C2C SVN Changelog

Could you post the save? I'd like to see what your game is doing. I know it worked when I tested it.
I'm playing this game on SVN 3162 I believe, with the Advanced Civics modmod, and this game was just a noobish game where I experimented with C2C and World Builder.

I've included two saves: One before I built the Via Appia, and one after.

EDIT: Wait, I did not look at the autosave and noticed that both saves are after I built it. I will include a new post with the correct autosave.
 

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I'm playing this game on SVN 3162 I believe, with the Advanced Civics modmod, and this game was just a noobish game where I experimented with C2C and World Builder.

I've included two saves: One before I built the Via Appia, and one after.

Thanks. I'll look at it tomorrow - I'm away from my regular computer right now. I may have to try out the Advanced Civics. I don't use that myself at the moment.
 
Thanks. I'll look at it tomorrow - I'm away from my regular computer right now. I may have to try out the Advanced Civics. I don't use that myself at the moment.

Hard to believe that the extra or modified civics would effect the via appia code, but you may (I'm not sure) need the mod mod to get the save to load (not sure if the save format loader copes with missing civics that a actually in use)
 
When I built the via Appia it had no affect either but I assumed it was because by the time I could build it I had already built those roads anyway. IE it took 18 turns to join all my cities up with paved roads and it took 2 to build enough paved roads in cities and 18 turns to build the wonder itself. Which is why I think it should come earlier and not require paved roads tech or buildings. Either that or it becomes a national wonder and costs a bit less.
 
When I built the via Appia it had no affect either but I assumed it was because by the time I could build it I had already built those roads anyway. IE it took 18 turns to join all my cities up with paved roads and it took 2 to build enough paved roads in cities and 18 turns to build the wonder itself. Which is why I think it should come earlier and not require paved roads tech or buildings. Either that or it becomes a national wonder and costs a bit less.

Is it even supposed to do that? I thought it's supposed to add Paved Roads the building, not do paved roads as a map improvement (tho that would be really cool too - wish there were more wonders like the Great Wall, with a tangible effect on the world map).
 
Is it even supposed to do that? I thought it's supposed to add Paved Roads the building, not do paved roads as a map improvement (tho that would be really cool too - wish there were more wonders like the Great Wall, with a tangible effect on the world map).
It is supposed to connect all your cities with a network of paved roads (not the building but the map improvement).
 
Updates
  • Added tabs to the list of constructed buildings on the city screen.
  • Maintenance is now displayed as negative gold in the building list if TREAT_NEGATIVE_GOLD_AS_MAINTENANCE is set.
 
OK, (i am not used to anyone NOT having at least a Cable or T1 line sorry)(still on some meds:blush:) . . . i didnt see the PG question?

But for some reason, it is not generating the correct resources everyplace, and also i dont know if its the mapscript or what, but ONLY when i use that (PG) it doesnt recalculate correctly, ie: I am always at - (minus) in the research area, and all my cities are on Less Wealth and still does not get any better, again, its only that mapscript for some reason that does that? I cant explain it??:crazyeye:
That is not something a map script can do and PG does not even have a resource placement algorithm implemented. It uses the normal one.
So I'd say readd PG unless there are some real issues that are specific to PG and are serious enough to warrant removal.
 
That is not something a map script can do and PG does not even have a resource placement algorithm implemented. It uses the normal one.
So I'd say readd PG unless there are some real issues that are specific to PG and are serious enough to warrant removal.

OK, your the mapscript guy, so i will do what you say, no problem, and as always, thx for the explanation and input!!;)
 
In this case I actually did not add a new symbol but instead added an icon in the font file where the airport symbol was supposed to be.
But yes, we can try to add a newline somewhere in there to see if it is then wrapped to a new line.
I'm not sure where in the codes these icons are called to display. Perhaps if we keep lines to one purpose at a time it would be enough, like give a newline after religions, guilds, corporations, and then allow the rest of the city denotations to fall into place underneath. Eventually, we may want to add some there for showing indicators of extremely high or low crime, flammability, etc...


NOTE TO StrategyOnly and Koshling:
My next update may or may not be savegame compatible but its going to be a moot point either way. One of its features will pretty much cause a need to start a new game anyhow as it's not going to be very good at 'blending in' without incorporating some extensive additional programming.

This particular adjustment is the promotion lines feature that makes it so that if you have, say Combat 3, the unit will have the abilities granted by Combats 2 and 1 but only SHOW it as having Combat 3.

I still have a few glitches to work out there but for the most part its working great. Problem is, its a change that would cause some mathematical issues for units that already HAVE Combat 3 etc when the change goes into effect in a game.

Actually, the change in the dll alone would be insignificant without the adjustments being properly added to the XML as well, which shouldn't take too great a task.

So I'll wait till the freeze to update the dll in the SVN and I would request that the freeze maintain until I can get the XML changes in place. I don't want to interrupt people's games outside of the freeze.
 
I'm not sure where in the codes these icons are called to display. Perhaps if we keep lines to one purpose at a time it would be enough, like give a newline after religions, guilds, corporations, and then allow the rest of the city denotations to fall into place underneath. Eventually, we may want to add some there for showing indicators of extremely high or low crime, flammability, etc...


NOTE TO StrategyOnly and Koshling:
My next update may or may not be savegame compatible but its going to be a moot point either way. One of its features will pretty much cause a need to start a new game anyhow as it's not going to be very good at 'blending in' without incorporating some extensive additional programming.

This particular adjustment is the promotion lines feature that makes it so that if you have, say Combat 3, the unit will have the abilities granted by Combats 2 and 1 but only SHOW it as having Combat 3.

I still have a few glitches to work out there but for the most part its working great. Problem is, its a change that would cause some mathematical issues for units that already HAVE Combat 3 etc when the change goes into effect in a game.

Actually, the change in the dll alone would be insignificant without the adjustments being properly added to the XML as well, which shouldn't take too great a task.

So I'll wait till the freeze to update the dll in the SVN and I would request that the freeze maintain until I can get the XML changes in place. I don't want to interrupt people's games outside of the freeze.

If the only goal is to have the display (hover text etc) change, why does the XML need changing and how can it cause save game issues? Is something apart from how it is displayed changing?
 
He said that the Combat I will be replaced completely and the bonuses from it set in Combat II along with Combat II's bonuses. Combat III will then get not only it's own bonuses but also the bonuses from the now improved Combat II while Combat II will be replaced.

*whistles and hoots* I'll want this for sure. Go Thunder.

Cheers
 
He said that the Combat I will be replaced completely and the bonuses from it set in Combat II along with Combat II's bonuses. Combat III will then get not only it's own bonuses but also the bonuses from the now improved Combat II while Combat II will be replaced.

*whistles and hoots* I'll want this for sure. Go Thunder.

Cheers

Hmm, but why do it that way as that has the side effect of rendering existing games incompatible. Why not just combine them at dsplay time by summing the effects for display purposes only?
 
why does the XML need changing and how can it cause save game issues? Is something apart from how it is displayed changing?

Yeah i am not understanding this either, because the way KL has it set up(plus what AIAndy has for a modifier set-up), i thought ALL games could be used, "no matter what changes anyone made?"
 
Its a more fundamental data based change. The only XML is a denotation of identifying the promotion lines and the steps promotions lie on those lines. It won't mess with the savegame itself, but it would mess with the calculations as new promotions come into play as it is NOT graphic only. There is reason for this as the method ties into other promotion types (Equipments) that will completely override lesser versions of themselves.

The matter we were discussing earlier about the ai impact on its promotion valuations should be a completely moot point now, however, as I've gone about it in a new way that doesn't require redefining the promotions themselves. In otherwords, the coding there will operate the same as it has been without a need for adjustment (well... not to adapt to this anyhow ;) ).
 
I CAN make it optional by providing a separate XML promotioninfo override file that can be added when beginning a new game or kept out of the load sequence if continuing a pre-established game. That would be a fix for those who want to keep playing a game in progress.
 
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