C2C SVN Changelog

Update - SVN rev 5842

- Fix Story Teller line missions. I moved the mission out of core and into the module. No idea why that fixed things.

Any ETA on the Entertainer yet?? Nvrmnd i see it was for that:crazyeye:
 
Just pushed to SVN (5843):
  • Modified minidump code so that the minidump filename embeds the DLL version number
  • Fixed AI property evaluation to take correct account of global and population sources
  • Tweaked AI specialist evaluation to better evaluate properties and unhappiness/unhealth on specialists
  • Modified auto-specialist setting to not operate while you're in the middle of making manual changes!
  • Fixed hang reported by FAustmouse

In more detail:

1) minidumps generated will now be named 'minidump_<revision number>.dmp' instead of just 'minidump.dmp' (so for example, 'minidump_5878.dmp'). This will mean I will always know exactly which version it was that crashed from the dump.

2) I found slave specialists to be getting very annoying in my game, because the game kept automatically selecting slaves for me in already-unhappy cities, so I looked into what was going on in some detail. This resulted in some improvements to the AI for specialist evaluation (now evaluates properties on specialists and unhappiness/unhealthy better). I also changed things so that it wouldn't try to allocate specialists for you under your feet while you have the city screen open! It will now trust that what you set up manually is what you want until it is next force to do an auto-evaluation by the presence of extra population or similar. This was particularly annoying with slaves because of the unhappiness, which means if you have slaves and de-select one that gives you an extra unemployed population that needs to have some work set (a plot or another specialist), so the game was trying to auto-set it to the best option for you, which it felt was a slave, so set that and removed the extra, leaving you back where you started! (i.e. - effectively arguing with you as you try to set things in the city screen itself!)

3) In the course of the above I discovered a major bug in the property-evaluation AI, which mean the AI was not seeing properties arising from population, traits, handicap level! As a result when it looked at crime on a potential new building, although I could see the current crime rate was high (so it gave it SOME weight), it thought that the sources present would result in a much lower equilibrium level, which greatly reduced the weight it gave to adding more crime. This is now fixed.
 
1) minidumps generated will now be named 'minidump_<revision number>.dmp' instead of just 'minidump.dmp' (so for example, 'minidump_5878.dmp'). This will mean I will always know exactly which version it was that crashed from the dump.

Now THIS is an excellent idea, nice thinking:goodjob:
 
2) I found slave specialists to be getting very annoying in my game, because the game kept automatically selecting slaves for me in already-unhappy cities, so I looked into what was going on in some detail. This resulted in some improvements to the AI for specialist evaluation (now evaluates properties on specialists and unhappiness/unhealthy better). I also changed things so that it wouldn't try to allocate specialists for you under your feet while you have the city screen open! It will now trust that what you set up manually is what you want until it is next force to do an auto-evaluation by the presence of extra population or similar. This was particularly annoying with slaves because of the unhappiness, which means if you have slaves and de-select one that gives you an extra unemployed population that needs to have some work set (a plot or another specialist), so the game was trying to auto-set it to the best option for you, which it felt was a slave, so set that and removed the extra, leaving you back where you started! (i.e. - effectively arguing with you as you try to set things in the city screen itself!)

The happiness/unhappiness on specialists was added in long before slaves came along. So it is good to see that the AI has finally been written:mischief: Sorry I am very grumpy at the moment.
 
The happiness/unhappiness on specialists was added in long before slaves came along. So it is good to see that the AI has finally been written:mischief: Sorry I am very grumpy at the moment.

Yeh, but they didn't piss me off in one of my games by arguing with me about the specialists I wanted until now ;)
 
Just pushed to SVN (5847):
  • Fixed rare(ish) crash/hang due to concurrency issue
 
Please excuse me for my newbie question - I have just installed SVN update software and can't figure out something:
I have downloaded and installed C2C v31, if I am not wrong, it corresponds to SVN (5771). So what I want to do is to update SVN (5771) to latest SVN (5848). How can I do this quickly without checking all the files? I want to modify/add/delete/replace only those files which were affected from SVN (5771) to SVN (5848).
 
Please excuse me for my newbie question - I have just installed SVN update software and can't figure out something:
I have downloaded and installed C2C v31, if I am not wrong, it corresponds to SVN (5771). So what I want to do is to update SVN (5771) to latest SVN (5848). How can I do this quickly without checking all the files? I want to modify/add/delete/replace only those files which were affected from SVN (5771) to SVN (5848).

Delete entirely the contents of the assets folder in your runtime mod folder.

Then right click the assets folder in your SVN working copy and select export. Export to an empty folder on your boot drive, and when it's done (should take 5 minutes or so) move the folder into your runtime mod fold, replacing the one you deleted in the first step. Note - depending on your version of windows and where civ was installed to you may be able to export directly to the right plae, but the export to an empty folder and then move it works in all cases.
 
Well... it wasn't what I SAID I was going to do earlier this weekend, but it WAS the next thing on my list (which I'm sorry I haven't kept very well updated online either...)

Updates

- Buildings Damage Units on Attacking the city mechanism

This comprises three new tags for buildings that are designed to use in tandem or none are all that beneficial. The three tags are as follows:
  • MayDamageAttackingUnitCombatTypes: List under this tag the UnitCombatTypes that the building will potentially damage when they attack the city. The tag, when programmed is as follows:
    Code:
    			<MayDamageAttackingUnitCombatTypes>
    				<UnitCombatType>UNITCOMBAT_MELEE</UnitCombatType>
    			</MayDamageAttackingUnitCombatTypes>
    Basically, this is the primary indicator that this building will potentially cause damage to an enemy unit (of the specified type(s)) that attacks the city with this building active in it. The damage, if inflicted, will take place at the very beginning of combat. The only shortsight on this is that the odds are not influenced by this possibility. I had some ideas as to how to tweak the odds and show it in the combat attack help hover but I figured Koshling might be able to see how that should be done far better than myself. And I kinda like the 'hidden' or potentially surprising aspect of this effect myself. Perhaps next weekend I can update the combat odds section for this effect.

  • iDamageAttackerChance: The percentage chance the unit with the indicated CC(s) that attacks the city will be damaged. This is modified by the Attacking Unit's Dodge modifier when that starts coming into play more. Thus, units with a higher dodge value have a better chance to avoid this damage when attacking the city.

  • iDamageToAttacker: The percentage of the total HP that will be inflicted upon the Attacker when the building successfully deals damage to him. This is modified by the Attacker's Armor value for when that starts coming into play more. The armor value directly reduces this damage.

This is to help us expand on our earlier discussions regarding city defenses, which I put up front on my plate just to get it all taken care of before moving on too far past that discussion. We'd talked about automated defense systems, murder holes, boiling oil etc and this is the result. It's been tested and works pretty cool. It now awaits Hydro and Nimek and others to more fully flesh out in use.

@Koshling, while I did not influence the combat odds in this effect, I DID develop tag AI for the buildings that would use them.


EDIT: The SVN is not working all that well for me tonight... as usual, it's giving me a rejection message as soon as I finish the commit, something about access denied yada yada. This is not unusual - happens all the time. But it's a little longer commit to complete and it's rejected it about 5 times and I'm running out of time to continue trying. So this may not get in this week but rather next weekend. Unfortunately, it'll take merging at that point. :( This thing makes me :mad:! So even if it does complete successfully I'm completely out of time to get the archive updated so maybe its better if it doesn't. Gotta leave the computer at this point and let it do whatever it does.
 
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