C2C SVN Changelog

All the text and graphics use the game fonts files for display in game.

As far as I can recall, only the city billboards use the text characters from the game font file, and there is a setting that should switch those off of it according to the comment on the CITY_BILLBOARDS item in CIV4ArtDefines_Misc.xml.

Everything else uses a regular font file: the Sylfaen TrueType font that is in the vanilla Civ4 Resources\Fonts folder, which the game installs into your system's fonts when the game is installed (so it is likely using a copy in your system's font folder).The Sylfaen font supports the Greek unicode range of characters. If necessary, you can change the font it uses by changing the font definitions in the theme files (or "file", as they are all defined in one: Civ4Theme_Common.thm) - for example, FF (P or not) uses Trebuchet MS instead.
 
Just pushed to SVN (3854):
  • Fixed a bug that caused extra cost units to essentially be considered valueless by the AI in most circumstances
  • Added property control (crime fighting for now) AI to units
  • Added extended unit ordering criteria, including property modifiers to the contract broking system
  • Added city AI to put out tenders for property control units when needed at various priority levels

This should go a long way towards solving the AI's handling of crime issue. It's completely generic, so it should also work for use of units to control other properties (disease, pollution, etc.) as and when we add units with such capabilities. It would probably need tweaking a bit for units to control flammability however, as that property works a bit differently to all the rest (but not much tweaking).

In my testing this had a substantial effect on the AI digging itself out of the hole it was in previously (in fact I think it's over-doing it so I might have to dial it back a bit)

Having said that, for a serious game, anyone who is already into classical or later, that wants the AI to continue to keep up beyond that, would probably be best advised to start over with a new game. The problem for existing games that are already significantly beyond the end of the ancient era are two-fold:
  1. The crime levels the AI is suffering are already really bad, so although it will now actively seek to address them more effectively, it has probably already stalled, and will take while to get things back under control
  2. Due to incompatible settings of crime on units and unit AIs those games probably already have lots of crime-generating units in place as defenders, with the defender AI. Nothing will change that for units that have erroneously got into that state already, so the net result is that the AI probably has FAR more crime sources in its cities than you do, which means it will have to crate FAR more crime fighters to balance them off. This will handicap it longer term because it will have to bear the ongoing costs of a much larger police force.
 
As far as I can recall, only the city billboards use the text characters from the game font file, and there is a setting that should switch those off of it according to the comment on the CITY_BILLBOARDS item in CIV4ArtDefines_Misc.xml.

Everything else uses a regular font file: the Sylfaen TrueType font that is in the vanilla Civ4 Resources\Fonts folder, which the game installs into your system's fonts when the game is installed (so it is likely using a copy in your system's font folder).The Sylfaen font supports the Greek unicode range of characters. If necessary, you can change the font it uses by changing the font definitions in the theme files (or "file", as they are all defined in one: Civ4Theme_Common.thm) - for example, FF (P or not) uses Trebuchet MS instead.

so can the game have a greek translation or no
 
Having said that, for a serious game, anyone who is already into classical or later, that wants the AI to continue to keep up beyond that, would probably be best advised to start over with a new game. The problem for existing games that are already significantly beyond the end of the ancient era are two-fold:

Worst 6 words lately :sarcasm: I think since you and i talked a while back, i have started 8 NEW games :whew: OH well, thats progress ;) :goodjob: (jj) :joke:
 
Worst 6 words lately :sarcasm: I think since you and i talked a while back, i have started 8 NEW games :whew: OH, thats progress ;) :goodjob: (jj) :joke:

yeah i'm not fond of restarting at this point but what can you do? the AI really really really needs this help, among others. it's a good start and I want to see them do well
 
Update

New Option. Allow subdued animals to be escorted back to cities instead of teleporting them.

In A_New_Dawn_GlobalDefines.XML are two options to allow you to set which option you like. There were complaints when I introduced the "teleport" for subdued animals since people liked escorting them back to safety. there is an option for land and another for sea animals. Tales will still teleport back.

Code:
	<!--
Don't Escort - if set to 0 you will need to escort subdued animals back to your lands.
                     if set to 1 they will "teleport" to the nearest city when captured.  
	-->
	<Define>
		<DefineName>DONT_ESCORT_SUBDUED_LAND_ANIMALS</DefineName>
		<bDefineBoolVal>1</bDefineBoolVal>
	</Define>
	<Define>
		<DefineName>DONT_ESCORT_SUBDUED_SEA_ANIMALS</DefineName>
		<bDefineBoolVal>1</bDefineBoolVal>
	</Define>
 
Update SVN 3860


French Translation Update

*Translation of new text/features.


there is an untaged text with the last SVN : TXT_KEY_FEATURE_MANGROVE
 
Just pushed to SVN (3863 & 3864):
  • Corrected AI over-compensation for crime due to its using current rates rather than predicted rates
  • Fixed CTD reported by DH
  • Fixed a small load/save bug that impacts when the number of specialist types changes
  • Tweaked AI unit value evaluation slightly to downgrade anti-property stuff except when it's explicitly asked for
 
Updates

- Reduce global variable names below 32 characters long
- Add two new animals Capuchin Monkey and Sea Lion (both on land and in sea)
 
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