C2C SVN Changelog

6169
  • AI Adjusted to better defend their cities and settlers
@Alberts2: Feel more than free to look over the adjustments. The AI isn't growing cities quite as quickly this way but will be growing them with little to no risk of the settler failing and they'll be much tougher when going to invade them.
 
6169
  • AI Adjusted to better defend their cities and settlers
@Alberts2: Feel more than free to look over the adjustments. The AI isn't growing cities quite as quickly this way but will be growing them with little to no risk of the settler failing and they'll be much tougher when going to invade them.

I think i know why but can't look into the details now, something is wrong they expand far to slow or not at all now. I never had that problem with the changes i posted in the other thread.
 
What's the going theory? (I wonder if it has something to do with the ability of a nation to generate a City Counter unit...)

EDIT
8170
  • A few adjustments to clean up a few issues shown in a problematic savegame

*Grumbles* Certainly doesn't solve them all! There's deep issues with transportation here and that MAY have something to do with the crash in the exe I can't seem to solve. I made a post on this in the bug thread. Certainly having trouble with some Naval Assault AIs hitting the infinite loop - and possibly causing some problems elsewhere as a result.
 
What's the going theory? (I wonder if it has something to do with the ability of a nation to generate a City Counter unit...)

Settlers have to wait to long for thier escorts. Not beeing able to produce City Counter units can be a issue or the ContractBroker is not designed to work the way you are using it.
 
8171
- new Hamilcar Barca GG portrait
- small changes in Art/CIV4ArtDefines_Unit.xml
- changes model group size to 1 in AA Halftrack

8172
- added 39 new tech quotes

8173
- fixed Art/Interface/Buttons/Units/Carthage_Swordsman.dds bug
 
8174
  • Remove education from Myth related buildings.
  • Rename Song to Myth Effect. Anything still called Song means I have not done the review on it yet.
  • Add game option - not ready for use needs some dll work before I can do the XML work
  • Release the beginning of the changes to espionage
 
8175
- fixed some missing button bugs (I hope last ones)

8176-8177
- Resized and rewrited all texture files from units_sparth.fpk file
- In this place I moved from modmod section set of skins for babylon, roman and mongolian civilizations

8177
small changes in CIV4ArtDefines_Unit.xml
 
8181
fixed Wladyslaw Horodecki missing portrait

8182-8183
small dds cleaning in modules

8184
- moved unpacked buttons to C2C1.FPK
- moved great people graphics to C2C1.FPK
 
8185
  • Schema Updates for Unit and Building Schemas (I'd forgotten to do this after some new tags were applied on buildings and units in numerous files for the healing and education stuff)

  • Build Up promotion access now fully considers tech prerequisites

  • Fixes Tunnel combat and movement rules - Land units in the tunnels can now fight land units in the tunnels and ignore sea units and hover units that are over the water and such units over the water now ignore land units in the tunnels while being able to fight other units over the water. (3rd attempt and this one shows success regarding all imagined dynamics that would require testing - aka... testing shows it works finally.)

  • Units that cannot attack but are enemies can now share the same tile. (These 2 matters required the enabling of a function in the code that actually checks the validity of a particular unit being able to share the same tile which is a rather major adjustment and enables a number of new things to come - profiling showed some of the adjustments that I'd feared could create a slowdown were accompanied by some streamlining that actually sped things up instead!)

  • Fixes the combat help hover to come up against a city with minimum defense for entry if the unit can ignore minimum defense for entry.

  • Settler AI adjusted according to Alberts2's suggestion to use 4 * strength of best defender. (They should be bringing 2-3 city defense units with them now which should greatly increase survivability with very little additional delay for them.)

  • I forgot to mention on the commit list: Also fixes domain filtration for the combat help hover. This means that we should now be able to get the combat help in many situations where it should've come up but wasn't, such as a helicopter unit attacking a naval unit for example.

  • Also fixed some situations where units should be advancing after a combat victory and weren't.


Looks like I'm ready to start working on dedicated Healer and Property Control AIs. Thankfully Koshling has paved most of these considerations already so it should not be greatly difficult to specify them as new AIs with vast improvements to their behaviors and promotion selections.

Many of the adjustments made this commit begins to pave the way further for the new naval dynamics intended with the naval review - in short this is still the primary goal here to complete that project!
 
[*]Fixes Tunnel combat and movement rules - Land units in the tunnels can now fight land units in the tunnels and ignore sea units and hover units that are over the water and such units over the water now ignore land units in the tunnels while being able to fight other units over the water. (3rd attempt and this one shows success regarding all imagined dynamics that would require testing - aka... testing shows it works finally.)

IMO Its the step in right direction to sea/oceanic cities project :)
 
IMO Its the step in right direction to sea/oceanic cities project :)

Absolutely! In many ways this will really help by establishing some basis for easily manipulating unit capacity for interactions.
 
Fixes Tunnel combat and movement rules - Land units in the tunnels can now fight land units in the tunnels and ignore sea units and hover units that are over the water and such units over the water now ignore land units in the tunnels while being able to fight other units over the water. (3rd attempt and this one shows success regarding all imagined dynamics that would require testing - aka... testing shows it works finally.)

Yeah :) big hugs with congratulations :) at least we have reason to make more kinds of sea tunnels. For example most basic should only be buildable at coast ocean tiles (so in most cases no longer than two tiles). Big thanks
 
Yeah :) big hugs with congratulations :) at least we have reason to make more kinds of sea tunnels. For example most basic should only be buildable at coast ocean tiles (so in most cases no longer than two tiles). Big thanks

Unlike improvements, routes don't have terrain or terrain feature tags, only a boolean to indicate if it is at sea. We don't even have sea roues for shipping only for land units.
 
Unlike improvements, routes don't have terrain or terrain feature tags, only a boolean to indicate if it is at sea. We don't even have sea roues for shipping only for land units.

But they COULD have movement upgrades so that they can match the movement offered by concurrent routes on land tiles.
 
8187-8189
- Resized/re-writed all units texture files.
- Moved units nif/dds files to fpk from modules: units, megafauna, Custom_Civilizations/Confederacy, Yudishtira, ls612/CultureUnits + from art/units directory.

In the end we have ~105 Mbs less data :)
 
But they COULD have movement upgrades so that they can match the movement offered by concurrent routes on land tiles.

You misread. The request was for the tunnel to be restricted to coast to start with. However just like on land there is no way to restrict where you can build a route eg not build in dunes.

They already have the ability to have increased movement by technology. Just like the routes do. We could just have roads and have them start out with the speed of mud paths and increase speed with tech until they are jump lanes, but they would always look like roads.

Even if we had the ability to restrict the building of routes by terrain or terrain feature we would still have the problem that the AI will build them everywhere. Left to itself the AI will build tunnels on all of its coastal tiles.
 
Back
Top Bottom