C2C SVN Changelog

Update
- Changes to barbarian Diplomacy to put it all in the one mod and clean up the art. You still can't use the diplomats yet but all three are now showing on the tech tree. One of them is "female" which it should not be.
 
Bump - this is still broken in today's SVN.

Changed Molecular Biology to Molecular_Biology plus also changed modern_physics, was wrong, should read modernphysics. Thx Koshling
 
Today's updates:
  • Fixed CTD reported by Blue Genie
  • Tweaked AI city build system to allow it to put out a contract for a unit concurrently with building a building itself
  • Added basic AI for property-sourcing units (the crime fighters and crime units). This is only a basic defensive AI, but it'll help it build and keep crime fighters in its cities, and not keep any crime generating units it has in the cities

...and that's me done on pre-freeze stuff I need to do, so gtg for the freeze now pending bug reports
 
Freeze Tweaks
- Ensure that reptiles and amphibians can't enter tundra, snow or permafrost terrains.

Edit - back out
- backed out all unit, outcome and terrain stuff from the Barbarian Diplomacy mod.
 
Added some dll adjustments that still require a successful rebuild of the dll. Divine Prophet ai tweaks to solve problems with Choose Religions off and added game option Infinite XP.

Having some difficulties with rebuilding the .dll so if Koshling or AIAndy could do a clean rebuild there that'd be great. I'll keep working to try and sort out what I'm doing wrong with that but some things have changed in the methods there that I'm unaware of how to adapt to.
 
Added some dll adjustments that still require a successful rebuild of the dll. Divine Prophet ai tweaks to solve problems with Choose Religions off and added game option Infinite XP.

Having some difficulties with rebuilding the .dll so if Koshling or AIAndy could do a clean rebuild there that'd be great. I'll keep working to try and sort out what I'm doing wrong with that but some things have changed in the methods there that I'm unaware of how to adapt to.

You might need to edit your local cope of MakefilePaths in the source folder to get builds to work for you. All the local-environemnt paths were abstracted out of themain makefile into that, and it'll need to match where you have stuff instaslled on your machine.
 
Yeah... I just worked that out... thanks though :) I also found I had a couple of minute errors and fixed them and have already updated those source errors. I'm about to do a quick playtest on the new dll. Since xml files that speak to the dll are included here I think this might represent a break in the dll if I don't update it into the svn asap but I want to make sure it works properly.
 
Today's changes (minor stuff since we're in a freeze period):
  • Changed SHOW_BUILDING_LEVEL to be a bitmask
  • Performance improvements for AI target city determination
  • Performance improvements for barbarian city attack strategy

The first of these changes was requested in the UI suggestions thread, so that it is now possible to have defenses displayed but not wonders if you want (it's also more flexible if we add more categories in future). I have updated the descriptive comment in the globalDefine XML for how it works, and modified the default value to match what we had before (show wonders and defenses).

This build also includes Thunderbrd's changes as per his earlier post.
 
Changed the cost of the Prehistoric Era around, was a little boring IMO:

Spoiler :
X1 = 5
X2 = 6
X3 = 7
X4 = 8
X5 = 9
X6 = 10
X7 = 11
X8 = 12
X9 = 13
X10 = 14
X11 = 15
X12 = 20
X13 = 25
X14 = 30
X15 = 40
X16 = 50
X17 = 60
X18 = 70
X19 = 80
X20 = 85
X21 = 90
X22 = 95
X23 = 100
X24 = 105
X25 = 110
X26 = 115
 
So with a new game with my new buildings and SO's changed techs costs I think it is getting a lot better. There were a couple times when I had nothing to build in mid-prehistoric but overall I always had something to make.

There is still room for improvement by adding more stuff such as the units I proposed and some other building I have in mind. I think we are well on our way to getting the prehistoric era to be balanced again where there is always something to do.

Note my game is now in mid-Ancient Era and I think it feel the same as it was. Thus the earlier stuff seems to transition well. Sure there are still some buildings that are not obsolete yet but not anything too overpowering.
 
Changed wrong era for Calculus to RENAISSANCE, Thx Hydro

And Yes its getting better in PreH especially the units parts as you mentioned, but that actually is a doubled edged sword, ie: Back in those day, really did anything change that much, heck no, so really its what really happened, but in a game setting as such (C2C) it does tend to get a little boring, no offense to anyone.
So i guess what i am trying to say "we" as modders have to come up with a way better solution with the PreH Era, for gameplay.
 
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