C2C SVN Changelog

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
 
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
 
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
 
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
 
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
 
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
 
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
 
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
 
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
 
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
 
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
 
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
 
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:
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
 
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
 
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
 
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:
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:
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
 
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