C2C SVN Changelog

Having an issue updating to the current REV. It claims that the current REV is 5214 way back in April on my computer which I know is not the case. Any ideas? Nevermind you changed the repository url after that REV. Delete this if need be.
 
Having an issue updating to the current REV. It claims that the current REV is 5214 way back in April on my computer which I know is not the case. Any ideas?
Sourceforge migrated the repositories to a new format which also meant that the URL changed. Check the first post for it.
 
Just pushed to SVN (5533):
  • Improved AI odds estimation, which was highly distorted by small differences in first strike count between the participants
  • Fixed crash on use of goto city under some circumstances

@ls612 - the goto city crash was caused by an incorrect method of trying to enumerate the cities - FFreeListTrashArray<T>::getAt() returns the entity with the ID you pass in - it's an id not an index (city id in the case of CvPlayer::m_cities). The reason you were getting away with it most of the time is that the getAt() method doesn't fully validate its parameter - it assumes it's a correct city id - since only the low order bits are used to find the city (if it's a valid id) it just uses them, and provided no cities have been destroyed or captured the index values will happen to work, but as soon as a city get destroyed that slot in a table is freed and becomes invalid, and the low order bits of the valid ids become a sparse array. See the changes in CvDLLButtonPopup::launchGoToCityPopup()

Edit - another push (5534):
  • Fixed AI and governor's attempting to build the same building multiple times in one turn when processing multiple production
 
changed for Barbarian civ (only) to make them more competitive, hopefully
[...]
was 25

Code:
<Define>
		<DefineName>CITY_BARBARIAN_DEFENSE_MODIFIER</DefineName>
		<iDefineIntVal>33</iDefineIntVal>
	</Define>

I don't think this does what you think it does.

Increasing this will not make the barbs stronger, it will make them weaker. It is the extra defensive bonus non-barbs get when in a city when the attacker is a barbarian. So instead of an extra 25% defensive bonus against barbarians attacking, they will now get an extra 33% making it even harder for a barbarian to capture a city than it was.
 
Increasing this will not make the barbs stronger, it will make them weaker. It is the extra defensive bonus non-barbs get when in a city when the attacker is a barbarian. So instead of an extra 25% defensive bonus against barbarians attacking, they will now get an extra 33% making it even harder for a barbarian to capture a city than it was.

I just looked it up on the WEB and you are absolutely correct, its the exact opposite of what it says.:blush: Thx for catching this. I will fix it.:)

Changed it to 15.

EDIT: I have seen in a few mods infact they have changed it to 0%
 
Just pushed to SVN (5539):
  • Fixed CTD that occurs when the city governor is on when the build queue is empty
  • Fixed double counting of process income (wealth, research, espionage)
  • Reformatted MP random logging to provide more useful output for comparison purposes
 
Updates
  • Updates to schema files, missions moved to their module while I refine them
  • new improved returns from Tales of sea creatures. The message also tells you what buildings are needed to improve the returns.
 
Update
Fix to using the Adapt tag on boolean expressions in XML files that are loaded very early.
 
I don't know if this is a bug or not but why does the SVN don't have that multiple research and production on the bug menu/custom game menu? The non-SVN of the game has it but this one don't.
 
I don't know if this is a bug or not but why does the SVN don't have that multiple research and production on the bug menu/custom game menu? The non-SVN of the game has it but this one don't.

Not a bug.

It has been changed so that they are now always active. The options still exist in the game options, but they are set to be "on" and also set to be hidden.

The "victory advisor" has a tab that lists all the currently active game options so if they are on (and they should be) they should show up in the list. Also, the SVN version has an improved worldbuilder which has a screen in there somewhere that lists all the game options so you can see what they all are and which ones are currently active, and it lets you change them (although changing some of them may have bad effects on the game).
 
Not a bug.

It has been changed so that they are now always active. The options still exist in the game options, but they are set to be "on" and also set to be hidden.

The "victory advisor" has a tab that lists all the currently active game options so if they are on (and they should be) they should show up in the list. Also, the SVN version has an improved worldbuilder which has a screen in there somewhere that lists all the game options so you can see what they all are and which ones are currently active, and it lets you change them (although changing some of them may have bad effects on the game).

God-Emperor

Thx for answering some of these questions, it is always in a great help!!!:goodjob:
 
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