C2C SVN Changelog

Updates
New PrereqOrBuildings tag for units requested by Hydro.
Code:
<PrereqOrBuildings>
<BuildingType>BUILDING_PALACE</BuildingType>
<BuildingType>BUILDING_GREATER_PALACE</BuildingType>
<BuildingType>BUILDING_GOOD_WOOL</BuildingType>
</PrereqOrBuildings>
That unit can be trained if either palace, greater palace or wool is in the city.
 
Just pushed to SVN:
  • ctrl-shift-R (or T for some people) now rebuilds AI unit lists (which a recently fixed bug is likely to have corrupted in most games)
  • Subdued animals will no longer feel the need to heal before constructing their buildings. Similarly they won't bother healing before moving to a city to construct if they stay entirely within their owned territory in doing so
  • Subdued animals will now not target the same city for the same building construction as another subdued animal already has, and waste time moving to potentially the wrong city in doing so
  • Units faced with threats from animals now realise they can defend by moving into owned territory
  • subdued animals will no longer heal just outside your borders if they can instead move into your borders immediately
  • Explorers will not dither between areas they want to explore as much (will tend to stick with a decision)
  • Explorers are now better at luring animals into attacking them at favourable odds
  • AIs will now not stockpile subdued animals beyond 2 spare of any given type
  • If in financial trouble, AIs will no longer retain any spare subdued animals (but will not disband those that can build as soon as they reach an existing target city)
  • Fixed an assertion failure (bounds check) in the building list code
 
<deleted>
 
I thought that the galley came along before the shipwright is available.

They come at the same time. Or should. If not i will make it so.

Updates
New PrereqOrBuildings tag for units requested by Hydro.
Code:
<PrereqOrBuildings>
<BuildingType>BUILDING_PALACE</BuildingType>
<BuildingType>BUILDING_GREATER_PALACE</BuildingType>
<BuildingType>BUILDING_GOOD_WOOL</BuildingType>
</PrereqOrBuildings>
That unit can be trained if either palace, greater palace or wool is in the city.

Awesome! What's the code look like for adding X AND Y building to a unit?
 
updates

Add resources
  • Fine Clay
  • Flax
  • Opium
  • Papyrus
  • Platinum
  • Poultry (this one makes no sense to me but was requested by Hydro)
  • Tin
  • Titanium

They are workable, don't upset the fonts and appear OK in the pedia. I have not adjusted their appearance rate or checked that poultry looks OK on the map.
 
updates

Add resources
  • Fine Clay
  • Flax
  • Opium
  • Papyrus
  • Platinum
  • Poultry (this one makes no sense to me but was requested by Hydro)
  • Tin
  • Titanium

They are workable, don't upset the fonts and appear OK in the pedia. I have not adjusted their appearance rate or checked that poultry looks OK on the map.

Upon loading I got an error that said it was missing improvements for Platinum resource.
 
Updates
  • Change reviel tech for titanium.
  • Change all remaining cathedrals to require temple and city council in the city.
  • Allow rays and beluga whales to be subdued.

Edit more updates
  • Add Initial Military Promotions.
  • Fix Ray subduing.
  • Adjust Titanium resource.
  • Tidy up Caveman2Cosmos python.
 
Then 6 - 13 Nov for the next time freeze. and the 18th of Nov, for the next update. How does this sound?
that sounds good to me, everyone?
Hard to say. I need about 1-2 weeks to do the stuff I had planned, but most of my time is going reactively currently, fixing bugs or adding tags other people are asking for. I suspect we may wind up needing some DLL-based AI work to make the immigration mod work smoothly also.

Could we get an extra week? I don't think I will make the freeze on the 6th. I have way too many loose ends to clean up for just 3 days. Note that I have been really pushing over the last few days to get all the stuff in.
 
Could we get an extra week? I don't think I will make the freeze on the 6th. I have way too many loose ends to clean up for just 3 days. Note that I have been really pushing over the last few days to get all the stuff in.

Sure why not then, 14 - 22 Nov, what does everyone think of this one?
 
Updates
PerfectMongoose and PW2:
Python random is used for multiplayer as well now, but seeded from map rand.
ShuffleList work is now done by shuffle from Python library. This should hopefully fix the rare error there and it is also faster.
Starting plot finder improved.
PW2 uses the same bonus placement and starting plot finding code as PerfectMongoose now.

Building-Or-Requirements for units are now properly displayed in the mouseover and in the pedia.
 
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