C2C SVN Changelog

8775

-Fix T-brd's Fix. And then Fix my mistake, Car Theft was Not supposed to be deleted from SpecialBuildings file. Also added the rest of the PrereqTech moves that was not finished on initial SVN change for Crime, 16 total moves.

Help!
I can Not figure out why I have 2 xml errors about Car Theft now, when I did not before.
 
:( You're :lol: at this :old:. :blush: Darn whipper snapper youngster!

JosEPh :p
 
8777

- Added PrereqTech Classical Lifestyle, to all Tourism levels per request.
 
8778
-Fixes a divide by zero crash spot in combat odds evaluations.



And with that, I sincerely hope we can all agree we're ready to release v36! I'm dead in the water here 'til we do.
 
8779
  • Fixes Autosaves on hotseat (but breaks all save compatibility with all previous autosaves before this dll)
  • Fixes UnitCombat processing when loading a game.
 
8780
  • Adds Option for teleporting subdued animals back regardless of tech achieved.

Additionally, I've reviewed some huge bugs that are emerging where units can be horribly corrupted by an earlier bugfix. Unfortunately there's not much that can be done to fix this. Unless you want to go into worldbuilder and recreate all the units that have gone completely whacky for all players, if your game has this issue when you load it next, it's advised to start a new one.

It's possible I may have to create a unit recalculation mechanism to address this but just about the only thing that would motivate me to do so would be if after an update, the MP games we've nurtured here for over a year each are suffering from the issue.


EDIT: Do NOT load and then save a Size Matters game you care about on this revision. I have a new dll compiling now that should resolve the problem but again, doesn't heal infected units and simply loading and saving under this revision will dramatically exacerbate any problems the bug beforehand had caused. Well... its a new issue really. But being fixed. That's the good news.
 
First I wanted to say thank all of you guys for all the effort you put in making this game into what it is. Been playing your mod for a long time now and it's brilliant!

As I read that you are almost ready to launch the next version, I updated my SVN version on sunday and started this game with Celtia. After founding a city I got a ton of gold from not being able to carry [hammers] overflow. It made no sense to get those hammers overflow. Other part of what happened is that I made A build que and all was built in 1 turn at the same time I got the ton of gold.maybe it has something to do with me using a custom game with conflicting settings, although it may be a bug. I haven't seen it on previous versions of the SVN though.

I put an attachment with a gif file of what's happening.

Keep up the good work!

edit: I see I posted this in wrong thread. moved it to SVN BUG section
 
WARNING: 8778 is the last safe version at the moment. There are still major problems even in the latest revision. Opening any saves under these latest revisions and saving over the previous gamesave could ruin the game permanently. (Though I MAY NEED a unit recalculation mechanism to rescue the situation as a whole.)

You've been warned. I'd be upset with myself or say let's revert the change except that it's not really a 'change' per se so much as an attempt to debug a problem. It's a problem that's severe enough that it warrants a lot of patience in sorting it out. It MUST be corrected or it sets us up for HUGE pains in the butt down the road.

And its complex. The root of the issue has been extremely elusive.
 
8782
  • Deleted the unused zip files I added earlier related to new water terrain.
    • It will be available as a modmod for v36 players instead.
@TB: I have the impression that this is important, so carry on soldier.
 
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8783
-Bugfix for Unit Save Data attempt 3.

3rd time should be a charm. Old and new saves alike should benefit from this fix, provided that the save wasn't made from games loaded after 8778 (Mid-Day Sunday).

Furthermore, a number of non-functioning tags should be operating properly now.

I'm finally starting to figure out my a** from a hole in the ground here... Koshling warned me about this issue long ago but I'd mis-understood his message. I finally got what he meant.

Older games will still have some units with flaws that cannot be fixed without a unit recalculation mechanism but this close to a release is not the time to implement something along those lines.

Anyhow, as it's been going, Toffer, please stress test the hell out of this. I believe you should be pleased. As a side note, the last revision had the potential of screwing up unit combatclasses after a merge or split.

If everything seems to be straight for saves from games before 8778 or after this revision, we should be straight for the version release.
 
8784
-Revised terrain impassable tag for helicopters, blimp/baloons, a few ships and all cultural ships regarding entering sea, trench, etc. Now Pits custom map will work mostly fine (mostly) with v36.

This will be my last commit before v36.
 
Please! Proceed!:please:

JosEPh
 
I believe we should be ready.

I've received word that the Camel Rider UI bug is still in place (or rather, has returned somehow)... this MUST be fixed before release!
 
8786
-Fix for faulty camel rider animation.
Please help me ensure that everything is now right with the camel rider, haven't had much time to test it yet.

@Sparth: I saw there were some cultural version of the camel rider who used a mace, I think we should keep all variation of a single defined unit using the same kind of weapons to avoid strange animations. If we want unique version of it with different weapons it should be defined as an entirely new unit. All camel riders now use a spear.
 
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