C2C SVN Changelog

Just pushed to SVN (4182):
  • Several changes and tweaks to AI handling of terrain damage (based on analysis of the episode 12 save game Padams12 posted for me):
    • Fixed some existing bugs where the terrain damage check for exploration was checking the wrong plot (!)
    • Added a new path generation flag (used by exploration and hunting AIs/automations) to cause it to stop on the first tile it passes through that has no terrain damage and no apparent danger, if damaged more than 25%
    • Added terrain damage evaluation to a couple of exploration routines it wasn't present in
    • Modified healing behaviour so that it will actively search for non-damaging plots when it is damaged more than 25%
  • Turned off AI attempting to control disease property for V27, until such time as disease is better balanced so it's worth trying to fight
  • Fixed end-game techs showing as no cost due to overflows in arithmetic

One more must-do thing remains for V27 that I am aware of, which is that the AI pathing doesn't handle ZOCs correctly (it calculates paths that don take ZOCs into account then fails and gets confused when trying to execute them). I will fix this tomorrow.
 
Just pushed to SVN (4187):
  • Fixed ZOC issues with path calculations
  • Fixed negative early inflation bug

That will be my last set of changes for V27. Unless anyone objects, I see no reason why ls612 can't create V27 this evening and upload it or get it uploading overnight...?
 
That will be my last set of changes for V27. Unless anyone objects, I see no reason why ls612 can't create V27 this evening and upload it or get it uploading overnight...?

When ever he is ready, I am OK from now till he does it . . .;)
 
Update:

-Changed mod name to "v27 (Official Release)"

NOTE: The actual release revision will either be the current one (4192), or if Koshling fixes the pathing issue (minor), whatever revision that is. I'll still be uploading it tomorrow morning.
 
Update:

-Changed mod name to "v27 (Official Release)"

NOTE: The actual release revision will either be the current one (4192), or if Koshling fixes the pathing issue (minor), whatever revision that is. I'll still be uploading it tomorrow morning.

No offense, but you should NOT have changed the SVN version with the name UNTIL the mod is actually ready for downloading:mischief:. Also did you change that file Koshling asked about for Rev? Which reminds me, let me know in a PM where you put it, thx and more important WHEN you put it there.:)
 
No offense, but you should NOT have changed the SVN version with the name UNTIL the mod is actually ready for downloading:mischief:. Which reminds me, let me know in a PM where you put it, thx and more important WHEN you put it there.:)

Sorry about that, I wanted to get everything ready tonight so as to have less work tomorrow. I'd say that I'd just make it 4192, but if Koshling fixes the issue I reported in the SVN thread I don't want to leave that out. If he doesn't fix it my tomorrow morning the release will be rev 4192.
 
Sorry about that, I wanted to get everything ready tonight so as to have less work tomorrow. I'd say that I'd just make it 4192, but if Koshling fixes the issue I reported in the SVN thread I don't want to leave that out. If he doesn't fix it my tomorrow morning the release will be rev 4192.

Ok, as long as you have it under control then, if not let me know, i am sure i might have found something else trying to get around my internet uploading, dont know for sure yet.:blush:
 
Update
Commerce, yield, happiness and health filters rely on the "actual" functions now (this should include most effects)
 
@AIAndy

You talking about city building list filters as i requested?

If yes than thank you :). I hope thaat it will be included in v27
 
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