes 1 turn to finish on e.g. turn 51, you can't possibly finish it before all other players have done their turn 51, it will not be finished the same turn it is added to the queue, earliest point it can be finished is at the start of turn 52. This is how it worked for AI since forever, and the human player doesn't need this small advantage over the AI. -- Toffer
    Solved an issue where revolution py code could spawn an NPC civ as i it were a normal civ; also refactored revolution py code a fair bit. -- Toffer
    merged getDefineINT from CvBugOption with CvGlobals ([#761](https://github.com/caveman2cosmos/Caveman2Cosmos/issues/761)) -- MattOttawa
    Some tweaks to the national trade route count caching; negative national trade route count will no longer be ignored and treated as if the count was zero. -- Toffer
    Replaced NASA requirement with its free building -- raxo2222
    Added icon for new River administration building -- drd-avel
    Handicap modifiers meant for AI will no longer affect the human player while using AI autoplay. -- Toffer
    Added summary of obsoleted regular buildings without replacement -- raxo2222
    Added <ImprovementYieldChange> replacements in complex traits -- raxo2222
    switched std func calls to equivalent boost ones ([#1137](https://github.com/caveman2cosmos/Caveman2Cosmos/issues/1137)) -- MattOttawa
    Added some AI code making the AI try to save up a gold reserve, size depending on era, number of cities/pop, and some other factors. THey won't aggressively try to reach it as fast as possible, doesn't change much for C2C as AI has a very easy time economically, they usually have more than the gold target in their treasury throughout the game on higher difficulties. -- Toffer
    Added replacements in <ImprovementYieldChange> to base traits -- raxo2222
    Added improvement upgrades to <ImprovementYieldChanges> in civics, -- raxo2222
    Added replacements in <ImprovementFreeSpecialists>, <PrereqOrImprovement> -- raxo2222
    Some refactoring. -- Toffer
    Found a couple spots that should have been divided by 100, but weren't, in CvCityAI related to evaluating best worker builds. -- Toffer
    Minor code tweak, preserve yield decimals for a couple tooltip lines in city screen. -- Toffer
    Added checkers for <iFoodKept> <iPopulationgrowthratepercentage>, and improved replacements using those tags -- raxo2222
    Civic buildings doesn't obsolete or get replaced anymore, as those are effectively civic upgrades -- raxo2222
    Split out helper debug functions -- raxo2222
    switched array to IDValueMap ([#1136](https://github.com/caveman2cosmos/Caveman2Cosmos/issues/1136)) -- MattOttawa
    Added River Administration - building that replaces soon obsoleteing buildings, that utilize <RiverPlotYieldChanges> -- raxo2222
    Changed bonus requirements of bridges to be more consistent -- raxo2222
    For some reason two last bridges didn't have increasing trade yield -- raxo2222
    Revised bridge tech unlocks -- raxo2222
    Story/Stories no longer spam building tree pedia -- raxo2222
    Set <iBuildingHappinessModifier> +-1 in trait infos -- raxo2222
    Added <BuildingProductionModifierType> and <BuildingHappinessModifierTypes> for replaced buildings in base traits, unified iBuildingProductionModifier tag -- raxo2222
    Added building replacement <BuildingProductionModifierType> and <BuildingHappinessModifierTypes> to Complex Traits -- raxo2222
    Merge pull request [#1135](https://github.com/caveman2cosmos/Caveman2Cosmos/issues/1135) from MattOttawa/master -- raxo2222
    Swirched a thing -- raxo2222
    It is trait, that we are checking -- raxo2222
    Merge branch 'master' of https://github.com/MattOttawa/Caveman2Cosmos -- MattOttawa
    Fixed typo -- raxo2222
    fixed copy paste error and changed names -- MattOttawa
    Added other building influencing trait tag -- raxo2222
    exposed CvTraitInfo::getBuildingProductionModifier() -- MattOttawa
    Merge branch 'master' of https://github.com/MattOttawa/Caveman2Cosmos -- MattOttawa
    tweak -- MattOttawa
    Merge pull request [#184](https://github.com/caveman2cosmos/Caveman2Cosmos/issues/184) from caveman2cosmos/master -- MattOttawa
    exposed BuildingModifier struct to python -- MattOttawa
    Added debug code to find buildings and replacements referenced by traits -- raxo2222
    added info class enums ([#1134](https://github.com/caveman2cosmos/Caveman2Cosmos/issues/1134)) -- MattOttawa
    added info class enums -- MattOttawa
    changed a bit of copy non defaults code ([#1132](https://github.com/caveman2cosmos/Caveman2Cosmos/issues/1132)) -- MattOttawa
    Modularized cultural bonuses -- raxo2222
    fixed typo in module -- raxo2222
    Some sort of merge conflict when I was testing other stuff -- raxo2222
    whitespace -- raxo2222
    Modularized Cultures - their wonders and units -- raxo2222

     
    Last edited: Aug 26, 2021
  15. raxo2222

    raxo2222 Time Traveller

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    SVN-11373
    v41.2.5605 - 2021-08-29

    All Changes

    Merge pull request [#1138](https://github.com/caveman2cosmos/Caveman2Cosmos/issues/1138) from caveman2cosmos/master -- raxo2222
    Theremin, chemicals, smart drugs and few more are now part of upgrade chain -- raxo2222
    Moved tools to Metals Megacomplex and merged Foundry, and iron/steel/copper related buildings into Metal Megacomplex -- raxo2222
    Fossils now are mass replaced and merged into Earthworks -- raxo2222
    Antique Shop now replaces Stone Tools producer, also reoved silly free bonuses, where it was given after megafactories were unlocked -- raxo2222
    Lizards now are in unpgrade chain -- raxo2222
    typo -- raxo2222
    Poison producers now belong to upgrade chain, also ensured, that units don't get strangled by upgrade chain -- raxo2222
    One Grain producer required building, that should replace it. -- raxo2222
    Wood you like that all wood producers are now in replacement chain? -- raxo2222
    Feather producers now are in some upgrade chain -- raxo2222
    Egg producers now don't obsolete without replacement -- raxo2222
    Regular buildings, that are last in replacement chain now don't obsolete -- raxo2222
    Adjusted buildings upgrade lines, that don't merge back. -- raxo2222
    Hospital shouldn't use guns :D -- raxo2222
    Replacement obsoletion checker now discards prohibition type replacements, added replacement on obsoletion to couple more buildings -- raxo2222
    Added <ObsoletesToBuilding> to buildavle buildings, that have buildable replacement, this tag ensures, that building gets replaced (if conditions are met(, if AI or players are too slow to build replacement -- raxo2222
    Building chain type A->B->C (no splitting) now have <ObsoletesToBuilding> tag for sanity of beeliners -- raxo2222
    fixed oopsie -- raxo2222
    Why those duplicates aren't detected while reading XML -- raxo2222
    Added Animal Preserve building, that merges Breeding Programs. Also split out camps from synthetic meat bioreactor -- raxo2222
    removed <PrereqNotInCityBuildings> from regular buildings, that don't unlock together -- raxo2222
    newlines -- raxo2222
    Tweaked obsoletions of buildings, that involve <PrereqNotInCityBuildings>, and removed near city autobuilds -- raxo2222
    Things in <PrereqNotInCityBuildings> shouldn't be replaced -- raxo2222
    Found blind copypastes from wikipedia -- raxo2222
    typo -- raxo2222
    Requirement replacement checker now checks each requirement tag separately -- raxo2222
    Fixed some building requirements -- raxo2222
    Requirement replacement checker now ensures it has all valid requirement replacements -- raxo2222
    Readjusted replacement line maluses and bonuses -- raxo2222
    Clear up more editing mistakes -- raxo2222
    Fixed minor slip up -- raxo2222
    Tweaked obsoletions -- raxo2222
    Merge branch 'master' of https://github.com/caveman2cosmos/Caveman2Cosmos -- cbltv1
    Update Regular_CIV4BuildingInfos.xml -- cbltv1
    Refactoring and a few tweaks to AI trade code. -- Toffer
    Buildings now always obsolete at second level replacement tech unlock. Reworked replacement trees, that couldn't conform to this rule. Removed bans from building upgrade tree in pedia to simplify trees -- raxo2222
    Buildings now don't require thing, that they replace -- raxo2222
    Minor oopsie -- raxo2222
    Removed requirements, that are replacements of base building -- raxo2222
    Newly added building now replaces farms, also added replacement checkers in civics (<BuildingHappinessChanges>,<BuildingHealthChanges>,<BuildingProductionModifiers>,<BuildingCommerceModifiers>) -- raxo2222
    Ensured, that replacements keep <FreeBonus>+<ExtraFreeBonuses>, and added new building - Industrial Farms -- raxo2222
    Removed dumb leftover debug log print. -- Toffer
     
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  16. raxo2222

    raxo2222 Time Traveller

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    SVN-11374
    v41.2.5663 - 2021-09-01

    All Changes

    Merge pull request [#1141](https://github.com/caveman2cosmos/Caveman2Cosmos/issues/1141) from caveman2cosmos/master -- raxo2222
    Created replacement chain from stolyteller, scribes and library buildings, adjusted items related to those buildings -- raxo2222
    nitpick -- raxo2222
    Tweaked building civic requirements, so they don't get blocked by civics -- raxo2222
    Streamlining some code -- Toffer
    This unit was twice as strong compared to units unlocked by that tech -- raxo2222
    Ensured, that buildable units don't obsolete after obsoletion of their upgrades -- raxo2222
    Improvements to the commerce tooltip mainly seen from city screen, e.g. some minus signs got wrongly placed on some values. -- Toffer
    Ensured, that unit and its replacement doesn't happen on same column. Also ensured that units obsoleteing too early now obsolete when their upgrade is unlocked -- raxo2222
    Renamed ForceObsoleteTech to ObsoleteTech, no impact for gameplay -- raxo2222
    Ensured, that units are available when buildings are available -- raxo2222
    Removed do nothing dead tag from unit infos -- raxo2222
    Criminal requirement buildings now obsolete again, also torture stuff all obsolete on same tech -- raxo2222
    Fixed a couple minor python errors. -- Toffer
    All farms now are replaced -- raxo2222
    Mines now obsolete and get replaced, Carrion is replaced at earlier point (Industrial era), and pests together with replacements now obsolete -- raxo2222
    Fixed tooltip issue for gold output in city screen when building provides gold through the BonusCommercePercentChanges tag. -- Toffer
    Icon for Industrial Farms building selected by vote -- drd-avel
    added loop for CvMap::doTurn() ([#1125](https://github.com/caveman2cosmos/Caveman2Cosmos/issues/1125)) -- MattOttawa
    Added back Dynamic civ names option ([#978](https://github.com/caveman2cosmos/Caveman2Cosmos/issues/978)) -- MattOttawa
    Scaled up a global define so it is possible to decrease it with higher accuracy, setting its value to 1 now means decay every turn on eternity gamespeed whereas before it meant decay once every 10 turns on eternity. No real change to gameplay in this commit. -- Toffer
    Galactic and Cosmic eartthly bonus producers now are replaced -- raxo2222
    Nitpick -- raxo2222
    All bonus producers from before Galactic now are part of upgrade chain -- raxo2222
     
    TaylorItaly and Snofru1 like this.
  17. raxo2222

    raxo2222 Time Traveller

    Joined:
    Jun 10, 2011
    Messages:
    8,667
    Location:
    Poland
    SVN-11375
    v41.2.5707 - 2021-09-04

    All Changes

    Merge pull request [#1143](https://github.com/caveman2cosmos/Caveman2Cosmos/issues/1143) from caveman2cosmos/master -- raxo2222
    added couple of building replacements to be affected -- raxo2222
    Checked bunch of container tags so replacements won't be downgrade in this stuff -- raxo2222
    Added metric truckload of tag to check in replacements, ensured, that replacements don't get worse -- raxo2222
    Ensured that <bPower>, <bProvidesFreshWater> aren't lost on replacement -- raxo2222
    Ensured that replacements don't lose <iAdjacentDamagePercent>, <iLineOfSight> -- raxo2222
    Enusured that <HealUnitCombatTypes> doesn't get worse on replacement -- raxo2222
    removed random typo -- raxo2222
    Manually checked <MayDamageAttackingUnitCombatTypes> so traps don't lose unit combat targets -- raxo2222
    Ensured, that <PropertyManipulators> doesn't get worse on replacement -- raxo2222
    Some more text tweaks to BonusCommercePercentChanges in particular. -- Toffer
    Merge pull request [#1142](https://github.com/caveman2cosmos/Caveman2Cosmos/issues/1142) from MattOttawa/property_manipulator_py_interface -- raxo2222
    Now correctly reads properties into array -- raxo2222
    Moved out property test function, probably will need adjustments -- raxo2222
    Merge branch 'master' into pr/1142 -- raxo2222
    added python debug code -- MattOttawa
    added IntExpr python interface -- MattOttawa
    exposed some CvPropertyManipulators stuff to python -- MattOttawa
    Those entries are unnecessary -- raxo2222
    small oopsie in debug code -- raxo2222
    Added list of no cost buildings, that aren't unit buildings, free building or autobuilt -- raxo2222
    Route 66 teminus now requires same tech as its wonder, and removed unobtainable building -- raxo2222
    Moved replacements so they don't occur on same tech column. Those are special buildings, that are created by units -- raxo2222
    Last commit was incomplete, caused a different special case issue. -- Toffer
    Fixed issue with building tooltip for BonusCommercePercentChanges when more than one commerce type was affected by the bonus. -- Toffer
    Free buildings should be unlocked by same tech as building giving it for free, as those unbuildable free buildings may be requirement for stuff -- raxo2222
    Replacement chains are allowed to have carried over tags, that would never or always affect individual building, that is doesn't matter if that tech affecting building always is researched when building is unlocked, or if this civic is unreachable because building obsoletes earlier -- raxo2222
    Removed civic requirements from buildings, that obsolete or get replaced -- raxo2222
     
    strategyonly likes this.
  18. raxo2222

    raxo2222 Time Traveller

    Joined:
    Jun 10, 2011
    Messages:
    8,667
    Location:
    Poland
    SVN-11376
    v41.2.5751 - 2021-09-08

    All Changes
    Merge pull request [#1149](https://github.com/caveman2cosmos/Caveman2Cosmos/issues/1149) from caveman2cosmos/master -- raxo2222
    Fixed non-neanderthal civs starting with neanderthal stone thrower on new prehistoric game. Something I broke without realizing back in early summer. -- Toffer
    Removed test tags from building -- raxo2222
    switched CvOutcomeInfo::readpass2 to delayed resolution ([#1147](https://github.com/caveman2cosmos/Caveman2Cosmos/issues/1147)) -- MattOttawa
    switched array to vector ([#1146](https://github.com/caveman2cosmos/Caveman2Cosmos/issues/1146)) -- MattOttawa
    cleaned up some python interface code I added ([#1145](https://github.com/caveman2cosmos/Caveman2Cosmos/issues/1145)) -- MattOttawa
    Merge pull request [#1140](https://github.com/caveman2cosmos/Caveman2Cosmos/issues/1140) from MattOttawa/IDValueMap_array -- raxo2222
    Renamed TechCommercePercent to TechCommercePercentChanges to mimic bous counterpart -- raxo2222
    Changed ichange to value for python side -- raxo2222
    modified CvBuildingInfo::cyGetTechCommercePercent() -- MattOttawa
    another attempt at getting 2D IDValue tag to be read by python -- raxo2222
    Removed unusable function and commented out cpp-py interface function for tech commerce percents -- raxo2222
    Added python test code using 2D idvalue map -- raxo2222
    added makeArrayList func -- MattOttawa
    modified makeList() func -- MattOttawa
    Fixed text bug: "you have captured %s1" - message when capturing cities. -- Toffer
    Added kBuilding.getTechCommercePercent() to CvCity::getAdditionalBaseCommerceRateByBuildingTimes100 -- MattOttawa
    Reused Toffers text code for tech commerce percents display -- raxo2222
    Merge branch 'master' into pr/1140 -- raxo2222
    added another read function -- MattOttawa
    Some tweaks to the crusade wonder and unit. -- Toffer
    Crusaders now will spawn every 3 turns on Normal (2000 turn long) game speed as their lifespan is now relatively short -- raxo2222
    Some buildings doesn't need this requirement as it was splitted some time ago -- raxo2222
    Crusade wonder and its unit obsolete at Humanism -- raxo2222
    Renamed breeding pair animals to mimic other tamed animals -- raxo2222
    Merge branch 'master' of https://github.com/caveman2cosmos/Caveman2Cosmos -- raxo2222
    small oopsie -- raxo2222
    Small refactoring -- Toffer
    Crusade and its unit now obsoletes at Rifling -- raxo2222
    Gambling Hall now upgrades to Casino -- raxo2222
    Crusade and Kentucky unit spawns became irrevelant at some point, so disabled their unit spawning. Instead Kentucky Derby now has discount for tamed horses, and Crusade allows building of two Crusade units. -- raxo2222
    Removed redundant property art defines - only one definition is needed as each group of property buildings uses same art -- raxo2222
    Extrajudical justice shouldn't increase health and happiness - witch hunting is destructive -- raxo2222
    Nitpick to building using test tags -- raxo2222
    Merge branch 'master' into pr/1140 -- raxo2222
    added text code -- MattOttawa
    Merge branch 'master' into IDValueMap_array -- MattOttawa
    Merge pull request [#187](https://github.com/caveman2cosmos/Caveman2Cosmos/issues/187) from caveman2cosmos/master -- MattOttawa
    Added schema and test tags to Prime Males -- raxo2222
    modified IDValueMap so value can be an array -- MattOttawa
    Merge pull request [#186](https://github.com/caveman2cosmos/Caveman2Cosmos/issues/186) from caveman2cosmos/master -- MattOttawa
    Merge pull request [#185](https://github.com/caveman2cosmos/Caveman2Cosmos/issues/185) from caveman2cosmos/master -- MattOttawa
     
    Last edited: Sep 8, 2021
  19. raxo2222

    raxo2222 Time Traveller

    Joined:
    Jun 10, 2011
    Messages:
    8,667
    Location:
    Poland
    SVN-11377
    v41.2.5813 - 2021-09-13

    All Changes
    Merge pull request [#1153](https://github.com/caveman2cosmos/Caveman2Cosmos/issues/1153) from caveman2cosmos/master -- raxo2222
    Some code cleanup. -- Toffer
    Buildings with special tech requirement ended up in Prehistoric despite being from later era. Building era finder is now much more roboust to ensure that buildings end in proper category -- raxo2222
    Quality test now mentions actually checked yield/commerce directly -- raxo2222
    Minor cleanup in debug code -- raxo2222
    REfactored replacement quality checker - now explicitely lists building stats, and its sum of replaced stats. -- raxo2222
    Revised housing system - all homes now get replaced at some point. -- raxo2222
    Moved obsoletions of second last buildings, so they don't obsolete for at least 10 columns after last building unlock -- raxo2222
    No need for yield modifiers from material conglomerate, as it keeps terrain yields from its replacement -- raxo2222
    Added some commerce increments to material conglomerate -- raxo2222
    Made the TerrainYieldChanges for Djenne more worthy of a wonder. -- Toffer
    trailing space -- raxo2222
    Salt flat quarry building now adds +2 commerce to salt flat terrains for city. -- Toffer
    Harbor and port now increase commerce of coast plots by 1. -- Toffer
    Small refactor. -- Toffer
    Made AI see value in the new TerrainYieldChange tag when evaluating building value. -- Toffer
    Added Terrain Yield Change reader to debug code, needs tweaks -- raxo2222
    Added a tally of how many of the terrain is available to the city in the building tooltip for yield changes on terrain. -- Toffer
    Fixed a CvCity read save file mistake i made. -- Toffer
    Changed spear fisherman building to use the new terrain yield change. -- Toffer
    Added terrain yield to schema -- raxo2222
    Added building tag that allows buildings to change plot yield of specific terrains for the city, Great Mosque of Djenne is only building using the tag atm. -- Toffer
    Removed obsoletions from remaining standalone GP producers -- raxo2222
    Forgot to change display name of imperial fortress :D -- raxo2222
    Created mega merger buildings, that takes lots of cultural, biological and sociological themed buildings - Hightech Cultural Enrichmement -- raxo2222
    Added mapcategory to old city walls -- raxo2222
    Renamed old city relics to imperial fortress. Split Walls upgrade line in two. High walls now is replaced with Old City Walls at Rifling - first quasi-replacement. Barricades and later got heavily nerfed, and is now separate upgrade line. Quasireplacements aren't explicitely listed as replacements, and are allowed to have some, if not most stats worse than building that got replaced -- raxo2222
    Unmerged Spanish Citadel from old city relics, as its religious building -- raxo2222
    added 2 icons for new buildindgs - Nanomorphic Replicator and Modern Waterworks -- drd-avel
    Teleport Booth now takes out ground transport infrastructure -- raxo2222
    Added bunch of replacenet for plant stuff here and there -- raxo2222
    Added Alternative Medicine at counter culture - it effectively converts natural medicine practices to one building -- raxo2222
    Added Old City Relics - this thing merges in castle related items into single package. Its unlocked at time when castles are built mostly for prestige and tourism -- raxo2222
    Antipest buildings got merged into buildings, that would make pests irrevelant -- raxo2222
    Bunch of breeders now get replaced by hitech animal industry -- raxo2222
    Torture buildings now get replaced by Jail instead of disappearing into oblivion -- raxo2222
    Changed map (C2C World) generation setting name from "Earthlike" to "Continents", as it is more general name -- raxo2222
    Merge pull request [#1148](https://github.com/caveman2cosmos/Caveman2Cosmos/issues/1148) from caveman2cosmos/tweak_growth_balance -- flabbert
    new icon for ocean administration -- drd-avel
    scored building value long long ([#1150](https://github.com/caveman2cosmos/Caveman2Cosmos/issues/1150)) -- MattOttawa
    Cleaned up some text stuff, fixed an instance of ??? appearing in text instead of correct value. -- Toffer
    Shipping warehouses now upgrade to teleport warehouse -- raxo2222
    Merge branch 'master' into tweak_growth_balance -- flabbert
    Groups of buildings with last replacement now obsolete at same tech - they all would be replaced at earliest obsoleteing tech in group anyway -- raxo2222
    Revised power providers: They now form two replacement chains - nuclear line takes care of nonrenewables, and all renevables get replaced and merged by Renewable Megacomplex -- raxo2222
    Stopped NPC teams from selecting a current research, no need for them to evaluate what tech is best to have as current research each turn like other AI does, made sure NPC's can't get any of the global techs, and stopped neanderthal NPC from getting techs above prehistoric era. -- Toffer
    Added new building, that replaces earlier Fresh Water providers -- raxo2222
    Added new Nanomorphic Replicator, that merges 4 other buildings, also Cellar is replaced by Modern Granary too -- raxo2222
    Merge pull request [#1139](https://github.com/caveman2cosmos/Caveman2Cosmos/issues/1139) from caveman2cosmos/MythStoryStories-Rework -- raxo2222
    Merge branch 'master' into MythStoryStories-Rework -- raxo2222
    Added the actual functionality code for the new building tag MattCA set up (TechCommercePercentChanges). -- Toffer
    Revised corporate bonuses - salt and gemstones can potentially get hyperinflated. Ammunition workshop now upgrades to Ammunition Factory (this one takes care of two workshops), and crusader should upgrade at its upgrade unlock, as now it doesn't require its wonder as direct requirement -- raxo2222
    Salt producers now are replaced by materials conglomerate -- raxo2222
    Added Ocean Administration - transhuman era building that replaces earlier buildings, that increase sea yields -- raxo2222
    Merge branch 'master' into tweak_growth_balance -- flabbert
    Merge branch 'master' into tweak_growth_balance -- flabbert
    Tamed breeding pairs now upgrade to tamed animals, and obsolete at their unlock -- raxo2222
    Manually fixed merge conflict -- raxo2222
    manually fix merge conflict -- raxo2222
    Changed myth concept to represent new form -- raxo2222
    Taxonomy folklore is now clearly marked, also unified help tooltip for subdued and tamed animals, as specific help texts may become outdated -- raxo2222
    trailing space -- raxo2222
    Education from folklore is now much more restrictred -- raxo2222
    Split out tech proxy bonuses to separate autobuilds -- raxo2222
    Birdflocks now give themselves -- raxo2222
    manually fix merge conflict -- raxo2222
    Added building requirements to core folklore reqirement to make spread of folklore more gradual -- raxo2222
    Earth element now requires started to be located near hills, peaks or caves, Fire starter now needs hot climate or fairly dense woods -- raxo2222
    Added Sea proxy requirement for Sea Exploration folklore -- raxo2222
    Manually fixed merge conflict -- raxo2222
    Merge branch 'master' into tweak_growth_balance -- flabbert
    Moved feature requirements to special autobuilds, so landform myths can spread themselves to all cities -- raxo2222
    Gave +1 research to all folklore as starting point -- raxo2222
    Revised tech requirements of folklore requiring stuff so they are unloced on same tech as their requirement -- raxo2222
    Most of folklore now gain +1 Education on Writing. Exploration and Taxonomy get +1 Education on Literature. Exploration/Taxonomy gets one more at Education/Biology respectively -- raxo2222
    Renamed Myth to Folklore, as it will function bit differently -- raxo2222
    Merge branch 'master' into MythStoryStories-Rework -- raxo2222
    Those buildings probably were listed in separate storyteller override, that had tons of stories -- raxo2222
    Crumb cleanup -- raxo2222
    Apparently you still can't remove specialbuilding infos... -- raxo2222
    Landscape myths now are Exploration, those will be buildable at Oral Tradition. Formerly buildable Taxonomy myths now are marked as one, also added few more, that required some myths to taxonomy group -- raxo2222
    Forgot to tweak a thing in pedia -- raxo2222
    Taxonomy myths now aren't buildable to declutter city screen -- raxo2222
    removed production modifiers from myths -- raxo2222
    Removed all benefits from myths for clean slate -- raxo2222
    Moved all myths to new place -- raxo2222
    unrenamed creation myth, egypt myths, and animal requirements, as they got in fray -- raxo2222
    Removed all references of myth effect -- raxo2222
    Renamed building_x_myth to building_myth_x -- raxo2222
    Erased story/stories from units - buildings doesn't have those -- raxo2222
    Removed myth effect, story, stories references -- raxo2222
    Sorted files containing defines of myths, stories and storys -- raxo2222
    Rename myth effect, story, stories, stories effect for sorting -- raxo2222
    Throw out unneeded template -- raxo2222
    rebalanced some strategic resources, reduced cost of units in size matters -- flabbert
     
    Last edited: Sep 13, 2021
  20. raxo2222

    raxo2222 Time Traveller

    Joined:
    Jun 10, 2011
    Messages:
    8,667
    Location:
    Poland
    SVN-11378
    v41.2.5823 - 2021-09-13

    All Changes

    Merge pull request [#1154](https://github.com/caveman2cosmos/Caveman2Cosmos/issues/1154) from caveman2cosmos/master -- raxo2222
    Folklore got nerf: Now they give 0.2 beaker and 0.1 culture when they are available, each lifestyle tech decreases research value by 0.05 and increases culture value by 0.1 -- raxo2222
    cleaned up some weirdness in code handling commerce from orbital buildings, a bunch of commerce tags would be ignored for the building if it had the bOrbital tag set to true. -- Toffer
    Fixed wrong value in tooltip for building total commerce tally when building has double commerce from being old enough. -- Toffer
    Got rid of the CommerceChangeOriginalOwners building tag. -- Toffer
    reverted wild edit that was not supposed to be in last commit. -- Toffer
    Fixed an error in text code, and rewrote the building tooltip text code for commerce per pop. -- Toffer
    Reduced rounding error in the commercePerPop building tag, by addng all sources together before dividing by 100, before it divided the value from each building by 100 and then added them together. Some refactoring, mostly for city commerce handling. -- Toffer
    calculation of m_aiAverageCommerceExchange made little sense, made some changes to it. -- Toffer
     
    lobosan and strategyonly like this.

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