C2C SVN Changelog

Yes you can, all you need to do is a "Clean Up," it will diffuse what, was.

Actually, it doesn't. The file was gone, even after clean-up. I'm trying now to download again. I see from a post above that the SVN is "broken" anyway, but I want to get the big download done while I'm still able to.
 
Just pushed to SVN (4837):
  • Minor fixes to city build evaluation
  • Fix to AI sea attack ships ignoring goody huts
  • Improved AI attack stack building (experimental)

The last is still experimental and will likely need some tuning and further enhancement, but what it is changes to finally use the AI unit contracting mechanism (currently used to get city defense units produced as needed by arbitrary cities rather than always the local city, so as to take advantage of production modifiers etc., and also to demand create escorts for settlers and workers when needed) to more proactively build attack stacks. Attack stacks that have been seeded will now actively recruit attack units (which includes requesting cities to build them if need be), and will also seek to add a healer into the stack if possible. I will also be adding active recruitment of Great Generals so as to try to include them in the attack stacks more often, but just some groundwork laid for that aspect as yet.
 
The last is still experimental and will likely need some tuning and further enhancement, but what it is changes to finally use the AI unit contracting mechanism (currently used to get city defense units produced as needed by arbitrary cities rather than always the local city, so as to take advantage of production modifiers etc., and also to demand create escorts for settlers and workers when needed) to more proactively build attack stacks. Attack stacks that have been seeded will now actively recruit attack units (which includes requesting cities to build them if need be), and will also seek to add a healer into the stack if possible. I will also be adding active recruitment of Great Generals so as to try to include them in the attack stacks more often, but just some groundwork laid for that aspect as yet.

Sounds great :)
 
UPDATE

A couple bugfixes, largest addressing the potential for trait edits entries to show up as legitimate traits of their own instead of being ONLY edit replacements. Also addressed a case or two where the edits weren't clearing themselves properly.
 
Updates
  • Fixed Adapt tag triggering false asserts in debug mode.
  • Added bKill tag to outcomes (kills the unit as result of the outcome).
  • Removed tech checks from outcome promotion check (outcome itself can still define prereq and obsolete techs).
  • Demonstrated new tag on story teller, which now has a 20% chance to survive, which also gives it a better result and a promotion which then makes the better result more likely.
 
Just pushed to SVN (4848):
  • Fixed crash reported by Spoon
  • Tweaked attack stack recruitment slightly

Note -the crash was really quite a subtle systemic problem, and the fix, although simple, is not exactly low risk, as it's capable of influencing a LOT of stuff rather subtly. Be on the look out for oddities!

For anyone interested in the details the issue was that progressive damage to a unit that eventually kills it, results in a call to CvUnit::kill() that specifies 'bDelayDeath=true' (from CvUnit::setDamage(), which is used all over the place). A call to kill with bDelayDeath merely marks the unit as dead, but doesn't delete it - this is (I think) to support animations that (may) need to play for the unit in question, and which require it to still exist. However, later in the turn AIs nearby 'see' the (dead) units and try to bombard them - in trying to pick the best defender the (dead) stack crashes out (getBestDefender() returns NULL). Since I dare not mess with the delay death usage (chances are that would causes animation crashes in at least some circumstances), I have modified CvPlot::plotCount() to not count dead units in any evaluation, which should make the dead units 'invisible' to other AI routines, so they should be able to move through the plot as if the dead unit were not there, and not try to take any action against it.

This is a change to a VERY low-level function in widespread usage however, so it certainly is not risk-free.

It solves the problem for Spoon's save, but I cannot be sure there won't be other consequences...
 
Changes:
-Modified Democracy, Totalitarianism, and Technocracy
-Fixed Borders now exclusive to Closed Borders, Secure Borders, and Skilled Workers Only
 
Just pushed to SVN (4848):
  • Fixed crash reported by Spoon
  • Tweaked attack stack recruitment slightly

Note -the crash was really quite a subtle systemic problem, and the fix, although simple, is not exactly low risk, as it's capable of influencing a LOT of stuff rather subtly. Be on the look out for oddities!

For anyone interested in the details the issue was that progressive damage to a unit that eventually kills it, results in a call to CvUnit::kill() that specifies 'bDelayDeath=true' (from CvUnit::setDamage(), which is used all over the place). A call to kill with bDelayDeath merely marks the unit as dead, but doesn't delete it - this is (I think) to support animations that (may) need to play for the unit in question, and which require it to still exist. However, later in the turn AIs nearby 'see' the (dead) units and try to bombard them - in trying to pick the best defender the (dead) stack crashes out (getBestDefender() returns NULL). Since I dare not mess with the delay death usage (chances are that would causes animation crashes in at least some circumstances), I have modified CvPlot::plotCount() to not count dead units in any evaluation, which should make the dead units 'invisible' to other AI routines, so they should be able to move through the plot as if the dead unit were not there, and not try to take any action against it.

This is a change to a VERY low-level function in widespread usage however, so it certainly is not risk-free.

It solves the problem for Spoon's save, but I cannot be sure there won't be other consequences...

Incidentally, does this clear up the asserts we've been getting regarding an inaccurate unit count after a unit is killed?
 
Updates
- Added Burn Garbage Civic.
- Tweaked other Garbage civics, especially Waste to Sea.
- Fixed the decimal error. Changed from 0.1 to 1. Cane be altered later by CIVPlayer8 if he wants a new value.

- Added -10 Air Pollution and -5 Water Pollution per turn in each city for Green [Economy] Civic.
- Added -5 Air Pollution and -10 Water Pollution per turn in each city for Green Agriculture [Agriculture] Civic.
- Added +5 Air Pollution and +10 Water Pollution per turn in each city for Corporate Agriculture [Agriculture] Civic.

- Added +10 Disease per turn in each city for Garbage Anywhere [Garbage] Civic.
- Added +10 Air Pollution per turn in each city for Burn Garbage [Garbage] Civic.
- Added +10 Water Pollution per turn in each city for Waste to Sea [Garbage] Civic.

- Added +5 Air Pollution and +5 Water Pollution per turn in each city for Landfill [Garbage] Civic.
- Added +10 Air Pollution and +10 Water Pollution per turn in each city for Waste Importation [Garbage] Civic.
- Added +5 Air Pollution and +5 Water Pollution per turn in each city for Waste to Energy [Garbage] Civic.

- Swapped order of Corporatist and Planned civics since Industrialism comes one column before Communism.
- Swapped order of Unmanned Warfare and Cloning civics since Military Robotics comes before Gene Enhancement.
- Swapped order of Church and Public Works civics since Meditation comes before City Planning.
- Swapped order of Compulsory Education and Propaganda civics since Compulsory Education comes before Fascism.
- Swapped order of Corporate Agriculture and Privatized Agriculture civics since Corporation comes before Economics.
 
Incidentally, does this clear up the asserts we've been getting regarding an inaccurate unit count after a unit is killed?

No. Unrelated. Sometime I need to autoplay a game from turn 1 under the debugger to catch the first mis-sync of the unit counts to try to pin I down, but it'll be very time consuming and I haven't got round to it.
 
@Hydro,
So you're doing Civics Now?

JosEPh
 
Updates
  • Removed pedia trait workaround that stored trait pedia entries in NewConceptInfos. Trait pedia screen works similar to other pedia screens now (only exemplary Civilopedia tags have been moved from the concept info to trait info yet though).
  • Fixed pedia index (it was not adapted properly when unit/hero list provision was changed).
  • Removed the returns that caused no help text generation for the edit traits.
 
Updates

- Some more Italian translations by hale_9204. These are taking longer than usual sorry - RL you know.
- Replace Buffalo/Elephant/Mule worker with generic Animal Assisted Worker. Your existing ones will remain but you wont be able to build new ones just the generic one. I may reintroduce them as full national/cultural UUs later.
 
Was this the cause of those annoying errors where I'd add a new unit and everything in the pedia after that unit vanished?
You mean in the normal selection or in the index?
I don't think the index has been functional at all since December.
 
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