8995
- Healing Unit Review:
- Wise Woman edited
- Healer Edited
- New Unit Medicine Man added
- Apothecary Edited
- New Unit Doctor (UNIT_DR) added
- Surgeon Edited
- Medic Edited
- Ambulance Edited
- Modern Ambulance Edited
- Medevac Edited
- Modern Medevac Edited
- New Unit Medical Lab Technician Added
- Medevac Dropship Edited
- Monk Edited
- Shaolin Monk Edited
- Florence Nightingale Edited
- Shepherd Edited
- Vet Edited
- Field Vet Edited
- Medical Vet Edited
- Merlin Edited
- Park Ranger Edited
- Ecologist Edited
- Cartwright Edited
- Siege Engineer Edited
- Gear Mechanic Edited
- Machinist Edited
- Mechanic Edited
- Motorpool Edited
- Auto Electrician Edited
- Replication Mechanic Edited (major bugs were in these last 2)
- Service Droid Edited
- Aviation Technician Edited
- Flight Technician Edited
- Jet Technician Edited
- Astronautic Technician Edited
- Programmer Edited
- Software Developer Edited (can now alternatively upgrade to a Hacker unit which should be interesting.)
- Systems Analyst Edited
I may need to further review the nano healers but for the most part, this completes the Unit stage.
There's a few debugs hanging around that I should be now able to get to tomorrow.
@Art guys: The new units are now all in place and there won't be more coming for this version so if and when you can address them, it's all there.
EDIT:
Actually... that might be a lie. There could be a new line of units to contend with that would need only very slight repainting and perhaps a new button style. I may be able to get that new line in place fairly soon as well. But of the categories so far worked on, the units are complete. Scratch that... I've figured out how to address the need that was prompting a new unit line with a new promotionline instead. Will make more sense ultimately but may be a little tricky for AI arranging. Still... easier than doing a new line of units!
8996
- Ensures that units that cannot be attacked due to Amnesty rules are only protected while under a Rite of Passage or Open Borders agreement, freeing up units in your territory to be attacked if such agreements don't exist.
- Fixes a problem with the AI sometimes not making any research selection.
8997
- Repairs DCM Stack Attack option. (You can use Archer Bombard with this too but it is not advised. Some additional playtesting could be useful. I cannot be 100% sure that there won't be some small bugs but it tests out fine so far as I can see.)
Thanks again for the original CvUnit.cpp file Joe!
Finding the little tweak between the normal updateCombat and updateStackCombat, I found that it makes sense but was very frustrating that the original programmer felt it was necessary to do an entirely new function for it rather than a small 'ignore this next part if we're using DCM stack combat' exception line which was, after some analysis, all I needed to add to the normal updateCombat function.
If this plays out as well as it did in the short playtest I ran, then I can eventually completely remove rather than simply comment out the updateStackCombat function which will save quite a bit of text space on our CvUnit.cpp file which is REALLY a good thing since we're probably getting close to overloading that file's maximum amount of lines as it is and this is a significant chunk.
8998
- Fixed some general gameplay slowdown.
- If a unit cannot attack, it cannot arrest or ambush.
- Discovered a bug in visibility and fixed it (Hopefully that was the last one that was throwing things off there requiring a vision recalc every round - that's now been disabled so be watching for oddness in visibility rules not being adhered to.)
- If a city is at minimum defense level, its defense value now appears red.
- Should have fixed the vote overflow issue and some related potential overflows but in the effort, it certainly shows we have some absolute limitations here where total population can overflow and at that point, the ability to further track asset and power values for a player becomes capped so late late game will tend to show many players being completely maxed out on these measurements and there's little to nothing we can do about that.
@Snofru: If you still have the game that was showing an overflow on votes, this could be tested to ensure that the fix works properly. Should be capable of working even after it had a previous flaw. However, one overflow can cause other problems in the code later so it's not 100% reliable that it WILL work once the problem has shown up.
- Moved setQualifiedUnitCombatTypes to the load sequence rather than game initiation so that valid unitcombats for a promo can now be seen in the pedia without having to start a game first.
- Fixed some display problems with flank attack listings.
- Investigation checks now gain the benefit of an additional 5% of the total investigation from all units present in the city aside from the one selected to be the primary investigator. After adding so much Insidiousness to crime buildings, this becomes necessary to ensure the potential for successful investigations.
- New python reported Unit Type check for isQualifiedPromotionType(iPromotion) for the unit page in the pedia.
@DH: use this in the same way as you did the validation for unitcombats on a given promotion but you'll instead check if the promotion is valid for the unit.
There will be exceptions to the display in that units may get promotions that add new unitcombats that then open up access to additional promotions but this is for the basic pedia display so didn't take those into consideration.
- A few adjustments to criminal units to eliminate an unnecessary tag usage.
Also:
@Joe: I did some testing of the extra costs on the new units and they didn't seem prohibitive so far. Obviously more testing will be necessary on harder settings perhaps but on Immortal/Normal (yeah I was testing Normal gamespeed which is unusual for me) and not getting too far into the game, I was able to support 2 healers and a watcher and still be at +2 gold/round on 100% research. This was easily controlling crime and disease. I'm thinking that if these kinds of measures are taken early on, which they really should be by players who care to control their properties, then as long as units are added only as necessary, a budget can be maintained while keeping control. If you let it go for too long before taking control measures it would start costing a lot to turn the tide back. That was kinda the design goal anyhow. But again, some further testing, and perhaps some deity level testing, should be necessary to completely confirm that it's manageable.
@DH: You were talking a while back about having a selected unit information display screen... with the new complexities being added to units along unitcombat information platforms, some units are getting to the point where I'm unfortunately going beyond the amount of information that the help hover can show, even after the hotkey hover pages have isolated different categories of info. AKA, that project would be a very desirable addition.
@DH: I LOVE the new tech tree screen! The larger icons may show a little more pixelation but they're still brilliant! You can see what they are now! Woohoo! Excellent addition there - finally saw it during some playtesting this evening.
8999
- Edited the protocols for ordering property control units to be built by the AI.
- For the above purposes, added new tags for properties (iTargetLevel and TargetLevelbyEraTypes) whcih establish where the AI feel it is optimal to 'be' in their cities.
- Edited the protocols for property control units to be sent to cities that need their help.
- Edited the protocols for property control promotions to be selected.
- Edited the protocols for property control units to seek safety which should keep them from ejecting cities that are threatened.
- Edited the protocols for the establishement of the Quick March status which should now keep hunters from running around on quick march status among other possible similar issues.
- One more point: Even positive properties should now be fully considered by unit AI - therefore if the AI needs it enough, it should even be able to now build and best utilize storyteller units to educate a city in need. There's a few conditions I may not have met to fully enable this but I THINK it should currently work right. Testing to confirm this kind of thing is nearly impossible.
@All including playtesters: Please watch the property control units and if they seem to be doing anything less than optimal at this point, please let me know. They SHOULD be functioning MUCH better at this point. The problems with them were fairly game-breakingly critical on v36 stock and up to now, making it very difficult for the AI players to compete at all. At this point, they very well should be better than even the most micromanaging player at controlling their properties now.
Truly hoping these changes will help your games as much as I think they will.
9000
- Fixes a crash reported in bugs and crashes.
Woohoo! We've made it to 9000! 1k more to go and we'll be looking at 5 digits here.
9001
- Major review and audit on the AI willingness to slave off population. Should be much more reluctant now. Should also take more appropriate steps when encountering unhappiness in its cities.
- Hunters given Assassination so they can tangle with animals in cities.