C2C SVN Changelog

The errors i fixed in the last days didn't trigger a error message from the dll because i haven't finished the Xsd-Schema for the Validation and the Xdr-Schema Validation with the old Xml-Parser didn't catch all errors. I posted back then i replaced the Xml-Parser that we don't have Validation until i finished the new Schema but it takes a bit longer then i expected sorry for that. I discovered those errors while working on the Schema and it's almost done now but it still might take another week until i have it done.
 
Update
Added initializations to several variables that were missing them (some of them were just not properly initialized when read from the cache). This would cause crashes if there was a non 0 value at that place in memory.

I found those when I was testing the linking with a newer Boost library and a helper DLL which changed the memory layout and caused those to repeatedly crash on loading the game.

Welcome back to the SVN AIAndy! It's wonderful to see you return :D
 
Updates
  • Implementation of mechanism for generating different types of Great Generals (Great Military People) - The Great Hunter may now be born.

    Some details: We do not need any further UI for this. When you hover over the Great General production bar you get a help hover. In this hover (lower left portion of screen as all help hovers usually are) you get to see how many points you've earned towards each Great Military Person type. When the overall points you've earned towards a GMP have earned a unit, the type that you've earned the most points towards will be born and the points accumulated for that type will reset to 0. Those points accumulated towards other type(s) will remain so they will not stay in line with the overall point accumulation total (which is fine since the math differs by fractions of a point based on minimums as to how both tally anyhow.) So you're left closer to the other type(s) that you've earned xp towards. This is a new mathematical mechanism I'm testing and I think it's going to help to spread out the types earned just right without having to rely on randomization.

    To establish that there is a new type of GMP simply takes an application of the GGptsforUnitTypes tag as is shown on the Explorer UnitCombat:
    <UnitCombatInfo>
    <Type>UNITCOMBAT_EXPLORER</Type>
    <Description>TXT_KEY_UNITCOMBAT_EXPLORER</Description>
    <GGptsforUnitTypes>
    <UnitType>UNIT_GREAT_HUNTER</UnitType>
    </GGptsforUnitTypes>

    <PursuitVSUnitCombatTypesChanges>
    <PursuitVSUnitCombatTypesChange>
    <UnitCombatType>UNITCOMBAT_ANIMAL</UnitCombatType>
    <iModifier>20</iModifier>
    </PursuitVSUnitCombatTypesChange>
    </PursuitVSUnitCombatTypesChanges>
    <Button>Art/Interface/Buttons/Promotions/seaworker.dds</Button>
    </UnitCombatInfo>
    This makes Explorers generate pts towards Great Hunters rather than the default Great General.
    You may notice that multiple types may be assigned on a given unit combat and with so many unit combats how do we specify these correctly?

    First of all, I allowed multiple settings and for units to be able to incidentally generate multiple types based on the potential for gaining more than one from the Combat Classes they obtain so as to allow for potential future deepening of the system. However, it is VERY important to keep in mind that ONLY THE FIRST result found on a given unit will be the GMP type that unit will generate XP towards as the dll establishes that for each unit based on a quick evaluation of that unit's combat classes.

    So how to keep this straight? Generally only UnitCombats from the Primary category should be used for this purpose - unless we are wanting to divide them by the sub-categories under a given Primary category. Thus, rather than having Law Enforcement (Civilians) and Healers (also Civilians) generating points towards a Great Civilian, we can logically divide up the Civilian Primary category for this purpose to have Law Enforcement generate points towards a Great Detective and Healers for a Great Doctor. (I think we should HAVE a Great Citizen that can, when settled in the city generate +2 XP for all Civilian units too but I'd rather see that take place by being birthed from the city by getting points from assigned Citizen Specialists (who I think should also be assigned to give Civilian units +1 xp each as it is.)

    Anyhow - I may find a way to split the points towards a given GMP if a unit qualifies for more than one but I'll have some issues with the minimum 1 of an integer to sort out to do it.

    For now this should be sufficient for our current 'Add the Great Hunter' needs.

    @DH: the GH is now being produced in games so we need to now get him fleshed out pre release. Just mentioning it if there's some missions we need to move over to him.

  • Numerous bug fixes in odds and combat limits

  • XP system overhaul makes withdrawal more limited in xp gain and clears up some problems we were having with no units ever earning more than 1 xp. Included a display for units so they show their modifiers to xp earnings to help clear up mathematical confusion regarding xp gains.

  • Added Yudishtira's latest unit fix.

  • Some text message display fixes.
 
Yet More Updates
  • Disables Property Autobuildings in barbarian cities (doesn't remove the ones they may have already built but should free up any newly emerging barb cities nicely.)

  • Allows workers to build over improvements with upgrades to those improvements if the builds are defined to enable them to.

  • Units should now be able to move in after an enemy withdraws from them but I could not verify this - since nothing would withdraw from my non-pursuit skilled attacking units I'm now suspicious of the defender withdraw functioning properly. Will need to look into that.

  • Fix for unit Auto-Assigned Era Combat Classes. Now takes the most advanced tech rather than the least advanced tech among the techs required for the unit.

  • Bugfix for Great Military Person mechanism (it wasn't resetting which unit would be generated next after one was born.)
 
changed iResearchPercent for Marathon and faster/(below)

Did you make techs come faster or slower? My testing over the weekend on Snail suggested they were coming in a 'touch' too quickly but that might just be my own personal bias.
 
Did you make techs come faster or slower? My testing over the weekend on Snail suggested they were coming in a 'touch' too quickly but that might just be my own personal bias.

Again Marathon and BELOW, ie Normal, Quick and Blitz. Since the change before, i haven't played on Snail and above lately, it takes me to long on those to do any real bug squashing. But in answer to your question, just a "slight" longer/slower.
 
Yeah, I noted that - was just wondering. Besides, tonight, upon doing further testing, I'm noticing that techs do really get a lot more expensive late prehistoric so I think we might be about right.
 
There should be a str 5 archer before longbow. A bronze archer if you will.
 
There should be a str 5 archer before longbow. A bronze archer if you will.

And the branching off from the throwing line to the archery line should take place a stage earlier too. It no longer makes sense to advance Atlatls to archers but it does make sense to give the option to slingers to become archers.

Liking these developments btw.
 
And the branching off from the throwing line to the archery line should take place a stage earlier too. It no longer makes sense to advance Atlatls to archers but it does make sense to give the option to slingers to become archers.

Liking these developments btw.

The problem is that Atlatls came before bows. The progression is throwing spears, then lighter darts as with the atlatl and then getting smaller for the arrows in a bow. Note that some atlatls even have fletching feathers.
 
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