C2C SVN Changelog

Just pushed to SVN (rev 4268 -yes, I am still here!):
  • Fixed height issues for units and city art with viewports
  • Fixed cities displaying on the edge of viewports when auto-selected via production popups etc.
 
@Thunderbrd - I need to fix the load/save of the new combatmod modifiers you added last week, but it is not possible to do this in a backward compatible way for any game that have saved any of the new values. If none of them are activate yet (so no unit in any existing game will have got non-0 values) then this won't matter, but if there are save games that have them I don't think I can rescue them - can you tell me if any are active, or if this is not really an issue?

Not an issue. None of those new tags are in use yet in any way. I'm glad you're looking at that because I need to know if/what I'm doing wrong there. I've been tooling around a lot there lately and I think I can see that I really should NOT have kept each one individually defined like that. I think I can see a number of problems with what I did actually. The more I interact with it the more I can see what is happening there.

What really hurts here is trying to keep all that section in savegame compatibility... would be much easier to add to sections already running the necessary loops but I don't think that can be done, can it?

Also... actually I'll take the rest of my questions to the proper thread because I have some more to ask here to verify I'm doing something else right here.
 
Not an issue. None of those new tags are in use yet in any way. I'm glad you're looking at that because I need to know if/what I'm doing wrong there. I've been tooling around a lot there lately and I think I can see that I really should NOT have kept each one individually defined like that. I think I can see a number of problems with what I did actually. The more I interact with it the more I can see what is happening there.

What really hurts here is trying to keep all that section in savegame compatibility... would be much easier to add to sections already running the necessary loops but I don't think that can be done, can it?

Also... actually I'll take the rest of my questions to the proper thread because I have some more to ask here to verify I'm doing something else right here.

The issue is that each section (and you're right you really only need one, but that's not the main point) is optional (will only be there for units that need it), and it determines if it is present by the first variable in each section (if that tagged value is present then it assumes the rest is). Since you named the control variable the same in every section it cannot tell which of them are meant to be present, since any sparse set would present the same way at first. It's very easy and mechanical to sort it out - I'll do it tomorrow.
 
The issue is that each section (and you're right you really only need one, but that's not the main point) is optional (will only be there for units that need it), and it determines if it is present by the first variable in each section (if that tagged value is present then it assumes the rest is). Since you named the control variable the same in every section it cannot tell which of them are meant to be present, since any sparse set would present the same way at first. It's very easy and mechanical to sort it out - I'll do it tomorrow.

I'd suspected that might've been problematic too. But aren't there other sections above those that have the same primary key name?
 
I'd suspected that might've been problematic too. But aren't there other sections above those that have the same primary key name?

Yes, but they are separated by other things. It's lazy to use the same name (mea culpa), but unless they are contiguous it's not ambiguous.

Consider two sections both using 'hasInfo' as the conditional tag indoctaing presence. If both are present the sequence will be

HasInfo
<some value>
HasInfo
<second value>

Which is fine. However, consider the two different cases of only one begin present - both look identical:

hasInfo
<value>

You can't tell which it means.
 
Enjoying the new music you added! Only got a couple of turns of the ancient era before I advanced to Classical, but really liked what I heard!
 
Updates:
-Moved Nationalist back to Society
-Apprenticeship now gives +3 free specialists, and has new Civic building
-Prophets give +1 free Priest now
 
Updates

- More Italian Translations from Hale_9204
- New improvement Thatch Cutter. Only a small improvement for places with Very Tall Grass - should it upgrade to industry?
- Adjust spawns so that Kangaroo resources in the northern hemisphere will spawn deer and antelope per region they are in. Similarly Deer and Bison resources in the southern hemisphere will spawn kangaroos and antelope.
 
Just pushed to SVN (4278):
  • Fixed occasional crash when processing opportunity fire
 
Whom ever changed the Usersetting(in the core), pls dont change them, thx.

Log says it was CIVPlayer8. Do you know how to commit things properly? Also do you have a 2nd playing copy? Its a good idea to have at least 2 separate files. One for the SVN to update and commit to and one to play the mod with.
 
Updates
- Subdue animal game text and Platypus now only spawns in the southern hemisphere.
- New improvement Peat Cutter for Peat Bogs. Like the Thatch Cutter this improvement needs some work to balance it.
 
Updates:

-Changes to the handicap maintenance modifiers (thanks Joseph)
-New Gamespeed modifier for gold.

NOTE: The last one is important. I've assigned it values for all gamespeeds based off of purely empirical observations, so they could be off. However, you will experience a significant drop in your revenues if you play Eons or Eternity, and a sizable one on Snail. Epic and Normal will now have easier gold situations. Again, I may have overdone it on quantities, so please tell me if I have.
 
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