C2C SVN Changelog

No, I suggest you look at the changes in your original commit and check what code is in what if.

I'm confused as to what that code is doing. and what is wrong, especially considering that the mission is working as intended. Do I want to not skip the routine if it is a mission but skip it if it is a command?
 
I'm confused as to what that code is doing. and what is wrong, especially considering that the mission is working as intended. Do I want to not skip the routine if it is a mission but skip it if it is a command?
If you don't understand code, do not move it.
The part with "if (!bSkip)" was inside the "if (GC.getActionInfo(iAction).getCommandType() != NO_COMMAND)". It is only valid for commands, not for controls or missions but with the change you made it does that code for all actions, not only commands. That means sending pointless NO_COMMAND messages.

At the same time you have not dealt with the mission code further up at all.
The part that starts with "if (GC.getActionInfo(iAction).getMissionType() != NO_MISSION)" is the part that deals with missions. It is pretty short, but that is where your code needs to be and it should not get to the "selectionListGameNetMessage(GAMEMESSAGE_PUSH_MISSION" for your new mission, as it is not a real mission (and that code part would send it as a net message).
 
If you don't understand code, do not move it.
The part with "if (!bSkip)" was inside the "if (GC.getActionInfo(iAction).getCommandType() != NO_COMMAND)". It is only valid for commands, not for controls or missions but with the change you made it does that code for all actions, not only commands. That means sending pointless NO_COMMAND messages.

At the same time you have not dealt with the mission code further up at all.
The part that starts with "if (GC.getActionInfo(iAction).getMissionType() != NO_MISSION)" is the part that deals with missions. It is pretty short, but that is where your code needs to be and it should not get to the "selectionListGameNetMessage(GAMEMESSAGE_PUSH_MISSION" for your new mission, as it is not a real mission (and that code part would send it as a net message).

Oh, I missed the pre-existing mission part! :hammer2: Now I understand, thanks.
 
@DLL modders - don't push changes without a bit of regression testing. What I normally do is (once I'm done with testing the specific change I am working on), is play 3 or 4 turns of my current game with the updated DLL to check it seems to be behaving ok in a wider gameplay context. I quite often catch CTDs and things doing this without them ever having to hit the SVN and cause lots of people complaining we broke thing ;) It won't catch everything, but it will catch the obvious stuff.
 
@DLL modders - don't push changes without a bit of regression testing. What I normally do is (once I'm done with testing the specific change I am working on), is play 3 or 4 turns of my current game with the updated DLL to check it seems to be behaving ok in a wider gameplay context. I quite often catch CTDs and things doing this without them ever having to hit the SVN and cause lots of people complaining we broke thing ;) It won't catch everything, but it will catch the obvious stuff.

I always try one end-turn in a developed game with any major change, and if it doesn't crash and works as intended then I push the change.

Also, the fixes for the Go To City mission should be hitting the SVN shortly.
 
Update

- Fix cottages not removing ancient forest.
- Big Cat stuff. Note I am not going to be doing any more on this. It is not working but I think I have most of what was discussed except they are probably still behaving like dog units. Someone else will need to take it on.
 
I always try one end-turn in a developed game with any major change, and if it doesn't crash and works as intended then I push the change.

Also, the fixes for the Go To City mission should be hitting the SVN shortly.

Did you try using any other unit command buttons? At the moment it appears that Go To City is the only one that works with ver 5186.
 
Did you try using any other unit command buttons? At the moment it appears that Go To City is the only one that works with ver 5186.

I have a fix for that now but another fix to the mission is causing problems. I'd like to fix them both at once, but I think I'll be stuck only fixing this one.
 
Updates

- One last fix for Bug Cats - just graphics and some stats wrong now.
- WarningMoved my (and phillipschall's) mods into the My_Modules (Unloaded) folder. To activate them move them into the My_Modules folder. I have also renames the folder to be a bit more clear on what it does. I was fed up with having them in my modules. I will post on the mod mods sub-forum.
 
@DLL modders - don't push changes without a bit of regression testing. What I normally do is (once I'm done with testing the specific change I am working on), is play 3 or 4 turns of my current game with the updated DLL to check it seems to be behaving ok in a wider gameplay context. I quite often catch CTDs and things doing this without them ever having to hit the SVN and cause lots of people complaining we broke thing ;) It won't catch everything, but it will catch the obvious stuff.

Such testing is exactly why you haven't seen a commit from me recently. I'm trying to figure out how a problem that's causing a crash is taking place. I've caught so many bugs I'm just shaking my head at myself. And some of them are really frustrating to try to figure out what's going wrong. But I've been learning its more frustrating to commit with a huge bug thinking everything's fine only to find out you're aggravating and pushing out team members who've now lost faith in your ability to keep the mod stable.

But URGH I'm getting impatient with this project! It was supposed to take about a week at most!
 
Not sure exactly what changed (guesses below), but when I updated to the latest today (I had been playing on just after V29 version assets up until then) there was a MASSIVE change in my economy - food dwindled hugely, but commerce grew at least equally hugely.

I **think** the two big factors were:

1) Slave specialists now produce less food (also slave market has 1 free slave where a while ago it had 5)
2) Trade has been rebalanced somehow?? I now get much less food from trade, but the commerce from it is dominating (my capital has over 400 COMMERCE (not gold) per turn from trade - that's roughly an order of magnitude more than it gets from the tiles it works).

Result is I'm growing slower (basically stagnant roughly overall) but my research and income are both dramatically higher. I *do* play a very trade-oriented style, so I have more or less every trade modifier and trade-friendly civic I can lay my hands on, but it still seems a lot. For instance the best trade route in my capital (and this is just ONE trade route in ONE city) yields 3.2 food and 40.01 commerce per turn!
 
Update
Updated Platyping's World Builder.

EDIT: Fix for a small bug in Platyping's World Builder that causes not all wonders to be displayed in the city selection.
 
Back
Top Bottom