C2C SVN Changelog

9075
  • Added City specialists Investigator and Sleuth and a unit Great Detective

    This is a bit of a bodge job at the moment - the graphics are very bad and the unit looks like a Great Spy. Some text is there and only a couple of buildings will let you build investigators.

Gah! Said it was a bodge job - I forgot to check it worked in the city screen. The icons don't and the Sleuth is showing up in the wrong place! Doesn't effect game play much so will fix asap.

9076
  • Fix the display of the new specialists in the city screen
 
Gah! Said it was a bodge job - I forgot to check it worked in the city screen. The icons don't and the Sleuth is showing up in the wrong place! Doesn't effect game play much so will fix asap.

9076
  • Fix the display of the new specialists in the city screen
Cool! I'll take a look at them here very soon. Curious though, what's the intent behind the difference between Sleuth and Detective?
 
Cool! I'll take a look at them here very soon. Curious though, what's the intent behind the difference between Sleuth and Detective?

Same as the difference between a Military Instructor and a Great General one is the name of the specialist in the city screen, the other is the name of the unit that can settle.
 
9078
  • Update schema files in Custom_Religions/Andean

  • Remove the Andean Worker unit and have the Machu Picchu improvement require the bonus of the same name to build allowing normal workers to build it if they have access to that bonus


Note We still need to discuss how the Machu Picchu improvement fits in with the proposed Mountain Hamlet, Mountain Village and Ski Resort improvements

edit @Sparth I have not removed the art nor the unit art definitions for the Andean worker. I did remove the styleart entries.
 
9079
  • Make Andean and Asatru religions fully modular (ie optional) by
    • Updating to latest Schema files

    • Moving events and trigger info out of core and into the modules

    • ensuring dependencies are in the modules

Note. There is no way to know if the event stuff is working correctly. If we had an event page we could check that the WoC standard we are using applies to Events and Triggers. Since these XML changes were all we (Rwn and I) made that would have been a sufficient test.
 
9080
  • XML cleanup
  • Fixed some incorrect tag usage for health care buildings.
  • Fixed what appeared to be a completely broken promo: PROMOTION_WAYLAY3
  • Renamed CELTIC_DUN tag to EARTHWALL
  • Got rid of BUILDING_CHOQUEQUIRAO launch error message.
  • Picked up a few other oversight/mistakes in XML (I went over too much to remember exactly what).
 
9081
  • Remove stuff I was doing for Antiquities.

  • Add Sky Burial Platforms. (This (My_Mods\Burial_Traditions just needs the buttons worked on and it can go into the core as it is mostly a bug fix.)

  • Put back Martian Tripod (Bad Karma) It is for use in a rare Martian Invasion event which has not yet been defined.
 
9084

EVENTS:

changed Percentage of most events to 100, i believe i have not seen enough events so i increased quite a few, just to see if i get more events . .

9085


ls612 Focused traits

just some clean up is all

9086

more clean up of the audiodefines and traitinfos,
 
9087
  • Fixes an error in ls612's traits.
  • Massive speed enhancement and code streamlining for promotion text display - should make promotions page on pedia much faster and occasionally have an ingame effect. This wasn't the point... was forced to take a few steps down that path due to hitting a limit and just carried through.
  • Fixes a divide by zero bug.
  • Fixes a movement rule error.
  • Implements a new promotion tag: TargetUnitCombatTypes. Allows promos to add new unitcombat targets for assassination and making first targets in stacks when the unit attacks.
  • Trap Project Implementation (without XML)
    • TrapDisableUnitCombatTypes
      (An int structure to establish the skill at disabling traps by trap type as defined as a trap unit combat.) (Unit/Promotion)
    • TrapAvoidanceUnitCombatTypes
      (Reduces the likelihood of a trap going off against this unit that can trigger it.)(Unit/Promotion/UnitCombat - some animals may be more or less likely to set of a trap by category etc...)
    • TrapTriggerUnitCombatTypes
      (An int to establish the base % likelihood of a unit with the indicated unitcombat setting off the trap when they step onto the tile with it.)(Unit/Promotion (hair trigger or widened coverage may be added by a skilled trap setter))
    • TrapSetWithPromotionTypes
      (The unit that places the trap adds a promotion to the trap - primarily for use with arming a trap in a special way such as to give some a poison effect.)(Unit/Promotion - definitely this. Allows us to give trap setters a world of skills they can develop.)
    • TrapImmunityUnitCombatTypes
      (For units to define that they are immune to a particular trap type despite maybe having unitcombats that the trap triggers against.)(Units/Promotions/UnitCombat)
    • RenamesUnitTo
      (For status promotions to allow the trap to be renamed when armed. Ex: A trap unit may be a 'Pit Trap Supplies' and once armed becomes a 'Pit Trap'.)(Promotions only)
    • iTrapDamageMax
      (An int that defines the upper range of HP damage the trap will cause when triggered.)(Units/Promotions)
    • iTrapDamageMin
      (An int that defines the lower range of the HP damage the trap will cause when triggered.)(Units/Promotions)
    • iTrapComplexity
      (An int that defines the difficulty of disabling the trap.)(Units/Promotions)
    • iNumTriggers
      (Traps need this integer to define how many times a single trap can be triggered before it is destroyed.)(Units/Promotions)
    • iTriggerBeforeAttackChange
      (Adjusts above)(Promotion)
    • bTriggerBeforeAttack
      (Allows the trap to be either a type that goes off to defend friendly units on the same space and do their triggering before the unit coming in actually gets to engage in battle, or if it would (by default) take place only once the unit moving in has resolved any combats that must be resolved to allow such a movement.)(Unit)
    • Outside of tags:
      • # of triggers > 0 is core definition of a trap.
      • Traps will need their own special unitcombats.
      • Traps will need to define specialunittypes that define the unit as a trap that can be transported. Then we use the normal transport functionality from there (with the possibility of capturing traps when 'disabled'.) So this ends up working very similar to captives.
      • Need to define new trap invisibility types.
      • Integrated TerrainImpassables/FeatureImpassables into traps so that they can only be placed on terrains they are compatible with being placed and armed upon.
      • Traps get dropped off by current disembarking functions and armed when unloaded from a unit without being in a friendly city (may not arm traps in a friendly city.)
      • Traps may be disabled by units that can see them. If disabled they can be captured and reused elsewhere. A trap that can be captured is defined by the <Capture> tag. If they have a capture tag, once disabled they are captured. If captured, the player takes possession of the trap and the trap is unarmed until loaded on a unit that can carry it and then when dropped off later it is rearmed. A disabled trap is destroyed if it cannot be captured.
      • Traps can be given AfflictOnAttack to have the opportunity to afflict opponents that trigger the trap. Promotions for the trap can add this.
      • Traps can nuke if they have a nuke range of 0 (rather than the -1 default) - more than that and they can actually launch.
      • Traps don't get automatically captured by incoming troops, even if seen, this gives those units a chance to first avoid(unless immune), then disable - or simply avoided or triggered with more triggers possible afterwards and thereafter sharing the space.
      • If trap is unloaded in friendly city it is not armed but if unloaded anywhere else, it is immediately armed and given the free promos it gets from the unit that unloaded it.
      • There's probably more to explain that may not be intuited by the tags themselves.

This is initial programming implementation for traps. Still lots to do to complete or even make much headway on that project. It's only safety tested right now for one thing. I need to get some initial XML designed to truly test it. I've got fair confidence it should be mostly correct in the way it functions. (I know one spot that needs a little tweaking.)

Then AI. Ugh. Anyhow, this is a major step forward. Despite this post I figure I'll probably need to explain the system in full somewhere so that modders can follow it in designing their own traps.


9088
  • Fixes the font problem with Caananism
  • Disables a plot unit legality check that may no longer be all that necessary and was causing some odd behaviors
 
9089
  • Move some files of Story Teller line into core. All will be moving just having some difficulties moving the missions.

  • Fix Mammoth game text

  • One Giraffe unit was requiring horses - fixed
 
9091

- Added Map Category Types to all terrains.



This is probably interesting for you, Pepper, since it allows you to tell a building that it should only be buildable on mars or the earth, or NOT on Mars etc.

There are also categories for aquatic and space.

If nobody is working on building files right now I will add the categories to existing buildings tomorrow.
 
You're cleared by me for that (I'm not working any buildings at the moment) but keep in mind that if a building should be able to be constructed in any city on any map type, leave it undefined.

Also: keep in mind it's not just buildings you can control this way. Improvements, bonuses, units, even promotions can all be made compatible or incompatible with this tag as well. (I've probably not even mentioned all the classes that can interact with this but I think that's pretty much the sum of it.) I should probably consider adding it to events and goodies sometime soon as well.
 
9092

A few changes to Civics: not all yet, but some of these are from the OLD RoM era back in . .(some very very little)

changes made so far in:
Chiefdom, Despotism, Hereditary, Republic, Theocracy, Democracy, Fascist, Strongman, Oligarchy, Senate, Federal, City Planned, Militia, Tribal Warfare, Pacifism, and Feudalism
 
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