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C2C SVN Changelog

Updates:
-Mind Control gives slave specialist +1 gold
-Post Scarcity gives slave specialist -1 gold
-Changed the civic free buildings to the "Civic (Monarchy)" format
 
Update

Disabled the capture of slaves and other captives until AI is written. If you already have them you can still use them you just wont be able to get more.
 
Major Traits update
Does not change trait details but does:
  • Add Leader Levelups Game Option
  • Add Start with No Positive Traits Game Option
  • Adds New Buttons to traits
  • Adds Flavor tags and applies initial values to traits for use in Leader Levelup AI
Also: Reverts previous addition of bfirstfreeprophet tag use on Animism.

Now as this updates, I'm off to go explain these new options in a new thread in the main forum!
 
Update:

-Fixed the Imperial Guards.

Edit:

-Also changed some Era soundtracks.

This is three things. First there was quite a lot of diplomatic music being used as came soundtracks, which IMO is a bad thing, the two should be separate for the most part. The second was things being misplaced (UN music in the Classical Era for instance). The third reason was that some tracks didn't really fit thematically with the rest.
 
I found some small errors in the C++ code.

CvUnit.cpp missing (eIndex)
Code:
bool CvUnit::hasExtraFlankingStrikebyUnitCombatType(UnitCombatTypes eIndex) const
{
	return (getExtraFlankingStrengthbyUnitCombatType[COLOR="Red"][B](eIndex)[/B][/COLOR] != 0);
}

CvPlayer.cpp lines 12632 and 12683 missing ()
Code:
	//TB Traits begin
	if (getCivicAnarchyModifier[B][COLOR="Red"]()[/COLOR][/B] !=0)
	{
		iAnarchyLength += ((iAnarchyLength * getCivicAnarchyModifier())/100);
	}
	//TB Traits end
Code:
	//TB Traits begin
	if (getReligiousAnarchyModifier[B][COLOR="Red"]()[/COLOR][/B] !=0)
	{
		iAnarchyLength += ((iAnarchyLength * getReligiousAnarchyModifier())/100);
	}
	//TB Traits end
 
Update - sort of

- Update Story Teller line so that they do not remove all anarchy in one go. Not actually working. so basically it does remove the Story Teller function if not the unit.

@AIAndy, can you look at this as it looks like the same problem I am having elsewhere with setting up missions on units.
 
Bugfix round:

Updates
-repaired all detected issues with the Pure Traits option
-repaired issue with promotions being lost
-repaired numerous tag display issues, mostly regarding traits tags
-repaired city trade mechanism (wasn't working at all!)
-edited the Blitz tag filter on promos so that it will enable blitz for units that have extra move from sources other than their base infos.

Having some trouble with the internet committing these though...
 
Bugfix round:

Updates
-repaired all detected issues with the Pure Traits option
-repaired issue with promotions being lost
-repaired numerous tag display issues, mostly regarding traits tags
-repaired city trade mechanism (wasn't working at all!)
-edited the Blitz tag filter on promos so that it will enable blitz for units that have extra move from sources other than their base infos.

Having some trouble with the internet committing these though...

I think there are some issues in here (I haven't studied it all but I was looking to see what you did with trade routes so I looked at CvCity.cpp):

No longer capping base yield modifier at 0 below. New code (in CvCity::getBaseYieldRateModifier()) is:
Code:
	// TB Note: The following was capped at a minimum of 0 but negative traits, etc... should create a negative potential.
	return iModifier + 100;
This used to be std:max'd with 0, and it needs to be. The number this returns is NOT the modifier - it is the actual percentage yield of the raw number that you get. So if you allow it to go negative you're effectively allowing a modifier below -100. The result will be that working tiles for 10 commerce vs 9 commerce (say) SUBTRACTS gold and SCIENCE instead of just adding less, which I can't believe is intended. This also applies to the changed assertion in setBaseYieldRate() and also in changeYieldRateModifier() - it may not be needed (probably redundant anyway) but what you have changed it to makes no real sense (if eIndex was negative it would already have crashed from using it BEFORE the assertion since it's a parameter in the previous call)
 
Bugfix round:

Updates
-repaired all detected issues with the Pure Traits option
-repaired issue with promotions being lost
-repaired numerous tag display issues, mostly regarding traits tags
-repaired city trade mechanism (wasn't working at all!)
-edited the Blitz tag filter on promos so that it will enable blitz for units that have extra move from sources other than their base infos.

Having some trouble with the internet committing these though...

You also did some other stuff like deleting old comments by other people and changing several assertions. What were those things for?
 
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