C2C SVN Changelog

This is worth announcing and documenting with examples; AIAndy do you want to document it or should I. It needs to appear in the main post (or a link to it) and the FAQ and the Player Documentation.
I have written a How To in a new thread.

It should be one of the main changes in our next release. Not because it is a game play change but because it enables the game to be opened to a lot more people.

BTW there was a suggestion that we change the
Code:
<?xml version="1.0" encoding="xxxxx"?>
to all be the same and of some type I can't remember but that supports the necessary character sets - should we?
We should test on a case by case basis first if the fonts support the necessary characters (I doubt the fonts in the standard Civ4 versions have characters beyond those used in western languages).
 
For some reason SVN is no longer updating for me. I'm stuck at revision #5214. Every time I try to update is just says "Update Finished! Completed at Revision #5214.

Any ideas on how to fix this?
 
For some reason SVN is no longer updating for me. I'm stuck at revision #5214. Every time I try to update is just says "Update Finished! Completed at Revision #5214.

Any ideas on how to fix this?

5214 was the last revision which used the old repo. To continue you need to migrate to the new repo, which is explained on the OP.
 
Update

- Fix bug so that some of your settled slaves become freed slaves when you end slavery. For some reason you are sometimes getting one less than expected.

I still can't figure out why it is displaying "%d" rather than the number and "%s" rather than the city name. :(
 
Update

- Fix bug so that some of your settled slaves become freed slaves when you end slavery. For some reason you are sometimes getting one less than expected.

I still can't figure out why it is displaying "%d" rather than the number and "%s" rather than the city name. :(

Try numbering the label. %d1 or %s1 rather than just %d or %s.
 
Modders pls do me a favor and check if your using an OLD copy before you commit:

Re-committing "Best Hunter" in CvRandomEventInterface.py

I always do and do a merge but with the password now required there is now a lot more time between me checking that I have the latest and being able to commit my changes. Since we are working on the same file I assume it was my fault.
 
Update

- Some translation fixes - remove "Blah" type entries
- Minor terrain feature fixes. Ancient Forest now appears on same terrains as Forest for example.
 
Just pushed to SVN (5280):
  • Fixed some rounding errors in building evaluation that could lead to non-useless (but not very good) buildings rounding down to a value of 0 (could prevent myth builds in some circumstances)
  • Fixed inappropriately tuned threshold on building value for AI to decide it's worth constructing by a unit (subdued animals mostly)
  • Modified inappropriate base BTS code that reduced the value of unit-built buildings in small cities (made it think subdued animal builds were not worthwhile in small cities, even if it only had small cities!) [note - left old calculation intact for Wonders, which shouldn't target small cities usually]
  • Tweaked priority of hunter unit builds to be more progressive (was very high for first then fell right off for the rest, up to the number it felt it needed)
  • Fixed (or more precisely made work in all necessary contexts) code to decide to build exp-adding buildings before building hunters if the loss rate of hunters has been high recently
  • Modified city build order priorities slightly to make very cheap production buildings pretty much always come first (i.e. - things like rock gatherers will now pretty much always be built before a food building, etc.)
  • Possible fix for a recently reported CTD (weak evidence and no repeatable test case so cannot be certain)
  • Removed the recently added code that prevented AIWeights having any effect now that the XML has been changed to mostly remove them

With this version I cannot now get to Sedentary Lifestyle first (on immortal, snail, large), or at least in the latest test game one AI beat me there by a LONG time (50+ turns) and at least one other also got there before me. As such I think it can be considered 'open for business' again, so feel free to report cases where the AI still seems to be lagging through prehistoric (preferably with save + AI logs)
 
Just pushed to SVN (5280):
  • Fixed some rounding errors in building evaluation that could lead to non-useless (but not very good) buildings rounding down to a value of 0 (could prevent myth builds in some circumstances)
  • Fixed inappropriately tuned threshold on building value for AI to decide it's worth constructing by a unit (subdued animals mostly)
  • Modified inappropriate base BTS code that reduced the value of unit-built buildings in small cities (made it think subdued animal builds were not worthwhile in small cities, even if it only had small cities!) [note - left old calculation intact for Wonders, which shouldn't target small cities usually]
  • Tweaked priority of hunter unit builds to be more progressive (was very high for first then fell right off for the rest, up to the number it felt it needed)
  • Fixed (or more precisely made work in all necessary contexts) code to decide to build exp-adding buildings before building hunters if the loss rate of hunters has been high recently
  • Modified city build order priorities slightly to make very cheap production buildings pretty much always come first (i.e. - things like rock gatherers will now pretty much always be built before a food building, etc.)
  • Possible fix for a recently reported CTD (weak evidence and no repeatable test case so cannot be certain)
  • Removed the recently added code that prevented AIWeights having any effect now that the XML has been changed to mostly remove them

With this version I cannot now get to Sedentary Lifestyle first (on immortal, snail, large), or at least in the latest test game one AI beat me there by a LONG time (50+ turns) and at least one other also got there before me. As such I think it can be considered 'open for business' again, so feel free to report cases where the AI still seems to be lagging through prehistoric (preferably with save + AI logs)

Awesome stuff. I look forward to getting the crap beaten out of me in my next game!
 
Been playing on the new svn after koshlings update, haven't gotten a CTD yet.

Another thing to report:

Pre-AI weight fix, most AI on deity would eventually fracture to multiple civs due to revolutions. IN my current game, i'm up to the enlightenment age, and i still haven't seen a single revolution yet. They seem to be able to manage their empires much better now.
 
Update:

-Removed spurious translations in my module's Text files.

NOTE: DLL update coming this afternoon with new tags. @Thunderbrd: make sure to merge this before you do your commit.
 
Back
Top Bottom