C2C SVN Changelog

Update
- AI weight of all diseases were changed to 0.

This maynbe a misunderstanding - the issue I was raisi was with the aiweight (and operational range) of the disease property. The weights of the disease 'buildings' don't matter since they are auto build. The weight of the property does, since it determines how the ai will react to try to address an increasing disease property, which is what enables the buildings.
 
This maynbe a misunderstanding - the issue I was raisi was with the aiweight (and operational range) of the disease property. The weights of the disease 'buildings' don't matter since they are auto build. The weight of the property does, since it determines how the ai will react to try to address an increasing disease property, which is what enables the buildings.

The Diseases work like crimes. Diseases use the disease property. The Pests auto-build without a property and only other requirements (ex. City Size 6 or Cheese resource).
 
The Diseases work like crimes. Diseases use the disease property. The Pests auto-build without a property and only other requirements (ex. City Size 6 or Cheese resource).

Exactly. And so, like crime, the disease property needs a correctly tuned operational range, and AIWeight, or else the AI will either ignore disease (weight too low, or range goes too high) or will spam far more heal units than it should do (weight too high, or range offset too low). What we need to know is:
  1. How bad is disease once you have all diseases in a city (what are the net modifiers all the disease Buildings give)
  2. Below what value does the outcome of the disease property cease to improve (ie - what is the disease value at which the first disease trigger auto builds)
  3. What is the value of the disease property beyond which things get no worse (ie - at what value does the last disease trigger)

Once we have that we can approximate the right tuning, but then it'll need some time play testing to validate (at Keats a w days I would think)
 
Here are all the current diseases ...

Disease (Anthrax)
Exists Above +100
Req Resource: Sheep or Cow
Effect: +1:yuck:
Obsolete: Smart Drugs

Disease (Bird Flu)
Exists Above +100
Req Resource: Poultry
Effect: +1:yuck:
Obsolete: Smart Drugs

Disease (Common Cold)
Exists Above +1
Req Resource: -
Effect: +1:yuck:
Obsolete: -

Disease (Dysentery)
Exists Above +50
Req Resource: -
Effect: +3:yuck: (+1:health: with Sanitation, +1:health: with Modern Sanitation)
Obsolete: Modern Healthcare

Disease (Scurvey)
Exists Above +50
Req Resource: -
Effect: +1:yuck: (+1:health: with Lemons)
Obsolete: Modern Healthcare

Disease (Swine Flu)
Exists Above +100
Req Resource: Pig
Effect: +1:yuck:
Obsolete: Smart Drugs
 
Updates

Increased cost of my Modern Era Wonders:
  • Bank of China Tower = 14400
  • Burning Man = 13000
  • Cannes Film Festival = 10000
  • Hockey Night in Canada = 10000
  • Las Vegas Strip = 10800
  • London Eye = 10800
  • Monte Carlo = 10800
  • Svalbard Global Seed Vault = 12400
  • Tokyo Tower = 10000
  • Woodstock = 13000
 
Updates
  • Made sure Aid and AidRate (city Aid) can't go negative.
  • Removed all 'Units' references in Unit Combat Texts (Trying to save us some expression space on units with multiple CCs)
  • Cleaned up all references in the source codes to hasSubCombatClass and streamlined code to purely check for hasCombatType in such cases. It's probably possible to remove hasSubCombatClass entirely but also just as unnecessary (and safer to leave it in place) as it should never be called now. But who knows if it could remain useful in the future? It still defines all the NON-CORE PRIMARY combat classes on a unit.
  • Added <RemovesUnitCombatTypes> tag for promos in preparation for Combat Mod development. Promotions can now, with the power of override, eliminate a Combat Class from a unit. I can't quite remember why this went on my list but it still seems like it could be useful at some point.
  • Flank Attack vs Combat Class rather than Unit Class (gives us this optional expression) Hydro made this request in the thread where I detailed our new ability to utilize Sub-Combat Classes - Here ya go in preparation for xml work after the freeze H! I also added a neat feature in the process...
    • Tag for units is as follows:
      Code:
      <FlankingStrikesbyUnitCombat>
      	<FlankingStrikebyUnitCombat>
      		<FlankingStrikeUnitCombat>UNITCOMBAT_ARCHERY</FlankingStrikeUnitCombat>
      		<iFlankingStrengthbyUnitCombat>100</iFlankingStrengthbyUnitCombat>
      	</ FlankingStrikebyUnitCombat>
      </ FlankingStrikesbyUnitCombat>
    • Tag for promotions (yes, now promos can add additional Flanking Strikes types and strength! They can also reduce and potentially remove a type of Flanking Strike from a unit that has them.)
      Code:
      <FlankingStrikesbyUnitCombatChange>
      	<FlankingStrikebyUnitCombatChange>
      	        <FlankingStrikeUnitCombatChange>UNITCOMBAT_ARCHERY</FlankingStrikeUnitCombatChange>
      		<iFlankingStrengthbyUnitCombatChange>25</iFlankingStrengthbyUnitCombatChange>
      	</ FlankingStrikebyUnitCombatChange>
      </ FlankingStrikesbyUnitCombatChange>
  • Bug fix to correct too many Death Messages displaying.

I wouldn't have normally pushed the other changes to the dll during the freeze but I was not expecting to have this emergency to resolve before release. Nevertheless, none of those changes should have any effects on the game at this time and they were fairly well tested.
 
Just pushed to SVN (4138):
  • Minor grammatical message changes
  • Initial attempt to tune the disease AI weightings
 
Latest XML:

In Assets\Modules\Praetyre\Project Hades\Buildings\CIV4BuildingInfos.xml:

Code:
<BuildingInfo>
  <BuildingClass>BUILDINGCLASS_CHAMBER_OF_COMMERCE</BuildingClass>
  <Type>BUILDING_CHAMBER_OF_COMMERCE</Type>
  <BuildingClassNeededs>
    <BuildingClassNeeded>
      <BuildingClassType>BUILDINGCLASS_OFFICES</BuildingClassType>
      <bNeededInCity>1</bNeededInCity>
    </BuildingClassNeeded>
  </BuildingClassNeededs>
  <PrereqOrCivics>
    <PrereqCivic>
      [B]<CivicOption>CIVIC_CORPORTATIST</CivicOption>[/B]
      <bPrereqCivic>1</bPrereqCivic>
    </PrereqCivic>
    ...

CIVIC_CORPORTATIST should be CIVIC_CORPORATIST
 
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