C2C SVN Changelog

9023
  • Fixes an issue with an exorbitant amount of upgrades overloading the amount of selection groups that can exist for a player at one time. This should also help in general with memory limitation breaches that can happen later in the game.


9024
  • PropertySpawns mechanism. Via 2 new tags, PropertySpawnUnitClass and PropertySpawnProperty, units can be set to have a chance to spawn equal to .1% per intensity of the current property value in the city, checked at the beginning of the round in each city for each valid propertyspawn. Positive friendly units can spawn due to high levels of positive properties and Barbarian units can spawn due to high levels of negative properties. Every building in the city with a both property spawn tags established adds the potential for one of those units to spawn... thus if a city has 2 buildings that can spawn a Thief, it gets 2 chances to spawn a barbarian Thief per round.

  • Establishes PropertySpawn sources for all criminal unit types.

  • Many new 'Unsanctioned' criminal buildings that emerge when prereqs are met at particular crime levels. These buildings mirror the effects of a normal building, usually one a player can build to train criminal units (ex: Assassin's Den (Unsanctioned)) but rarely have much in the way of anything positive to add since they are completely out of control of the state. They are crime emerging buildings so are removed when the crime levels drop. They are the primary source of Property Spawned Barb criminals but are not ALL of the sources of property spawning criminals. The state supported ones (the ones you can build) can also spawn barb criminals if crime levels get too high. And there are some criminal types that spawn off of basic crime autobuilds.

  • Adds a new UnitAI for Barbarian Criminals. It's extremely basic and tends to keep the criminal put in the city. Will be under further development when more v36 unit review unit AIs come under focus soon.


In a nutshell, you now have a new reason to keep crime low because otherwise, barbarian criminals will start emerging inside the city (citizens that have gone bad!) Additionally, you may find Investigation efforts to be a bit more valuable in cities that have accidentally gone out of control with crime for a while. Gotta arrest those evildoers!

Interestingly, this mechanism could be used with other properties... plenty of potential applications I'll let y'all imagine for a bit.
 
9025
- new models and buttons for: biker gang, burglar, cutthroat, enforcer, exile, gunfighter, hacker, patrols, police_helicopter, robber, scoundrel, street_gang, swat_team, techarchist, thug, watcher units
- sentinel - new button

9026
- new hacker model and skin
- burglar model is now used as a thief, thief model as a rogue, and rogue model as a burglar
- fixed Sentinel button
- new Ambusher button
- new texture for SWAT Team
- fixed Sharpshooter pink hat
 
9028
  • Adjusted Thug upgrades so they don't invalidate his ability to continue to be built.

  • Adjusted the Property Control AI train orders so that these types of units will be built immediately when needed and only by the city that's signaling the need - this keeps from there being problems with cities overbuilding because the city they are building the units for through the contract broker cannot then be reached by the units once built. Further testing shows property control AI is working perfectly.

  • Barred all units from upgrading in foreign cities (unless the city is that of a teammate.) This keeps upgrades from incidentally capturing cities without a fight.

  • Added CosntructCondition check to validate the granting of free buildings of all types. (hope this doesn't foul anything up! Faustmouse should be checking to ensure this.)
 
9029
  • Fixed the displayed names of some of the improvement builds to reduce confusion shown by SO :D

9030
  • Fixed the missing names for the Discovery of Natural Wonder buildings

  • Remains of subdued paleolithic animals now reduce the cost of building Paleontology Lab
 
9031
- new models and buttons: medicine_man, doctor and surgeon units
- new buttons for medical_lab_technician, loki fist, ra_fist, ra_knight and hellsmouth_dog, tamed cave bear, tamed snake, tamed lizard,
- new model for wise_woman and partisan unit
- fixed Hacker wrong animation bug
- fixed size of the Rogue unit
- small increase of the Sentinel unit size

9032
- fixed Hacker shining model bug

9033
- new buttons for all mine Units
- new buttons for cave lion and cave bear
- fixed animation in Land Sweeper model
- removed some unused art files from Land Mine Sweeper directory
 
9035(Not sure what happened to SO's 9035...?)
  • Some adjustments and tweaks to move rules to debug a few issues, one of which was reported by DH yesterday.
 
9036
- new skin for medical_lab_technician
- added medical bag to doctor model
- increased size of the sentinel
- new default partisan model
- changed size of the models (in pedia or in-game): gunfighter, humvees, jeeps, all warlords, nobles, lords, jet fighter, all arsonists, native scout and settler family, kayak, handram
- Hand Ram is in single now in model group (instead 2 models)

9037
- first part of unit models scaling (in pedia and in-game)
 
9038
  • Adjusts camouflage invisibility values down on high group volumes and individual sizes of units on Size Matters AND Hide and Seek. (This sorta makes it advisable to play with SM if you're going to play with H&S... makes camo more intuitive for the player who would like to assume his elephants or large army units for example, are automatically visible in plots that add camouflage invisibility.)
  • Fixes a bug in the unit capture mechanism that was allowing combat capable units to be captured like helpless workers.


9040
  • Makes units that are invisible to a player uncapturable by that player.
  • PrereqMapTypes tag for buildinginfos. This should work to keep a building that is defined as a particular maptype prereq unable to be built nor added for free to a city that is not on a plot defined as that maptype by its terrain.
  • MapTypes tags for terraininfos, featureinfos and improvementinfos. Feature and Improvement have yet to be implemented as the prereqs they are intended to be but the tags can be defined at least. Terrain MapTypes define the map type(s) of the tiles they inhabit. At the moment that only works to guide building prerequisites as explained above. I'll be adding MapTypes to units and bonuses next.
  • Defines basic map types we may use:
    • NO_MAP
    • MAP_INITIAL
    • MAP_SUBTERRANEAN
    • MAP_SOLAR_SYSTEM
    • MAP_LUNAR
    • MAP_MARTIAN
    • MAP_VENUSIAN
    • MAP_JOVIAN
    • MAP_AQUATIC
    • MAP_PLASMA
    • MAP_GALACTIC
    • MAX_MAPS

    (I will next add another for a true VOID which would define a type no unit can go, no city can be placed, no features, no improvements, no bonuses. Some text definitions still needed as well.)

EDIT: Apparently the commit didn't go through last night. oops. 9039 would be Sparth's next commit while this one would then be 9040.
 
9039
- second part of the models scaling project
- fixed pink textures in Spanish Cuirassier and french great general (medieval)
- new model for default bellybowman
- Inigo Arist redblob removed
- fixed Cochise animation
- fixed 2bows bug in Gesar and mongol archer unit
 
9041-9042
- New Hauaminca unit skin
- new buttons for mine warfare and transport captives unit categories
- fixed some missing strategy/background texts in hero units
- small changes in Brazilian flag
- fixed missing TXT_KEY_BUILD_FUTURE_BUNKER_SLAVE
 
9043
  • Adds MapTypes tag to UnitInfos, PromotionInfos, BuildInfos, and BonusInfos. For the most part these should all work as needed now but there could be some more intricate stuff to have it affect which we can address later. Texts for these tags have been ignored for now due to an extra stage of complexity trying to introduce them will bring.
  • Fixes debug dll committed as primary dll last time.
 
9044
- fixed redblobs instead stones (StoneThrower bug)

9045
- fixed Fruit Picker bug
 
9046
  • Further rule adjustments for MapType tags (application where it makes sense to apply.)

  • New Building tags: SpecialistCommerceChanges and LocalSpecialistCommerceChanges - they work the same as the yield tags of similar names. - Note that this may well have a 'speed up' effect for end of turn processing since I found a less than optimal process I was able to correct along the way.

  • EDIT: Also included an adjustment to Realistic Culture Spread where visible bonuses on a plot would cause the culture spread to ignore terrain and feature factors, generally making it easier for culture to spread to plots with bonuses (I imagine this could mean sometimes the bonus may fall within an isolated owned plot but it still makes sense imo.)

  • EDIT: Added MAP_VOID to the map types list.

This one's been a long time comin'! It must've been about 3 years ago or more when this deficiency was originally pointed out. It's been mentioned many times since and I found the problem myself when working with a building design. It needed to be done but I gotta admit I was a little intimidated by it - my efforts with doing something similar for traits had proven the situation deeply complex. But it didn't turn out to be as hard as I thought (in part due to the previous effort leaving some infrustructure I could easily work into!)
 
9047
  • Fix missing PICKER text

  • Fix burial building chain. New consolidation building Funerary Services at Sanitation replaces the earlier buildings and is needed for the City Mortuary fixing that part of the chain.

    There are now 4 chains Cave, Earth, Fire and Sky. The current buildings have been moved into the appropriate chain(s). New buildings are still needed.

    Hint: You can only have one per city but it does not have to be the same in every city. Diversify and get the most out of your dead.
 
9048
  • TerrainStructs tag for builds. Includes TerrainType, PrereqTech, and iTime.

@DH: This is mostly untested but I have confidence it will work as directed. Let me know if you find any problems though.
 
9049
  • Update Vokarya Wonders with the newly available tags

9050
  • Added Sea Terrain adjustments to Sea Tunnel, Extraction Facility and Submerged Town

  • Spearpoint Burial now better reflects its description. Once you can prove you have captured a Mammoth by building its myth you can build this building (at Ceramonial Burial) that increases your units chances of killing (and subduing?) other Mammoths and Elephants.

    Adds some promotions which have only holding icons at this time. This building and promotions will need to be moved into the Mammoths mod so that it does not cause problems if someone chooses to play without Mammoths.
 
9051
  • Fix to Realistic Culture Spread
  • Adds CommercePerPopChanges and YieldPerPopChanges tags to BuildingInfos

These look to be working properly with one exception. And I think I'll need some help with it. If you look at the screenshot, you'll see that when you hover over a building, any qualifying adjustments to the base Yields and Commerces from a per population tag will show up as calculated in. (In this example, the commerce amount has been modified to reflect +11 commerce). However, in the single line listing in the building list itself, the modified commerce isn't showing as adjusted... still showing +10 (the base). This I think is taking place in python. The python must be calling to the correct amount for commerces because the culture would only be +2 if it wasn't properly calculating on that line. So it's only yields that need to be adjusted.

@DH: Would you be able to identify where this is taking place and modify the output there?

The way this tag works is to basically take the tag value given, such as in this example:
Code:
		<YieldPerPopChanges>
			<iYield>1</iYield>
			<iYield>0</iYield>
			<iYield>100</iYield>
		</YieldPerPopChanges>
		<CommercePerPopChanges>
			<iCommerce>0</iCommerce>
			<iCommerce>1</iCommerce>
			<iCommerce>100</iCommerce>
			<iCommerce>0</iCommerce>
		</CommercePerPopChanges>
Then multiply that amount by the population of the city (this updates as the city grows) then divide by 100.

This means that in the above example, with the YieldPerPopChanges, the 1 would mean .01 additional .01 food per population and the 100 would mean +1 Commerce per population.

Important Note!: The end result rounds down to the nearest integer so the Food bonus wouldn't make a difference at all until the population of the city reaches 100. But the Commerce bonus in this example would be effective with every population increase and a city of 100 population would be getting +100 Commerce from a building with such a tag use.

Would've liked to make it add in more granularly but the way the code is setup made taking such a step a massive pain so this is pretty much a necessary evil that it will always round down to the nearest integer.

Anyhow, @Faustmouse: You asked for this tag a year or two ago... here you go!

These tags could be very useful for improving the way some of our buildings work to achieve better mod balance. But beware.. they could also be extraordinarily IMbalancing if not used with care.


Oh... and no, the xml adjustment to test this with the palace is not committed ;)
 

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