C2C SVN Changelog

UPDATES

Swapped Early Knockback and Early Repel out with Repel Retries and Knockback Retries and changed Knockback and Repel to work at the beginning (just after any opponent first strikes are resolved) of the combat rather than at the end in an effort to survive. All odds that were influenced by Early Knockback and Repel updated as well as text based references and ai promo evaluations on those tags which COULD be rather off in effectiveness at the moment. (That whole section could use another once over soon.)

Commented out Religious prerequisites from obsoleting promotions in canKeepPromotion.

Adjusted setHasPromotion to have a third parameter (bFree) which is set to default true and only referenced as false when a promotion is selected via leveling up. Now, in setHasPromotion, promos will be defined as free by default if bFree is true and will check any free promos against canKeepPromotion before setting the promotion as valid for processing.
 
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>

Can the AI use this feature
 
Update
Should fix Vokarya's most recent bug report on promos where all free promos were removed on recalculation.

Note: I cannot run a recalc on that save - it causes me an MAF for some reason.
 
Just pushed to SVN(3895):
  • Fixed crash that can occur when a player/AI is in slavery (or otherwise has food production going to units)
 
Updates

Turned on my folder and edited Civ4EraInfos to rearrange the preexisting tracks to better suit each era.

I haven't looked yet but did you delete your CityLSystem/PlotLSystem?

Also wheres the Song of Omens??
 
I'm not sure what these are, so I'm not sure if I've deleted them. Omens is under the Classical era.

Oh ok, i had it set for the first in the Prehistoric Era is all and then again in the Ancient Era, i just like the sounds. . .
 
Just pushed to SVN (3903):
  • Fixed problem with great people not being able to discover techs sometimes
 
Just pushed to SVN (3906):
  • Speculative fix aimed at solving the WFoC Shenryyr reported
  • Fix to AI valuation of techs in trading to take account of techs they lead to
  • Fix to AI building valuation in replacement chains (it incorrectly subtracted ALL the replaced buildings a city had built when assessing the next member of the chain, instead of just the most recent)
 
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