C2C SVN Changelog

8190
  • Debugs a crash
  • Debugs Always Hostile HN units' abilities to attack

@Alberts and anyone else who works with the dll... I'm not sure how I managed to accidentally commit the makefile paths file (Well... it had something to do with using a backup SVN fileset and forgetting to, on THAT set, make sure it the makefile paths was set to not commit) but you may need to back that up before you update because it looks like it just got added and I'm not sure how to specify one file to be de-committed.

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.
Nothing there can't be fixed of course. I could put a tag on routes that would enable us to restrict the route to a particular set of terrains if they are defined. If we do that, perhaps at least 2 types of tunnels can be made, one that's restricted, and another that is not that comes up as possible to build at a later tech.

As for the AI, that can be addressed in the naval worker AI routine so that they only seek to build routes to connect 2 land areas if that's possible and perhaps connect to any fish resources if that's something that does have a beneficial game effect.




As for the bugs, those particular ones weren't entirely unexpected that there would be some small issues that weren't able to be found with the test cases I ran (which I'd hoped would cover everything but can understand if they didn't.) If we find more 'unusualness' regarding move/attack rules, make sure to quickly express that here on the forum please!
 
8190
  • Debugs a crash
  • Debugs Always Hostile HN units' abilities to attack

@Alberts and anyone else who works with the dll... I'm not sure how I managed to accidentally commit the makefile paths file (Well... it had something to do with using a backup SVN fileset and forgetting to, on THAT set, make sure it the makefile paths was set to not commit) but you may need to back that up before you update because it looks like it just got added and I'm not sure how to specify one file to be de-committed.


Nothing there can't be fixed of course. I could put a tag on routes that would enable us to restrict the route to a particular set of terrains if they are defined. If we do that, perhaps at least 2 types of tunnels can be made, one that's restricted, and another that is not that comes up as possible to build at a later tech.

As for the AI, that can be addressed in the naval worker AI routine so that they only seek to build routes to connect 2 land areas if that's possible and perhaps connect to any fish resources if that's something that does have a beneficial game effect.




As for the bugs, those particular ones weren't entirely unexpected that there would be some small issues that weren't able to be found with the test cases I ran (which I'd hoped would cover everything but can understand if they didn't.) If we find more 'unusualness' regarding move/attack rules, make sure to quickly express that here on the forum please!


I have a suggestion about the tunnels and the prevention of IA make tunnel all over the coast. What about the tunnel only can be constructed when you build a certain construction in the city and with the start in a city? Its possible or hard coded? I think this prevent tunnels all over coast if you can limit the tunnels at range of city...but if you can make the IA seek to build routes to connect 2 land areas, will work better.
 
It would also be easier (I think) to simply correct the AI's approach there than to try to enforce an entire game rule - plus if tunnels are only supposed to be built next to a city AND on the coast, that's going to make where the tunnel can go quite limited to an annoying extent even for the player. Many easily connected land masses would be unconnectable.

8191
  • Fixes move freeze on HN units.
 
Warning: I woke up the morning realizing that by the logic there would be a problem with attacking Hidden Nationality Units... testing has shown I was correct. Unfortunately, the trick to solving is a bit more elusive. I'll be able to get to it later tonight.
 
8193

- Add Sounds and art for Spiders.
- Move Scorpion art down a few levels.

Neither unit is available yet.

Reminds me, while playing with an SVN from a few days ago some animals responded in a deep voice "ready for your command!" It kinda confused me at first :crazyeye:
 
Reminds me, while playing with an SVN from a few days ago some animals responded in a deep voice "ready for your command!" It kinda confused me at first :crazyeye:

I think that is the default if no sound is provided. Some units have the sound inside the nif and some don't. If the unit inherits the base model of a human unit, then it probably inherits the sounds as well.
 
8195
  • Fixes route destruction == unit destruction issue.

  • Fixes a Ghost Unit issue (which means a fix to maximum combat calculation on non-size matters games and the estra HP tag application after reloads.)
 
8196

  • More tweaks to the SettlerAI and City defense
  • The mouse-over info for buildings in the CityScreen now display the correct values for commerces and yields
  • Performance improvements in isClearlySuperior and CvUnit::surroundedDefenseModifier
  • Fixed the error that units ZoC wasn't being stored when loading/saving (n4538-e1347)
  • Fix bug that prevented citizens from being re-assigned to buildings that employ citizens when population shrinks (afforess)
  • Fixed various coding errors like not initialized variables......
  • Tweaked Tech-Diffusion
 
Hi! I have a little question: AND Mega civ pack works with C2C?

Answer No.

And this thread is for the Modders/developers to post SVN changes. Use the Caveman to Cosmos thread for general questions.

Thanks and Welcome to C2C.

JosEPh
 
8197

  • Fixed the medieval Asian great generals missing button.



8198

  • Renamed ART_DEF_EARLY_CEO_8_LAWYER_BABYLON to ART_DEF_UNIT_EARLY_CEO_8_LAWYER_BABYLON
  • Fixed an XML-Error in CIV4HandicapInfo.xml
 
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