C2C SVN Changelog

Updates
  • Added multi feature capability (not yet active or complete)
  • Added property change from sources like population and decay to property mouseover on the city screen
  • Exposed property change functions to Python
  • Feature types in a save game that are not present in the XML any more are ignored (fixes the savegame incompatibility due to the missing barrel cactus)

The multiple features on the same plot functionality is not tested properly yet. The DLL is compiled with it deactivated (all are in #ifdef MULTI_FEATURE_MOD).
GetFeatureType and SetFeatureType are still possible to be used with it activated and by far not all of its uses have been reviewed yet. So some code parts will ignore any additional feature on the plot.
The functions to access features on plots with that change are:
getHasFeature (returns if a specified feature is on the plot)
setHasFeature (adds the feature to the plot or removes it)
getNumFeatures (number of features on the plot)
getFeatureByIndex (returns the xth feature type on the plot)

They are also exposed to Python.
 
Updates
  • Added missing newline in the property mouseover
  • Added FontButtonIndex to property info XML (specifies which icon to use for the property in the game font relative to the first property icon)
 
Fixed the Unit_Naming Config file

Re-did the Canadian Audio, thx to AIAndy for finding. (Hopefully it works now, wait till you hear what some of the Canuks are saying, it will make you giggle, at least for a little while)
 
Added Llama Migration - Active 90%, iWeight 50
on barren, scrub or desert tiles, starts at Scavenging, no feature, road, other bonus or improvement allowed on tile

Added Donkey Migration - Active 90%, iWeight 50
on plains tile, starts at Scavenging, no feature, road, other bonus or improvement allowed on tile

Added Walrus Migration - Active 90%, iWeight 50
on snow, permafrost or tundra tile, starts at Scavenging, no feature, road, other bonus or improvement allowed on tile

Added Seal Migration - Active 90%, iWeight 50
on snow, permafrost or tundra tile, starts at Scavenging, no feature, road, other bonus or improvement allowed on tile

Walrus and Seal may or may not work, my test cases don't get it to trigger, but show no error either, if you see them, let me know.

Removed a fire event that I had put in for testing :blush:

Added a few terrain types to the other game migration events - essentially mimicking the terrain type tag of the bonus infos - they still don't have all possible tiles available for this event, might change that.
 
Updates
  • Added multi feature capability (not yet active or complete)
  • Added property change from sources like population and decay to property mouseover on the city screen
  • Exposed property change functions to Python
  • Feature types in a save game that are not present in the XML any more are ignored (fixes the savegame incompatibility due to the missing barrel cactus)

The multiple features on the same plot functionality is not tested properly yet. The DLL is compiled with it deactivated (all are in #ifdef MULTI_FEATURE_MOD).
GetFeatureType and SetFeatureType are still possible to be used with it activated and by far not all of its uses have been reviewed yet. So some code parts will ignore any additional feature on the plot.
The functions to access features on plots with that change are:
getHasFeature (returns if a specified feature is on the plot)
setHasFeature (adds the feature to the plot or removes it)
getNumFeatures (number of features on the plot)
getFeatureByIndex (returns the xth feature type on the plot)

They are also exposed to Python.

Is this what I think it is? Multi Features on terrain meaning you could have both Forest AND Weather?
 
Updates
- Fix Zebra spawn
- Adjust Solar Cell improvement yields
- New FPK - move diplomat art and add new female missionary art.
- Fix effect art for some of the religions.
- Continue move of expiring improvement data out of core and into a module.

Edit

Whoever updated my Audio defines it wont work since they are not modular unless you run one of the WoC files.

Updates
- new FPK
- New female Missionaries
- Solar Panels again
- More removal of improvements and features.
- Donkey resource now appears in scrub and desert (and does not need flat land or riverside.)
 
Edit

Whoever updated my Audio defines it wont work since they are not modular unless you run one of the WoC files.

Yeah that was me, i have been having problems with my internet and after i sent one batch, it pooped out on me and it was in the 2nd batch i wanted to send, but it took too long and i went to :sleep:
 
bleh - sorry for that, that comes from modding prior to my first :coffee:
I'll correct that tonight (if someone else wishes to correct the typo have at it though :))

OK no problem, i fixed it, and thx.;)
 
Update
- Move the builds for features that are going to be removed from combat workers to the mod to be removed later.

I am still not liking the Armed Worker stuff, i think the AI is acting very stupid now??:crazyeye: Even giving the worker a str, just doesn't seem right.


EDIT:


changed the artdefines for Combat Engineer and Android Worker

also deleted the art for them in ls612's file, duplicates.
 
I am still not liking the Armed Worker stuff, i think the AI is acting very stupid now??:crazyeye: Even giving the worker a str, just doesn't seem right.


EDIT:


changed the artdefines for Combat Engineer and Android Worker

also deleted the art for them in ls612's file, duplicates.

I donno, armed workers worked well in my games. Previously it was way too easy to steal/destroy workers from AI with rogues etc., now it is alot more tricky.

One thing i don't like now - that with terrain damage turned on and automated workers - they dont watch their health on auto, and if they work in desert or tundra will die unless you move them manually to safe terrain to heal.
 
Just pushed to SVN:
  • Fixed inability of AI to build units in simultaneous turn MP games
  • Fixed tendency of AI to go into inappropriate defensive posture due to presence of animals

The former meant that the AI would never grow from 1 city in simultaneous turn MP games. The latter meant that a lot of visible enemy units (including animals) on its home continent would cause the AI to go into a defensive war posture, which (amongst other things) inhibits the building of hunters! I have removed the counting of animals from this, so that defensive posture will only be caused by actually threatening (to cities) enemy units. This should solve the AI-doesn't-hunt issue I hope.
 
I have removed the counting of animals from this, so that defensive posture will only be caused by actually threatening (to cities) enemy units. This should solve the AI-doesn't-hunt issue I hope.

Now that sounds fandamntastic!!;)
 
I am still not liking the Armed Worker stuff, i think the AI is acting very stupid now??:crazyeye: Even giving the worker a str, just doesn't seem right.

I too am not very happy with them. I agree that "just doesn't seem right". If you want to protect your workers then send a combat unit to escort them around.
 
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