C2C SVN Changelog

Just pushed to SVN (4712):
  • Prevented cities generating negative culture or research (could happen due to at least one case with culture from a trait that reduced culture by 1 point in each city)
  • Modified AI rules for deciding when to turn great generals into great commanders
  • Modified AI rules for scrapping units that it thinks it can build versions of with more starting xp than the current one has
  • Corrected a couple of oversights in the recent fix to prevent deliberate disbandings of units being perceived as sources of danger (missed a couple of cases)
  • Several optimization to help reduce AI turn time (circa 8%)
 
Update:

-Added the Stonewall Brigade and the Turtle Ship.

NOTE: I've also added commented code and art for the Belgian unit, but it still will give that error I reported earlier if you enable it. If someone wants to look at that and see what is going on please do.
 
Just pushed to SVN (4715):
  • Fixed bug that removing castle gatehouse (or any other building with the same effect) from a city, does not clear the effect from the city
  • Fixed bug that removing a source of a ZoC (be it a city or a unit) does not lift the ZoC effect until the following turn

Edit:

Further changes (rev 4716) to optimize calculation of happiness/health changes from buildings that could be built, and to reduce time taken determining if a particular building is constructable. Net effect about 3.5% of AI turn time.
 
NOTE: I've also added commented code and art for the Belgian unit, but it still will give that error I reported earlier if you enable it. If someone wants to look at that and see what is going on please do.

SO made a Confederate civ in the modmod section. You may want to check his units to see if he used the same graphic for his Riffelmen.
 
Updates
  • Bugfix to an infinite loop caused by int limit in the Developing Leaderhead analysis routine (reported by nmtuance) It should also resolve any other odd effects taking place in that system once a lot of national culture is achieved. (For reference, in his game, at late industrial era, he's pulling over 200k culture per round on a mere 10% culture slider! 3 billion is a paltry limitation and I wonder if even the 14 trillion or so it should now be limited to will be enough - we may have to start using some creative math methods.
  • Added Feline Combat Class on Hydro's request (and properly filled out the Criminal and Executive CCs that were made with missing steps previously.)
 
Update
Sending the build lists at game start is split up into multiple messages now to avoid the message size limit. This fixes the bug with many/large build lists.
 
Update

- New version of my FPK
- Move Punk resources to their modular folder.

Edit this failed I'll try again later.
Edit 2 move of the resources worked.
 
Updates
  • Added direct Python callback to outcomes (tag name PythonCallback).
  • Added Python callback to integer expressions (tag name Python). If first argument passed is boolean false, then return the description string, otherwise return the integer value (the first argument is the game object then, CyCity, CyUnit, whatever).
  • Changed story teller to use those callbacks (evil as I am directly in DH's folder). No more events needed.
  • The Python functions for both new callbacks need to be placed in the same Python file as the event callbacks (CvRandomEventInterface.py).
 
Updates
  • Changed story teller to use those callbacks (evil as I am directly in DH's folder). No more events needed.

But that does not tell me why it was not working for Story Tellers but was for Lawyers. So I can't fix diplomats, statesmen, immigrants etc etc etc. Also Story Tellers should not need any Python if there was a flag in Outcomes which would adjust the yield by game speed.
 
But that does not tell me why it was not working for Story Tellers but was for Lawyers. So I can't fix diplomats, statesmen, immigrants etc etc etc. Also Story Tellers should not need any Python if there was a flag in Outcomes which would adjust the yield by game speed.
I am investigating that. Well, tbh I am not sure why Lawyers work in the first place given that doEventLawyer needs to take argsList similar to the other Python functions in there and not pCity, pUnit.
Unfortunately I can't do any proper debugging at the moment as rampant heap corruption triggers breakpoints at the wrong time and tends to ignore your own breakpoints.
 
Unfortunately I can't do any proper debugging at the moment as rampant heap corruption triggers breakpoints at the wrong time and tends to ignore your own breakpoints.

?

More technical information on this please!
 
?

More technical information on this please!
When I run the debug version from VisualStudio I get false breakpoints whenever I select a unit so something bad is going on there like heap corruption (the false breakpoints are very reproducible). On the other hand if I add some breakpoints myself they don't get triggered.
 
When I run the debug version from VisualStudio I get false breakpoints whenever I select a unit so something bad is going on there like heap corruption (the false breakpoints are very reproducible). On the other hand if I add some breakpoints myself they don't get triggered.

How much memory do you have (and how old is it)? It sounds like it could be a hardware issue, as I've been able to debug fine with current sources.
 
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