C2C SVN Changelog

Just pushed to SVN (5887) - a few minor fixes to latest tag additions from TB.
 
Updates

- More Spanish translations (F-L)
- Rename some of Sargon's folders to fix problems with BULL.
- Rename the rest of Sargon's wonders plus Bell Lighthouse fix.
 
What is this with the Gamespeed, having now 2 game speeds the same name?? IE:

GAMESPEED_ETERNITY and GAMESPEED_ETERNITY ?? etc etc etc

I can see the second name changed in all of them, but isn't this going to confuse the game where it is switching to??

GAMESPEED_ALT_ETERNITY ??

TRAIT_ALT_BLITZ ???

This is how the replacement mechanism works. The <ReplacementID> tag is like a 'last name' extension of the <Type> tag. So no, it doesn't get confused by the two. This was a bit of AIAndy genius to set it up like that.

Then the
Code:
			<ReplacementCondition>
				<And>
					<Has>
						<GOMType>GOM_OPTION</GOMType>
						<ID>GAMEOPTION_UPSCALED_BUILDING_AND_UNIT_COSTS</ID>
					</Has>
				</And>
			</ReplacementCondition>
portion establishes when this replacement entry will be used instead of the normal default entry (the one without a ReplacementID). In this case, this means, this entry is used instead of the default ONLY when the game is using the Upscaled Building and Unit Costs option.

A bit of background on this particular option: SGT Slick, and others who side with him in his opinion, have long been lobbying to make Units and Buildings more expensive so that it makes the choices of what to build more interesting while I, and others who side with me on this opinion, would prefer to actually see them cheaper so as to allow more to take place within the span of a given era, more war, more battlefield strategery because you can pump out more troops and more easily stay on top of constructing the buildings you want for your cities.

In this argument, I think both sides can concede that both views are valid. Nevertheless we disagree on what WE want to play. That's ripe territory for a game option. So, wanting SGT Slick to have a deeper understanding of the Replacement mechanism, I instructed him on how to create a gamespeed file (or rather, a set of game speeds) that would be more suitable to his wishes that would conditionally replace the normal game speeds if his option were in use. This makes it very convenient for players to utilize at their whim, players who are largely unwilling to manipulate file structures in the mod in even the simplest of ways. And the processing and data for this doesn't take up much space.

Personally, I think he should not only make sure it's working now as desired, but should perhaps also make the changes a bit more extreme to warrant it as an option. Wouldn't mind seeing the core pull back a little on the build costs either. Don't want to have to establish a 2nd option to cover that side of the argument... lol.
 
So I haven't updated my Svn version for a week but now after loading my save game and recalculating it's saying "Non-fatal load warning - Current assets are missing in-use class BUILDING_ANIMAL_TOTEM_ANTS any instances will have been removed"

Is this anything to worry about?

Also has that bombard bug been fixed with the 50% city defence issue?
 
So I haven't updated my Svn version for a week but now after loading my save game and recalculating it's saying "Non-fatal load warning - Current assets are missing in-use class BUILDING_ANIMAL_TOTEM_ANTS any instances will have been removed"

Is this anything to worry about?

Also has that bombard bug been fixed with the 50% city defence issue?

The first issue is because the latest SVN removed a totem from the game (by the sound of things), and it had already been built somewhere in your save game . The message is just a warning that it is no longer defined so the building(s) in the save have been removed from whatever cities they were in. Don't worry about it.

The bombard bug has been fixed, yes.
 
Just pushed to SVN (5891):
  • Fixed bug in the previous DLL (only) that caused a crash when foundign a city on forest before the discovery of the forest chopping tech (slash and burn)
 
Just pushed to SVN (5895):
  • Fixed crash reported by Talin
  • Fixed AI bug causing failure to attack cities whose defenses require reduction to direct attack once the attacker gets adjacent to them
  • Fixed some AI logic that had it skip bombardment if its attack stack was sufficiently much stronger than the city's defenders even if the city could not be entered without reducing its defenses firstStrikes
  • Fixed a bug that was preventing the AI from building healers to join attack stacks

Thanks to Talin, and to Nimek for pointing these out.

@Nimek - Thebes falls in two turns now. With some further tweaks I may be able to get it to reduce that to one turn, but for now this should be a big improvement. You should also start to see healers appearing in AI attack stacks with this version - let me know if they do no show up...
 
Updates

- More Spanish translations Note I had a lot of trouble with the MrAzure game text file I may have changed a couple of the tech names by accident.
- Art for Great Hunter (no XML yet)
 
Personally, I think he should not only make sure it's working now as desired, but should perhaps also make the changes a bit more extreme to warrant it as an option. Wouldn't mind seeing the core pull back a little on the build costs either. Don't want to have to establish a 2nd option to cover that side of the argument... lol.

Yes I agree, as I said in pm I think, I too wanted to make things cost even more hammers/time. The first one I sent you was more of a draft, so perhaps you could pm on any additional changes that need to be done to make it work.
 
Yes I agree, as I said in pm I think, I too wanted to make things cost even more hammers/time. The first one I sent you was more of a draft, so perhaps you could pm on any additional changes that need to be done to make it work.

The problem with that is I'm not terribly familiar with the workings of the gamespeed tags... been a long time since I worked on those. I'd play around with a few test games on the differing speeds - compare between option and not option and see if the build/train times are fairly what you expect of the differences.
 
The problem with that is I'm not terribly familiar with the workings of the gamespeed tags... been a long time since I worked on those. I'd play around with a few test games on the differing speeds - compare between option and not option and see if the build/train times are fairly what you expect of the differences.

I mean, you know how I said in pm it didn't work? Like nothing actually changed. As if the alternative speeds weren't actually loading. Whats changed? Does it work now?

Edit: One of my concerns with increasing the costs too much was that prehistoric era in particular would suffer. In the CIV4EraInfos.xml, if itrain/inconstruct is lowered for prehistoric for example, does this have any effects that i'm unaware of?
 
All those variables in that file only affect games that start in that era.
Not when you are currently in that era.
 
Updates

- More Spanish translations Note I had a lot of trouble with the MrAzure game text file I may have changed a couple of the tech names by accident.
- Art for Great Hunter (no XML yet)

I have revised the merge of this file, and all seems to be OK, there were many wrong strategy texts, and no Spanish tags, so yes, it was a laborious merge.
 
Back
Top Bottom