C2C SVN Changelog

8200
  • Updates Unit Schemas.

  • Adds the OnGameOption tag for PromotionLines in the dll and schemas - was using it already but it wasn't there - thanks to Alberts2 for catching that!

  • Fixes the number of free City Defenders for AI players on Deity Levels under both standard and Nightmare Mode to 8.

  • Adds DH's Ecological Animals Option to the dll enums.

  • Fixes Commando promotion so it cannot be selected by Air or Water domain units.

  • Adds some tech prerequisites to some of the Build Up promotions/promotionlines.

  • Improves the AI for Build Up selections.

  • Attempts to solve another reason Barb cities were building Heroes when they shouldn't

  • Adds definition and proceedures for the AI to build and manage New AI settings: UNITAI_HEALER, UNITAI_HEALER_SEA, UNITAI_PROPERTY_CONTROL, and UNITAI_PROPERTY_CONTROL_SEA and updates all units that should have these AI settings. (This is big - very big!)

  • Numerous tweaks to Promotion AI valuations.

Whew... made use of the 5 day weekend!
 
8201
  • Hide new game option until it has been implemented
  • Fix Subdued Bear buildings. Still need to finish the text and spawn changes.

8202
  • Fix the Mega Fauna Bear Trainer
  • Fix the movie for the Natural Wonder Auyantepui Note we don't have a C2C building for this

8203
  • Fixes to bear unit game text including removing some duplicates.
 
8204
  • Adds 2 new tags to ImprovementInfos that enable a mechanism for automatically assigning new features and bonuses when the improvement is placed. This has been applied in such a manner that it should fix the tree nursery and salt quarry.

  • Moats no longer appear as buildable if the game option 'No Zones of Control' is active.

  • A backend correction system has been installed to clean up transports that may have somehow ended up with loaded volume without units being loaded - some work has been done to try to keep this from happening but tracking the source of the issue continues. If you have this problem, load something then unload it or upgrade the unit.

  • Reinforces the code to disallow negative total production towards a particular building in a city - my wife's game showed a strange case of massive negative production having been somehow assigned to the building. Much has been done to try to keep the code from ever being able to try to assign a negative in the first place as well.

  • Changes the way a plot deterimines if there is a unit present that can help other units lead through the peak. I don't believe it should cause much if any slowdown but the old cached method was struggling with failures to properly update.

  • Numerous debugs to the new AI's that should solve our current reported crash scenarios.
 
Could you post that in the bug thread instead of here please?
Besides, I started a game with the SVN were alberts commited last his changes to AI, and the AI had 5 cities after 100 turns or so on a classic era start.


Adds 2 new tags to ImprovementInfos that enable a mechanism for automatically assigning new features and bonuses when the improvement is placed. This has been applied in such a manner that it should fix the tree nursery and salt quarry.

Does that mean we could have improvements now like Traps, that would generate an animal resource when build?
Or TreeFarm that would place Prime Timber?
 
8204
  • Adds 2 new tags to ImprovementInfos that enable a mechanism for automatically assigning new features and bonuses when the improvement is placed. This has been applied in such a manner that it should fix the tree nursery and salt quarry.

Does that mean we could have improvements now like Traps, that would generate an animal resource when build?
Or TreeFarm that would place Prime Timber?

Yes more detail is needed as it looks like I may be able to get rid of a small amount of python and finally have beacons and lighthouses reduce the effects of reefs and coral reefs.

8205

Adjust bear spawn rates.
 
Could you post that in the bug thread instead of here please?
Besides, I started a game with the SVN were alberts commited last his changes to AI, and the AI had 5 cities after 100 turns or so on a classic era start.




Does that mean we could have improvements now like Traps, that would generate an animal resource when build?
Or TreeFarm that would place Prime Timber?

Yes more detail is needed as it looks like I may be able to get rid of a small amount of python and finally have beacons and lighthouses reduce the effects of reefs and coral reefs.

8205

Adjust bear spawn rates.

It's actually really simple but it probably does deserve its own thread considering how many things it may help us do. I'll explain it there.
 
Ok... I was going to start a new thread so we could have a better discussion on it there - but linking it to the modders doc would be a good idea.

NOTE: Looks like a number of the projects included in 8200 and 8204 is a hot mess at the moment - None of it should be too difficult to fix but will take me a moment. I'll try to get it wrapped up and repaired very quickly here but I'll have to do it later tonight. Hopefully by the end of the day I'll have something more workable released there. I mention this because it's probably wise to play on a pre-8200 version at the moment if you're trying to have a serious game.
 
8207
  • Fixes DH's crash

  • Reverts the changed salt quarry stuff

  • Changes the <FeatureChange> tag on Improvements to <FeatureChangeTypes>

  • Adds the bChangeRemove and bNotOnAnyBonus tag to Improvement Infos.

  • Fixes a problem with buildups being held by units that have upgraded.

  • SHOULD be an appropriate fix to the miscount causing drastic overbuilding of healers. (Healer AI should work as intended now.)

This should mean things are good to go again on the SVN.


8208
  • Fixes cache version
 
8209

  • More tweaks to the SettlerAI to fix the AI not being able to use the second they get on Deity and to improve the early expansion
 
8210-8211-8212
New sets of unit skins/models for:
Carthage Civilization
Celts Civilization
Japan Civilization
Khmer (and Siam) Civilization
Korea Civilization
Mali Civilization
Ethiopia Civilization
Ottoman Turks Civilization
Polynesia (and Maori) Civilization (full set for Oceanic civs)
Russia Civilization
Spain (and Portugal) Civilization
Viking Civilization

Its take a some space (~70 MBs) but I have plans to remove some duplicate/unused files and resize/rewrite some textures which we got 30-40 MBs data less (maybe even more).
 
8213
  • Fixes a crash problem (There's still an art crash for one of the games tested.)
(Sorry it took me so long - took ages to try to get the update from those infernal FPKs!)
 
My internet is cutting out now and then - this connection kinda sucks worse than ever since they changed some things about it - was improved but now is really bad for flickering - I often have to retry numerous times to get a file that size through.
 
You welcome :P

No, what he is saying is, don't do an FPK but once a month, other than that put it in the art folder, TILL then, that's whats he's saying because he has a bad bad bad internet connection. As stated in the above post.
 
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