C2C SVN Changelog

Its alright for now, I resent all my files that were lost, and refixed the Art defines. Somehow the ArtDefines got set for some mormon buildings that I had replaced. Anyway, its all back up now on my end.
So after update SVN, you should all see my mormon buildings, Jaini, Sikh, and Mormon icons back up again. rawr

This is the problem when two people are working on something at the same time. I put all your icons in my FPK so they should have still worked but I also had some updates to the Mormon files so maybe thy got crossed. I am now only working on Subdue Animal outcomes.
 
This is the problem when two people are working on something at the same time. I put all your icons in my FPK so they should have still worked but I also had some updates to the Mormon files so maybe thy got crossed. I am now only working on Subdue Animal outcomes.

Yeah it looks like you had the mormons buildsing left over from the first icons I put on the forum, which I remade, and placed into the SVN, but you grabed the old ones and changed the art defeines for them. I still don't know what happened to the the religous icons, it seemed like they just didnt get placed over the old ones. Lol...anyways its all fixed now. Just make sure to use the ArtDefine I just updated and all those mormon builinds I sent again should be alll good. Sorry if anything i did messed you up.
From now on I will list explicitly if something needs a art define change that I couldnt do, hopefully that will avoid the mormon mistake from happening again.
 
Updates
  • Added missing tag in schemas needed for attribute dependent property sources
  • Added population dependent crime source
  • Increased crime decay
 
Updates
- Static wonder movie for Cyrus Tomb.
- Subdue animal new buttons/missions. Tales of and Subdued animals A-D done so far. - Still a minor problem with the study option.
 
Updates
- New animal Peacock
- All subdued animals have all missions.

Combat mission needs happiness added to it. I still have not figured out what to do with sacrafice.
 
Updates
- New animal Peacock
- All subdued animals have all missions.

Combat mission needs happiness added to it. I still have not figured out what to do with sacrafice.
 
Has something been changed with the palace building? Upon updating to latest svn, I boot up my latest save game and all of sudden all civs lose their palace building.

Also, my game has been crashing A LOT, though none repeatable. I'll post some logs soon.
 
Has something been changed with the palace building? Upon updating to latest svn, I boot up my latest save game and all of sudden all civs lose their palace building.

Also, my game has been crashing A LOT, though none repeatable. I'll post some logs soon.

Pls DONT post it here, this is for UPDATEs for the SVN only. Pls post stuff like above in the bugs/crashes thread, thx.
 
Just pushed the new pathing system to SVN.

This is essentailly phase 1 of a 2 part change. Phase 2 will involve totally replacing the core engine pathing code with our own, which will improve performance and remove a few remaining anomolies in the behaviour. This won't happen until sometime after v22 is released.

The phase 1 changes improve the AI pathing behaviour in regard to enemy units, cities, defensive terrain etc. As you'll no doubt see if you turn on AI pathing for human units (player option now), there are still some anomolies, which I cannot remove due to residual caching in the core engine (hence part of the reason for phase 2 later). In particular you may see it display one path, then execute a slightly different one! This occurs when it recalculates after making the fist move of the proposed path and realises it can do better. This anomoly actually reveals two things (both of which will be fixed by phase 2):
  1. The game engine does not always find the optimal path when initially searching. This is because of it having cached some edge costs as not-turn-end traversals and then used them in a different path where they are turn ending.
  2. When exceuting an already-calculated path the game actually recalculates it at every step, even during the turn for that unit when nothing else can have changed (during the same turn). This is obviously inefficient, and once (1) is solved totally uneccessary

Various test cases also revealed another flaw in the core game pathing engine, which I'll also be able to address in phase 2. This is that the AI never considers 'pauses' in paths part way along them (i.e. - ending turn before it has to). A simple example that shows this is a 2-base movement unit with woodsman 2 (double movement in forest), on a tile entirely surrounded by impassable tiles (mountains say before mountaineering) apart from one, which is forest (so only half movement point to move into it). Imagine that the next set of tiles out from this one forest tile are all grassland, and the next set out from THEM all hills. Now suppose the unit wants to move to one of the outer ring hill tiles. It can do this by using its full movement allowance on the first turn an ending in the grassland ring, or it can stop at the first forest tile, and hop over the grassland ring on the second turn. The second choice is usually best because it doesn't leave the unit exposed in poor defensive terrain. However, the core game pathing engine won't consider any paths that don't use its full movement allowance on interior turns, so the best option is never considered.
 
Some broken elements in the current SVN's XML:
  • BUILDING_CRIME_ASAULT is referenced (by its BUILDINGCLASS as the default building) but not defined
  • ARTSTYLE_AFRICAN, ARTSTYLE_MEDITERRANEAN are used (in new civs) but not defined
 
Fixed CityLSystem for Palaces in Prehistoric Era, was not defined before, my bad, to take effect, you must start a new game, or move your palace to a different city, then move it back again, that should work.


Looks like we got two stones with one question fixed(above), nice work guys.
 
Updates

Fixes to existing Wonders:
  • Converted Alcatraz and Las Vegas Strip to the new crime property system
  • Added new building model for London Eye
  • Fixed Scapa Flow to produce Great Spy points

Added 10 new Wonders:
  • Blarney Castle
  • Cannes Film Festival
  • Dinosaur Park
  • Disneyland
  • Giverny
  • Hockey Night in Canada (new statistics)
  • Pleistocene Park
  • Rosetta Stone
  • Tokyo Sky Tree
  • Tokyo Tower
 
Update
- reduced size of salt water crocs
- changed spawn rate on Ox-pecker bird as I have not seen one for a long time.

Edit
- Update Orion Veteran's pirate ship AI types, especially the not types.
- More natural ranges for sea creatures. E.G. Narwhal and Beluga will only move around the northern polar region.
 
Some broken elements in the current SVN's XML:
  • BUILDING_CRIME_ASAULT is referenced (by its BUILDINGCLASS as the default building) but not defined
  • ARTSTYLE_AFRICAN, ARTSTYLE_MEDITERRANEAN are used (in new civs) but not defined

Oops! Must have been a left over when I removed Assault since I thought fighting and assault were too similar. I will fix.
 
Couple minor updates:

  • Changed Rosetta Stone to boost Archeology Lab, not Anthropology Lab
  • Fixed a small error in Disneyland's game text
 
So far today:
  • New pathing system (phase 1)
  • Fixed bug with property XML parsing that resulted in deleted palaces
  • Parameterised extra growth requirement for third-ring cities
  • Fixed incorrect 'actual' display for buildings with commerce modifiers when that base commerce is negative (e.g. - banks in cities with net negative gold)
  • Fixed incorrect accounting for modifers on negative commerces in the city gold breakdown hover text

Edit - also fixed crash when an AI attacks a defenseless (e.g. - worker) unit.
 
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