C2C SVN Changelog

Another quick update:

I accidentally left out the Blarney Castle requirement on the trigger for the Blarney Visit event. I just re-added it.
 
Updates
- Removed leftover Assault code from Crime mod.
- Fixed Caravan Post to require Mule Trainer or Llama Farm or Buffalo Trainer or Camel Trainer or Horse Trainer or Zebra Trainer or Elephant Trainer or Mammoth Trainer or Deer Trainer or Giraffe Trainer.
- Fixed Stables to have a lot more animal choice requirements.
- Fixed coastal Wonder Civs.
- Fixed the Forge/Foundry problem for buildings.
- Added new wonders to the faster productions of the Culture Wonders.
 
I've just pushed a temporary fix to the misign artsyles in the new custom civs to SVN until SO can get them finalized.

Nvm - SO beat me to it!
 
Just pushed to SVN:
  • AI now understands hero units better, adn will make appropriate use of their abilities to build things

Basically, when it decides what to do with a hero (any military unit that has the capability to also construct buildings in fact) it will evaluate all its currently possible builds in all reachable target cities. It will then evaluate it's military value. If the value of a constructable build exceeds its military value (and it's not the only defender in a city) it will head off to construct it. If the military value exceeds constructable building values (which it typically will either after all achievements are built, or before it has tech for one, or if it's just a really good military unit for its time), it then makes a secondary check. The secondary check involves comparing the hero to the best other unit it can currently build with the same AI type. If the hero unit is not better than 2/3rds the military value of the best normal unit it can build, it will then see if it's worth building a specialist with it. This second step should lead to the AI eventually 'retiring' out-dated heroes that have not been killed as specialists in its cities.
 
Update
- Locusts should not attack cities now.

They still do. I think you changed the Locust in your folder but they are set in the XML/Units/Civ4UnitInfos.xml too and still attack cities because of that (and can't remove them via modular disengagement).
Also; they don't count as animals there either.

Cheers
 
They still do. I think you changed the Locust in your folder but they are set in the XML/Units/Civ4UnitInfos.xml too and still attack cities because of that (and can't remove them via modular disengagement).
Also; they don't count as animals there either.

Cheers

I thought I had removed them from my modules in v21. They are now gone. All updates were made in the core files. I should check that the sounds are OK.

They are not animals because animals can't enter cultural borders and locusts should be able to. Otherwise they can't pillage anything.
 
-Added Alpha to Bahai icon
-Added 'unfounded' bahai icon
-Added 'unfounded' Drudic Traditions icon
-Added 'unfounded' Shamenism icon

These I did and are already updated with DH's FKP, but thought I should list them anyways:
New Icons:
-Choquequirao
-Bahai temple
-Thor's Sanctuary
-Thor's Alter

NOTE:-------------------
I have an Arena.dds and the button IS defined to be Arena.dds in the CIV4ArtDefines_Building.xml, but it never shows up, always has the colosuem icon....any ideas why?
 
NOTE:-------------------
I have an Arena.dds and the button IS defined to be Arena.dds in the CIV4ArtDefines_Building.xml, but it never shows up, always has the colosuem icon....any ideas why?

Probably more than one art defines for the arena somewhere in C2C. edit I could only find the one :(. Oh make sure you clear the cache.

@Hydro A city should be able to build a Tower of Silence or a Graveyard not both. I put the fix into the SVN for graveyard but it has gone.
 
Updates
  • Added crime decay to plots.
  • Fixed bad characters in Crime_CIV4BuildingClassInfos.xml (sorry Hydro for changing a file in your folder). That solves the issue with the city and revolution advisor.
  • Prevented crime buildings from being sold.
 
Update
- Finish merging Modifieda4's damaged land mod in, replacing old scrub fallout. not working either there is a duplicate somewhere or I have a flag wrong. I will fix it when I get back from the Dr.
 
Just pushed to SVN:
  • Added AI to evaluate propery sources on buildings (aka crime currently)

@Hydro - forgot I was going to hold off on the chnage to the property XML itself, so appologies for that. Feel free to overwrite it, but grab the AI values from the file before doing so if you need to (/assets/xml/gameinfo/Civ4PropertyInfos.xml)

@AiAndy - I'm sure you can diff to find what you need, but the core routines are mostly in CvCityAI.cpp with a helper in CvCity.cpp (that total rates on cities and so on, and might be useful for display purposes)
 
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