C2C SVN Changelog

It was the actions tag. I was adding the remove mission to each of the great people and it was saying the Great Doctor was not defined. It is the GP_UnitInfos.XML file in my captives folder if you need to look at it.
Ah, ok, you were not only referencing it but adding XML to it which only works well in the order you have now.
 
Updates

- Civic adjustments for the new civics. @Hydro please make sure I added the food to Greenhouse and Farmscraper to the correct Subsistence civic, there are two and I get confused.
- Islam holy book added to scriptures and books modmod
 
Updates

- Removed 2 of the 3 Global Warming Event building requirements so it only triggers at the worst Global Warming psudo-building.

- Added all plant based resources to Greenhouse and tweaked Farmer's Market.

- Added Drying Frame, Dried Fruit Maker, Dried Meat Maker and Dried Fish Maker.

- Moved Koa back to Bone Working because its Hawaiian now and not Polynesian.

- Fixed Coca Plantation.
 
Just pushed to SVN (4974):
  • Possible fix to AI's researching dead-end religious techs of already-founded religions (see below)
  • Fix to hunting units getting stalled in areas with a large number of potential targets
  • Fix to invisible units running scared of things that cannot see them!

The fix for the research issue is a bit speculative, since the save game in which this occurs already has the AI researching the dead-end, so I cannot debug the point it actually made the decision at. However, forcing it to re-make the decision again shows a non-0 value for the religious tech in question due to the fact that it had already made some progress towards it - I cannot tell if that was already the case when it started (and thus could be the cause) or not (e.g. - from an event or from having previously started on the tech and then aborted when someone else got it). Anyway, I have moved the progress already made part from the value side of the equation to the cost side (where it belongs) and also fixed its scaling (it wasn't scaling properly for game speed or difficulty). This does prevent the AI in the save I have from picking it again, but as I say I cannot be 100% certain it will fix whatever caused this in the first place [so keep an eye out for this still happening, and if you see it please provide an auto save from the turn BEFORE the AI picked it if possible]

The hunting issues for SO's rogues were due to a number of issues (all fixed):
  • When evaluating whether a unit would be in danger where it finishes up, the code was not handling units that get no defensive benefits from terrain (as rogues don't) correctly, an thus thinking that anywhere next to an enemy left the unit in unacceptable danger (this made all possible attacks unacceptable so it wound up not moving in utter confusion!)
  • The same routine did not take account of whether enemies could see the unit in question, so the rogue was seeing danger from units that couldn't actually see it (and thus are not any danger at all)
  • There was a bug with an odds cache which was not providing the performance impact it should have been
  • When deciding if a plot was an unacceptable danger, it basically considered any position where it would be likely to get killed as not acceptable. I have changed this so that in the case where many enemies have to attack (and die) to kill the unit in question, it also takes account of the total enemy loss to kill it, and considers it ok if the enemy loses substantially more value than it does.
 
I completely agree here ;)

Now the question is, does this push also take care of the CTD i was having??

EDIT: Just tried it and nope, it STILL crashes??

What CTD? I must have missed that - is there a save for it posted somewhere?

Edit - just finished diagnosing and fixing Stormwind's reported CTD (se bugs thread), and my guess is that it was likely the same as this. Try again once I make the next SVN push (shortly)

Edit 2 - fixed in SVN rev 4977.
 
Updates
  • Eventtriggers started from outcomes are always considered active now.
  • Array of inactive event triggers in savegames is properly remapped now. This only works on new games. For old games all events will be active (as the inactivity state is likely false).
  • Fixed behavior of civilian captive join city mission (text is missing though).
  • Changed number of game options from DLL constant to variable. The order of the game options referenced in the DLL enum still need to be kept in sync with the XML but it is possible to add game options after those or in modules without adding them to the DLL enum.
 
What CTD? I must have missed that - is there a save for it posted somewhere?

Edit - just finished diagnosing and fixing Stormwind's reported CTD (se bugs thread), and my guess is that it was likely the same as this. Try again once I make the next SVN push (shortly)

Edit 2 - fixed in SVN rev 4977.

Correct, it worked great, thx. I knew it had something to do with the captives/
 
Changed number of game options from DLL constant to variable. The order of the game options referenced in the DLL enum still need to be kept in sync with the XML but it is possible to add game options after those or in modules without adding them to the DLL enum.
I presume its still not the 'best way' to just start ignoring the enum step when adding options in the core at least though, right?
 
Update:

-Added weighting for AI valuations of terrain and feature specific bonuses.

Koshling, you might want to real quick take a look at this and make sure I did it right.
 
Unless you want python to have access to your option. I'd generally use it just so that it doesn't screw stuff up later.
Python should not rely on the enum even more so than the DLL. Use the ID string instead.
 
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