C2C SVN Changelog

Current SVN Updates have caused Crash at Init XML (uncached). Posted in BUG thread too.

JosEPh
 
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]

Could this be due to tech diffusion? If so could we change tech diffusion so that if it gives any points to an already researched dead end tech it gives all points instead, or just give the tech with a note that they got it for free so people don't think the AI is still researching the tech.
 
Could this be due to tech diffusion? If so could we change tech diffusion so that if it gives any points to an already researched dead end tech it gives all points instead, or just give the tech with a note that they got it for free so people don't think the AI is still researching the tech.

No need now, I've immunized the code against it anyway. As to whether tech diffusion was a causative factor, I'm not sure, but (from memory only) I think tech diffuson just reduces costs, rather than applying progress, so I suspect that wasn't it anyway (but I'm not sure)
 
Just pushed to SVN (4983):
  • Fixed CTD on load
  • Fixed CTD when looking at leader info in the Pedia
 
Can I update it now?
 
While this masks the problem, it does not fix the actual bug.
The issue is that code falsely accesses game options when there is no game.

Yes, but it doesn't make any meaningful decisions in cases that matter as a result so far as I can see. It would require a fairly strange set of modular overrides for this to actually matter. The situation now is better than it used to be (it's at least deterministically treating it as off rather than random valued)
 
Just pushed to SVN (4985):
  • Tweaked an earlier fix slightly for code maintainability reasons
  • Added (effective) vicinity bonuses from bonus-providing buildings

The change to vicinity bonus processing means that any bonus provided by a building now counts as a vicinity bonus for the city concerned
 
@Koshling Thanks for the Vicinity bonus
 
@Koshling so to clarify - if building need stone in vicinity it will have if other city provide it?
 
@masaykh

No. It means that resources provided from buildings built in that city counts as vicinity resources. Ex if you have elephant heard building in your city it means that you have elephants resource in city vicinity now.
 
Just pushed to SVN (4989):
  • Finished AI for captives
  • Corrected an XML load issue with a recent fix (minor)

@DH - I had to resort to an AIWeight for the slavery worldview to be evaluated sensibly, so there is a one line change to your captives mod buildingInfos file - please be aware of this.
 
Updates

- Sell captives (Neanderthal and Military only so far) into slavery now works correctly and has the correct text.
- Removed a couple of improvement builds.
- Changed Slave Market - it no longer gives a commerce or hammer boost. It just doubles your return from selling slaves. It should also increase the :hammers: you get from Hurry Production, but I have not done that bit yet.

@Koshling, yes I merged in your change as well.
 
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