C2C SVN Changelog

@WimpyTheWarrior

I checked an old copy of RoM/AND which had the most basic versions of those terrain promotions. Looks like it just never said that it protected from terrain damage. I swear it did at some point, but I guess not. Thus I guess that feature should be listed but is not.

It did says it in regular V26. Based on the available evidence, its disappearance was in a relatively recent SVN update - sometime in the last week or two (or, as it turns out, more like 4).

I think I see the problem:
Line 9848 of CvGameTextMgr.cpp
Code:
if ( GC.getPromotionInfo((PromotionTypes)iI).getIgnoreTerrainDamage() != NO_TERRAIN )
The value iI is not the promotion type, it is the index into the linePromotionsOwned vector, so it is always just looking at promotion 0 (when the first in the line is the only one there is) to see if it has terrain damage immunity instead of the actual promotion in question.

This should be something more like:
Code:
if ( GC.getPromotionInfo(linePromotionsOwned[iI]).getIgnoreTerrainDamage() != NO_TERRAIN )
It has been like this since rev 3662, from the 15th of September. I'm surprised it took this long to get spotted.
 
There seems to be a problem with crime rate calculation. In my current game a city has crime +5/turn, while the tooltip hover tells me:

Constant building sources: -35 / Turn
General property sources: +17 / Turn

Crime generally seems to skyrocket after a while, with no means to handle it (apart from maybe 20 city guards per city...)

Version is SVN as today
 
I think that Bug thread should be sticked at main forum not as it is now at subforum.

Nobody cant find bug thread and people post bugs here.

So thread for SVN changes is very messy.
Please consider it.
 
There seems to be a problem with crime rate calculation. In my current game a city has crime +5/turn, while the tooltip hover tells me:

Constant building sources: -35 / Turn
General property sources: +17 / Turn

Crime generally seems to skyrocket after a while, with no means to handle it (apart from maybe 20 city guards per city...)

Version is SVN as today

I wonder if there are any hidden crime sources in the city (such as Criminal Units you can't see.)
 
It did says it in regular V26. Based on the available evidence, its disappearance was in a relatively recent SVN update - sometime in the last week or two (or, as it turns out, more like 4).

I think I see the problem:
Line 9848 of CvGameTextMgr.cpp
Code:
if ( GC.getPromotionInfo((PromotionTypes)iI).getIgnoreTerrainDamage() != NO_TERRAIN )
The value iI is not the promotion type, it is the index into the linePromotionsOwned vector, so it is always just looking at promotion 0 (when the first in the line is the only one there is) to see if it has terrain damage immunity instead of the actual promotion in question.

This should be something more like:
Code:
if ( GC.getPromotionInfo(linePromotionsOwned[iI]).getIgnoreTerrainDamage() != NO_TERRAIN )
It has been like this since rev 3662, from the 15th of September. I'm surprised it took this long to get spotted.
Makes sense. I'll try to get that included in my next update.
 
Just pushed to SVN (3933):
  • Modified AI assessment of gold value based on its financial position at the time

Note - it's possible that I have over-done this for some cases (the ones I had to test with were fairly extreme), so let me know if you see AIs that seem rather poor as a result! (it's not that I haven't thought about it, so I think it'll be ok, but I have only tested under certain conditions so I'm not 100% sure)

Edit - and another push (3934) to fix an occasional crash in a cache that has been in the code for a few weeks.
 
Updates

Changes to Tech Tree
  • Moved around all Classical Era techs and imposed new cost scheme
  • Moved Andeanism to Ancient Era (X24 Y19) and changed prerequisites to Divination + Dualism + Stargazing
  • Moved Taoism to Classical Era and changed prerequisites to Philosophy
  • Moved all Galactic Era techs backwards on tree to remove empty space
  • Fixed typo in Forensics quote text key
  • Added new quotes for Criminology, Critical Thought, Emancipation, and Minority Rights

New Wonders:
  • Crystal Palace
  • El Camino de Santiago
  • El Escorial
  • Ellis Island
  • Hill of Tara

Minor tweaks:
  • Chaser force-obsoletes at Canine Domestication
  • Cabaret Voltaire provides a local instability penalty, not a national instability penalty
 
Updates

Minor fixes.
-Removed the switch to the advanced disease resolution for now so diseases as they are currently will function properly.

-Fixed display error on terrain damage immunities.

-Changed Armor text key reference.

Note: this came with an updated dll but by the time I got to trying to push an update the archive, apparently a newer generated dll was already there... odd considering there was no dll update since my push to the core.
 
I think that Bug thread should be sticked at main forum not as it is now at subforum.

Nobody cant find bug thread and people post bugs here.

So thread for SVN changes is very messy.
Please consider it.

It's already stickied (second thread at the top of the forum, every page), but the problem is it isn't named properly. I've mentioned this before. It is named "v26" and people using the beta/SVN don't know where to post.

Stickying it in the main forum won't help as it already has 11 stickies..
 
Updates

Minor fixes.
-Removed the switch to the advanced disease resolution for now so diseases as they are currently will function properly.

-Fixed display error on terrain damage immunities.

-Changed Armor text key reference.

Note: this came with an updated dll but by the time I got to trying to push an update the archive, apparently a newer generated dll was already there... odd considering there was no dll update since my push to the core.

You didn't push the changed DLL/PDB to the archive again. As a result I cannot analyse the minidump Sgtslick has posted. Please add the PDB (or take ongoing responsibility of analyzing all minidumps from versions only you have the PDB for)

Edit - <rant>off</rant> - I'll rebuild everything and generate my own. But in general please don't forget this step - I know I takes time to upload but you can leave it doing that while you go do other things after you're done modding if need be.

Edit 2 - building my own doesn't work (I guess the checksum includes some timestamps or something so it has to be from the actual build that produced the DLL used when the minidump is taken). Hence it's back in your court - the minidump that Sgtslick most recently posted is the one that probably - I can't be 100% sure what SVN Sgtslick was on since he didn't say, but he's usually up to date) - needs it. You'll find it in the bugs thread.
 
Sorry for posting my crime bug here earlier but i thought this was rather an issue in the current svn than a bug.

More generally crime has become a huge problem since there are too many crime sources and too little measures against it. It is that way in the svn for 2 or 3 weeks now.
Even when building all law buildings a larger city usually has permanently growing crime. The AI also has huge problems because of it and isn't expanding as well as in earlier versions.
The only working method is building lots of town watchmen/guards, which costs considerably.

So maybe you could tweak the crime increases a little down?
 
Sorry for posting my crime bug here earlier but i thought this was rather an issue in the current svn than a bug.

More generally crime has become a huge problem since there are too many crime sources and too little measures against it. It is that way in the svn for 2 or 3 weeks now.
Even when building all law buildings a larger city usually has permanently growing crime. The AI also has huge problems because of it and isn't expanding as well as in earlier versions.
The only working method is building lots of town watchmen/guards, which costs considerably.

So maybe you could tweak the crime increases a little down?

It's super-easy to fight with units - you gain far more than you lose in gold. Post BBAI logs please if you think the AI is having crime problems.
 
Sorry for posting my crime bug here earlier but i thought this was rather an issue in the current svn than a bug.

More generally crime has become a huge problem since there are too many crime sources and too little measures against it. It is that way in the svn for 2 or 3 weeks now.
Even when building all law buildings a larger city usually has permanently growing crime. The AI also has huge problems because of it and isn't expanding as well as in earlier versions.
The only working method is building lots of town watchmen/guards, which costs considerably.

So maybe you could tweak the crime increases a little down?

And, as SO so repeatedly says, ALL bugs go in the bugs/crashes thread. :gripe:. This is only for stuff going INTO the SVN.
 
Just pushed to SVN (3945):
  • Fixed WFoC reported by Talin

Note - the turn does take a long time to complete anyway (about 10 minutes on my PC) - that game is fairly immense, and is a good example of turn slowdown generally, so I will be using it for some performance analysis also in the next few days.
 
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