C2C SVN Changelog

OK, it is in the wrong file. The CvEventManager python was removed and replaced with RoMEventManager for a reason. Mostly speed but also because it only contains the extra mod bits so is easier to look after.

Can you then do it, thats the only py i really know:blush:

Also am New FPK with new Peak/Plains/Deserts/Tundra/ etc.
 
Just put all the new terrain and resource art into the main area so that StrategyOnly can include it in the FPK files for the next release.

Added in worker upgrades and improvement changes. Note I have not yet written the code to automatically upgrade the old to new workers when you get the correct tech. Some better buttons would be nice.
 
Got PakBuild working. Put in an update using it to get rid of most of the long path name problems people are having. I will do the rest after the next release (v17?).
 
Just checking whn v17 is expected to be released. I want to get the food wastage system done and the tweaks to war weariness, but neither of these will change anything but the DLL, so it'll work Perfectly well as a patch, if it can't get into the v17 base. I would expect to be able to get both of those done Monday (I get home Sunday evening), Tuesday at very latest...
 
Got PakBuild working. Put in an update using it to get rid of most of the long path name problems people are having. I will do the rest after the next release (v17?).

WOW finally a FPK, i am impressed, thx;), just look at the amount so far that you had, and thats not all of it:eek:

Just checking whn v17 is expected to be released. I want to get the food wastage system done and the tweaks to war weariness, but neither of these will change anything but the DLL, so it'll work Perfectly well as a patch, if it can't get into the v17 base. I would expect to be able to get both of those done Monday (I get home Sunday evening), Tuesday at very latest...

I think it would be better for an update, because when you get back there are TONs of stuff that people have put in the CTD/Bug's/errors thread that need attention also.
 
WOW finally a FPK, i am impressed, thx;), just look at the amount so far that you had, and thats not all of it:eek:



I think it would be better for an update, because when you get back there are TONs of stuff that people have put in the CTD/Bug's/errors thread that need attention also.

I've been keeping t date wit that and honestly I didn't see much there for me to look at, since it appeared to be largely python issues. If there were ctds though then yes indeed.
 
I didn't see much there for me to look at
Then if you have time, can you make archer bombardment working again? It is broken for a long time. (It is working in AND 1.75C. See attachments.)
 

Attachments

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  • Archerbombard2.jpg
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Then if you have time, can you make archer bombardment working again? It is broken for a long time. (It is working in AND 1.75C. See attachments.)

I'm not entirely sure how it's supposed to work, so could you provide some description of the images and what is wrong. Are the images you posted showing an issue or showing what is suppose to happen (and presumably does in AND 1.75C). In general I've never played a mod in which archer bombard does anything meaningful, so I've realLy no idea how it's supposed to work. Hence to fix it I need a fair bit of detail on the intended functionality and where that diverges from what actual.y happens.
 
I'm not entirely sure how it's supposed to work, so could you provide some description of the images and what is wrong. Are the images you posted showing an issue or showing what is suppose to happen (and presumably does in AND 1.75C). In general I've never played a mod in which archer bombard does anything meaningful, so I've realLy no idea how it's supposed to work. Hence to fix it I need a fair bit of detail on the intended functionality and where that diverges from what actual.y happens.

I suspect he means something like the sniper-type units where they can range attack enemy units? (though they can't kill a unit, only damage it) FfH uses his quite well with their AI units.
 
I suspect he means something like the sniper-type units where they can range attack enemy units? (though they can't kill a unit, only damage it) FfH uses his quite well with their AI units.

Yes. First of all, you have to enable the option in RevDCM tab, or in the RevDCM.ini (UserSettings dir) ..> "DCM_RANGE_BOMBARD = True"

In the first picture, the seventh icon (blue, with yellow arrows) is the bombard order (it does not show up in c2c). If you click on it, it can damage (and even kill if they have very low health) enemy units whithout moving, but of course bombarding takes away 1 movement/attack point. So if you have 1 move you can bombard, or move, if you have 2 moves you can bombard, and use the remaining movement to move away, but you cannot bombard and attack at the same turn.

Best way is to see for yourself if you can. (Start up AND, enter world builder give yourself an archer, place a barb next to it, click on bombard, and see.
(AND installers: http://sourceforge.net/projects/anewdawn/files/)

In the CIV4UnitInfos.xml the <iDCMBombRange> controls how far (1tile away, 2 tiles away) can the unit bombard, the <iDCMBombAccuracy> is the probability to hit the enemy I think. (Archer=50, Longbowman=60, Crossbowman=70, etc.)
 
In the first picture, the seventh icon (blue, with yellow arrows) is the bombard order (it does not show up in c2c). If you click on it, it can damage (and even kill if they have very low health) enemy units without moving, but of course bombarding takes away 1 movement/attack point. So if you have 1 move you can bombard, or move, if you have 2 moves you can bombard, and use the remaining movement to move away, but you cannot bombard and attack at the same turn.

This is another example of stuff i USED to have in NWA, that Zapparra never adapted, heck i used to have all kinds of Archery Barrage that was even better than Dales for the BUG mod, Diseases/Dormat/Non-Dormat Volcanoes, Monsoons, and Diplomats/Lawyers/ and all the other stuff added when there was actually a CvEventManager.py, it was real easy to do then, but not now, i am lost with this BUG stuff.:blush::sad:
 
Updates
Fixed a bug in the Perlin Noise usage in PerfectMongoose.
Made starting plot finding in PerfectMongoose more efficient.
Kelp and reef no more spawns in lakes now.
 
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