C2C SVN Changelog

Updates:

-Modified the Combat strength of the Armed Worker and the normal Worker
-Removed extra buttons from the Dieselpunk units.
-Added a new Clockpunk tank.
-Modified the cost of the Heavy XBowman.
 
The latest SVN seems to have broken the game for me. The game just hangs when I end turn.

In addition there are XML errors, all related to the new workers and the armed worker appears to have been removed altogether.
 
The latest SVN seems to have broken the game for me. The game just hangs when I end turn.

In addition there are XML errors, all related to the new workers and the armed worker appears to have been removed altogether.

Hydro said that he wanted the Combat Workers removed. I don't have the time right now to go and find all of those errors, so I think I'll just put them back for now.
 
I agree Is612, leave them in for now.

JosEPh
 
The latest SVN seems to have broken the game for me. The game just hangs when I end turn.

In addition there are XML errors, all related to the new workers and the armed worker appears to have been removed altogether.

Hydro said that he wanted the Combat Workers removed. I don't have the time right now to go and find all of those errors, so I think I'll just put them back for now.

You forgot that the Armed Worker stuff also is in the _Remove Before Freeze area thus causing the errors, its easy to fix.

Best thing to do for now is make it a modmod module in that thread area, then alot of testing can be done that way, hows that.
 
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.

IIRC if you want units to get XP then they need combat strength. So if you want workers to get promotions then they need combat str. I have been known to be wrong.
 
Latest SVN has broken XML for promotions PROMOTION_TROUBLEMAKER2 and PROMOTION_TROUBLEMAKER3:

Code:
		<PromotionInfo>
			<Type>PROMOTION_TROUBLEMAKER2</Type>
			<Description>TXT_KEY_PROMOTION_TROUBLEMAKER2</Description>
			<Sound>AS2D_IF_LEVELUP</Sound>
			<LayerAnimationPath>NONE</LayerAnimationPath>
			<PromotionPrereq>PROMOTION_TROUBLEMAKER1</PromotionPrereq>
			[B]<PromotionPrereqOr1>COMBAT2</PromotionPrereqOr1>[/B]
			<PromotionPrereqOr2>NONE</PromotionPrereqOr2>
			<TechPrereq>NONE</TechPrereq>

The bolded pre-req should be PROMOTION_COMBAT2 not just COMBAT2. The other troublemaker promotion has a similar issue

Edit - also in latest SVN the footstep audio types LOOPSTEP_SPACESHIP and ENDSTEP_SPACESHIP are referenced from the new terrain types but not defined.
 
Just pushed to SVN:
  • Fixed WFoC hang when you use divine prophets

@Thunderbrd - if you return 'true' from one of the mission-searching subroutines in CvUnitAI (AI_foundReligion() in this case) you MUST push a mission, because by returning true you are asserting that you have given the unit something to do. Without doing that the unit will loop. I have made the simplest fix possible consistent with what I think your intent was, though it will simply cause the prophet to sit still until it's favorite religion becomes technologically available, which I think is probably (highly) sub-optimal AI (since if you have multiple prophets they will ALL just hang around until you get the tech for your favorite religion). For that reason you may want to revisit this, but it only effects players using divine prophets.
 
Latest SVN has broken XML for promotions PROMOTION_TROUBLEMAKER2 and PROMOTION_TROUBLEMAKER3:

Code:
		<PromotionInfo>
			<Type>PROMOTION_TROUBLEMAKER2</Type>
			<Description>TXT_KEY_PROMOTION_TROUBLEMAKER2</Description>
			<Sound>AS2D_IF_LEVELUP</Sound>
			<LayerAnimationPath>NONE</LayerAnimationPath>
			<PromotionPrereq>PROMOTION_TROUBLEMAKER1</PromotionPrereq>
			[B]<PromotionPrereqOr1>COMBAT2</PromotionPrereqOr1>[/B]
			<PromotionPrereqOr2>NONE</PromotionPrereqOr2>
			<TechPrereq>NONE</TechPrereq>

The bolded pre-req should be PROMOTION_COMBAT2 not just COMBAT2. The other troublemaker promotion has a similar issue

Fixed it in the ls612 promotions
 
Updates
- Add resources BONUS_COCONUT. BONUS_DATES, BONUS_PISTACHIO and BONUS_POMEGRANATE. Note these can't be improved yet, waiting on AIAndy's fix for missing improvements.
- New map art for Jungle Camp by hrochland Note feedback needed on this one.

@StrategyOnly please remove the following from art/terrain/features in your FPK
- barrel_cactus
- coconut
- prickly_pear

You don't need to push a new FPK it is just house keeping so "we" don't forget to remove them later. They are in the _Remove mod just in case we want them back.

@Hydro I have a Cocoa resource almost ready it just needs a button
 
Has PROMOTION_BARBAR_HUNTER been removed recently? If so the Python needs tidying up to remove references to it also - currently it's calling the DLL from this code:

Code:
		iBarbarHunter =gc.getInfoTypeForString('PROMOTION_BARBAR_HUNTER')
		iGreatWall = gc.getInfoTypeForString("BUILDINGCLASS_GREAT_WALL")
		if not gc.getGame().isOption(GameOptionTypes.GAMEOPTION_NO_BARBARIANS):                                 
			if (iPromotion<>iBarbarHunter):                                
				if not pWinner.isHasPromotion(iBarbarHunter):
					if pWinner.canAcquirePromotion(iBarbarHunter):

The effect is to get back -1 from the call to gc.getInfoTypeForString(), which it does NOT test for (it really should), and just uses as arguments to isHasPromotion() and canAcquirePromotion(). That causes access off the end of an array in the DLL, which it usually gets away with (the result will be undefined), but which can cause crashes.

I'll harden those calls in the DLL to cope with this usage, but the Python really needs tidyign up too.
 
Has PROMOTION_BARBAR_HUNTER been removed recently? If so the Python needs tidying up to remove references to it also - currently it's calling the DLL from this code:

Code:
		iBarbarHunter =gc.getInfoTypeForString('PROMOTION_BARBAR_HUNTER')
		iGreatWall = gc.getInfoTypeForString("BUILDINGCLASS_GREAT_WALL")
		if not gc.getGame().isOption(GameOptionTypes.GAMEOPTION_NO_BARBARIANS):                                 
			if (iPromotion<>iBarbarHunter):                                
				if not pWinner.isHasPromotion(iBarbarHunter):
					if pWinner.canAcquirePromotion(iBarbarHunter):

The effect is to get back -1 from the call to gc.getInfoTypeForString(), which it does NOT test for (it really should), and just uses as arguments to isHasPromotion() and canAcquirePromotion(). That causes access off the end of an array in the DLL, which it usually gets away with (the result will be undefined), but which can cause crashes.

I'll harden those calls in the DLL to cope with this usage, but the Python really needs tidyign up too.

I may have changed the spelling for the name because we had two similarly named ones which was confusing me. Besides why would have a promotion just to attack one specific elephant:D.

Fix on the SVN.
 
Back
Top Bottom