C2C SVN Changelog

It's just a crutch aid in all the unit files that will help in setting up xml mass changes on spreadsheets.

I'll need to update my document to represent the proper location of any moved units too... ugh. Those will be harder to track. This is why I had n47 help me with the generation of a document accuracy checker but she didn't leave it for our use so without her returning I'll have to double verify all locations the hard way.

Don't suppose anyone out there making units and moving unit locations would be willing to help me by updating my Combat Class plans document (in my sig line)?.

If you've added a unit, it'd be nice to add that unit to the document - you don't have to assign all the CCs, just give the new unit its line in the appropriate alphabetic order, add the file path and the unit's Type tag and highlight the line in red so I know to update it.
 
I noticed that many of the subdued animals are next to their wild counterparts so the list is not strictly alphabetical:mischief:. For some reason I can't get to googledocs - probably because I don't have an id:D. I'll see if I can fix that. I added Tamed cattle, camel, llama, bison, buffalo and musk ox in my last update. I am working on the pachyderm lot ie tamed elephant, mammoth, rhino, hippo, pig and tapir.
 
Ah, yeah, it was MUCH easier on the planning side to rearrange the subdued animals to come up right after the primary animal so that's the one 'rule' that violates the alphabetical order there.

Fairly soon I may work on getting the subdued animals more automated in the mod in general but in the CC planning I've found some interesting reasons not to actually... You might see some quirky differences between the two.

A google id is about the easiest thing to obtain on the web I think.
 
A google id is about the easiest thing to obtain on the web I think.

they asked for a mobile phone number - something I don't have. Fortunately it was not required.

6366 Update

- Scroll bar fix for properties.
- Tamed pachyderm units.
- Removed old unit file that had been added back in some how.
- Updated the Bad karma zip for pirates.
 
Updates

*New Tag for UnitCombatInfos and PromotionInfos files: OnGameOption (each game option listed MUST be on for the promotion or unitcombat to be active in the game.)

*Auto-Assignment mechanism to units of Era, Religion, and Culture UnitCombats (bases it on the unit's prerequisites.)

*Added Fight or Flight gameoption which will turn on Early Withdrawal and Pursuit unit abilities. They will now be off by default.

*Added a Diminishing Return function to CvUnit and have applied the mechanism to withdrawal if the Fight or Flight gameoption is OFF. This means that withdrawal values when finally tallied for battle will never exceed 100 and will continuously get tougher and tougher to approach 100 the more withdrawal the unit has. This should replace the necessity to have a limit but until the system is proven effective I'm not removing what may be some limiters on withdrawal abilities that currently exist. The diminishing return function can take any value in CvUnit and return the diminished return value. Will be very useful elsewhere if it proves to work properly which is very difficult to setup a test to prove so will have to see it operate in an actual game to make sure. Will probably add some kind of indicator in the texts for diminishing return if it proves confusing to players.



The other day I tried about 30 times to update to the code archive. On this update I'll keep trying again. In the meantime, here is the download for the PDB AND correct dll associated with this update. If someone can get it committed to the archive for me it'd be very helpful for Koshling if he needs it I'm sure.
 
If you've added a unit, it'd be nice to add that unit to the document - you don't have to assign all the CCs, just give the new unit its line in the appropriate alphabetic order, add the file path and the unit's Type tag and highlight the line in red so I know to update it.

Added Brigade Piron, Maroon and Forty-Niner (to your doc that is). The rest of mine were already there.
 
Thanks Yudistira!

Ok, so:
WARNING: do not yet utilize my last commit - something isn't right that wasn't caught on a load and play test because it shows when trying to reload the game. I'll try to sort out what I've done wrong here but it's not as obvious as I'd first thought. Should still have it sorted out by the end of the day but please bear with me here. Sorry for the inconvenience.

EDIT: Looks like this was a bit of an overreaction. There does apparently seem to be a problem loading a game from the middle of an active game but shouldn't be an issue for clean game loads. I will be doublechecking of course.
 
Updates
*Fixed a rounding issue with the build filters that was improperly invalidating buildings under applicable filter settings.

*Tweaks to get the AI to value spacing its cities out farther

*Numerous new Combat Classes defined in preparation for implementing assignments on our units

*Established a minimum 1% damage to defenses with the new Breakdown ability intended for Rams

*Added a comment line that indicates the file path beginning with Assets/ to all unit files - makes it a little easier to copy over to documentation.

*This update does update the debug dll as well. I should be either adding the PDB to the archive after committing this OR I'll upload it here for Koshling or any other programmer if and when the need arises.

EDIT: Yeah, if you need the PDB/DLL archive file you can get it here!

Is there something wrong with rev 6354 and 6367 for CvGameCoreDLL ?
I had to use your archive, otherwise Civ4 crashed during loading.
 
Update

Bugfixes that repair the core problems the mod is currently suffering from. However, debug dll is mysteriously having a great deal of trouble that the main dll is not.

I'm suspicious of data load procedural changes that were made somewhat recently and I have no strong abilities in this department. So basically, to put it flatly, until Koshling or n47 or AIAndy can take a good hard look at what is REALLY happening there, I cannot make the debug dll work properly. This puts us in grave danger of xml errors that go unchecked and unresolved properly. I've been banging my head against this for hours and hours and I'm now asking for help. It's above my head here.

What I HAVE noticed about the issue is:

1) There are numerous button art calls that are not being processed properly - removing them as found during the load process and replacing them with a known successfully working art tag will get you past that point on the next load attempt. However, running the standard dll, those references work just fine. I really have a hard time grasping what the problem is here considering that many of these art references go back to the basic core CivIV file sets.

2) I HAD to turn off caching for UnitCombatInfos. If I had greater understanding of the caching mechanism I might've been able to find a more direct solution but with it on, we can't reload the mod after the first load without erasing the cache. I'm sure something I did there isn't being appreciated by the caching mechanism but I can't seem to find the problem at it's root and perhaps part of that is because of problem #1 throwing a great deal of confusion around with every adjustment to the code and subsequent reanalysis... I may well have resolved the issue numerous times only to get stuck on #1 and thought I'd done something wrong and backtracked the fix. UGH!

So if one of the master programmers could find a little time to take a look this weekend it would be enormously appreciated. This problem royally sucks!


EDIT: PDB for archive is here.
 
Update

A few more fixes that free up the debug dll. We should be fine now. Primarily the problem was my comment lines in the PropertyInfos... I figured I'd be shown a problem if it was going to cause one but some testing showed this was where the debug dll started having trouble running.

So the only problem that remains is that UnitCombats still have to have the caching mechanism turned off. Can't see why that is so if AIAndy would like to take a look into that he might be able to see what the issue would be there.

Otherwise, everything should be running nicely now.

EDIT1: Here's the PDB Archive for this revision.

EDIT2: Changed the Education Property so that it would not reset its values on all cities and plots after every asset update.
 
Thanks Slick! Here's another one:

Update
Fixes DH's Asset problems and adds his adjustments to the Beastmaster file to the SVN.

EDIT: And the PDB is here. However, the last bug report from SO that I'm finding tough to 'resolve' has a minidump he uploaded and that's based on the last pdb, not this one.
 
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