C2C SVN Changelog

8107:

New Unique Unit for Liangzhu culture

But I removed the Liangzhu culture:confused: Does this mean I need to put it back?

8110

This is the start of my review of the Animals in game.Rhinos only so far to demonstrate.

What is happening
I am making the animals WoC compatible with some groupings optional through the MLF system.

There are two main options for animals
  • basic animals
  • ecological animals

The basic animals option will give between 5 and 20 animals in the game. There will be a rhino but no hippos or giraffes. Any animal can appear almost anywhere on the map.

The ecological option is basically what we have now with the 4 types of rhino and units appearing in approximately their Earth locations.

Mega fauna units will be optional and require that their parent animal exists. Rhino Riders for example will work with either basic or ecological animals; whereas Giraffe Archers will only work with exotic animals. I it is turned on but ecological animals is off then there will be no Giraffe Archers in the game.

The same will be true of the Tamed animals.(Beastmaster folder)

At the same time as doing this I am checking the food and hammer returns from kills and changing the "study" and "entertainment" options for the animal use.​
 
That sounds encouraging, DH. :)
 
But I removed the Liangzhu culture:confused: Does this mean I need to put it back?

I think it's still there. Before committing I checked the pedia page for my unit and Liangzhu culture was there as one prereq.
 
8112
Re-done some categories buttons (added right flags to culture categries)

8113
New buttons for many unit categories (in civilopedia)
 
SVN 8114
  • Fixes some Movement Rules (Ignores Terrain Movement Cost works exactly as it's expressed now.)

  • Adjusts all Coasts and Oceans to a base move cost of 2.

  • Assigns double movement for coasts and oceans to various naval combat classes.

  • Reworks Healing by Combat Class (as discussed in the thread for the topic) and adds a tag for UnitCombats (bHealsAs) to declare those unitcombats intended to indicate the unit heals as a particular type.

  • Adds bNoSelfHeal and iSelfHealModifier to Unit, Combat Classes and Promotions.

  • Adds some experience gain for units selected to aid in healing other units.

  • Adds Debug dll to assets folder.

Note: There's a few xml errors coming up when running the debug dll. Major error with Specialists infos which I'm not sure what was wrong exactly except that for some reason the schema (which looks like it should be ok with it) was NOT liking the use of ihappinesspercent on the Noble. I did remove the use of this tag for now until we can sort out what was wrong there.

Also @Alberts2: Why do I still keep getting a cache file filling up when I load? I had to delete it to get the file structure I have to work. And it still repopulates with new caching files, which you said it would not do. Also still getting that goodies error mentioned earlier and this was with my file structure being identical to what the SVN was giving me. Maybe I should do a fresh SVN download huh? I was waiting to do that after you generated a new SVN since it takes a while to do this and didn't want to have to do it right after just having done so.
 
I get a crash at "Initializing" every time I try to load up a new game. Any way to fix this?

I had some trouble and sorted it out when I went to do some testing. Might work now.
 
Note: There's a few xml errors coming up when running the debug dll. Major error with Specialists infos which I'm not sure what was wrong exactly except that for some reason the schema (which looks like it should be ok with it) was NOT liking the use of ihappinesspercent on the Noble. I did remove the use of this tag for now until we can sort out what was wrong there.

Also @Alberts2: Why do I still keep getting a cache file filling up when I load? I had to delete it to get the file structure I have to work. And it still repopulates with new caching files, which you said it would not do. Also still getting that goodies error mentioned earlier and this was with my file structure being identical to what the SVN was giving me. Maybe I should do a fresh SVN download huh? I was waiting to do that after you generated a new SVN since it takes a while to do this and didn't want to have to do it right after just having done so.

I only get one missing Building and one missing Unit with the debug dll nothing else so there is something wrong on your side.
The cache is turned of by the GlobalDefine DO_CACHING if it is turned on your side that is because you set it to 1. It is defenitely off in the svn because i only see the Cache.dat file with a size of 4 bytes inside the cache directory so the actual data from the xml is not written.
 
I only get one missing Building and one missing Unit with the debug dll nothing else so there is something wrong on your side.
The cache is turned of by the GlobalDefine DO_CACHING if it is turned on your side that is because you set it to 1. It is defenitely off in the svn because i only see the Cache.dat file with a size of 4 bytes inside the cache directory so the actual data from the xml is not written.

Thank you for the global. Searching for it through the assets revealed the problem... Apparently someone removed a bunch of files from the My_Mods folder and didn't have the SVN delete them on update. One of them included a modular form of the Global Defines and there, DO_CACHING was on.

Also, apparently I didn't commit the change to the specialists info I mentioned earlier but that's a good thing because who knows why it was bringing up a problem - it is not now after reverting the 'fix'. I think that issue with folders in the My_Mods folder had me jumping at a few ghosts.
 
The My_Mods folder is the one you move things into that you want in your game. The ones you don't want go in the My_Mods (unloaded) folder. Perhaps you were trying something out ;)
 
No. I don't mess with that stuff. I had folders in there that I had not placed there. When we delete a file we MUST use the tortoise delete command or when someone updates their fileset won't remove the file you deleted. Not saying it was YOU... just saying someone forgot to use the tortoise delete command properly.

SVN 8115
  • Bugfix for reported crash
  • Adds Heals As and Heal UnitCombats
 
I have never used the tortoise delete command. Actually not quite true, I did once and it didn't delete the folder so I never used it again.

8116

- bGlobal set off in Volcano events it was on in.
- Giraffe and the 4 Tapir types moved to the Ecological Animals option.
 
It tags the file or folder for deletion. (I think it deletes it then but I'm not sure.) Then when you commit it does so in a way that says when someone updates, those files/folders are to be deleted during the update. Not doing this properly is causing havoc for others.
 
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