C2C SVN Changelog

9144
  • Move Story Teller unit line; Food Caravan unit line, and Merchant unit line into core

This is likely to break saves as these units in existing games will probably not have access to their missions any more.

9145
  • Make the World Views Cannibalism, Human Sacrifice and Slavery fully modular and optional

This is also likely to break saves as these units in existing games will probably not have access to their missions any more.
 
WARNING
Latest SVN updates starting with SVN 9141 and especially the latest SVN 9145 Will break saves or just out right Fail to Load at Initialization once you've reached the Load save game in C2C.

Suggestion to players: Revert to SVN 9140 to start New Games.

JosEPh
 
9146

Fix 9146 looks like I forgot to tick the all button when I did the update and it only removed the Captives files and did not replace them with the new set.
 
9147
  • Initiates the Neanderthal and Insectoid Players
  • Adds numerous positions where isHominid() is employed as a way to specify either Barbarian or Neanderthal
  • Adds game option Neanderthal Cities. If checked, the Neanderthal player should spawn cities in the Prehistoric era.
  • Returns animals to an state of being immune to terrain damage.
  • Removes the command to seek safety from the Animal AI routines - was slowing things down too much and causing oddities in animal behaviors not intended.

Note: I have noted a bug exists somewhere in the python with combatResult processing but I'm not sure how to track the problem down. DH: if you can show me how I'm supposed to get to the bottom of this error message that would be very helpful!

Also, SO noted an issue with crashing on game initiation but I was not able to replicate it... maybe it's been inadvertently resolved somehow? I can't check the mini that was provided because I'm on new code assets already.
 
Note: I have noted a bug exists somewhere in the python with combatResult processing but I'm not sure how to track the problem down. DH: if you can show me how I'm supposed to get to the bottom of this error message that would be very helpful!

It should be detailed in the PythonErr.log where it should point to the file and line where the problem is occuring. It should include the Python calls that lead to that line also. That assumes you have turned logs on in BUG.
 
hmm... that file is empty so maybe I need to turn something on in bug. I'll see what I can do there.

EDIT: Logging appears fully enabled in BUG options. I did just switch it over to BBAI logging level 3. Does that have anything to do with it?
 
9148
  • Adds iDefensiveOnlyChange to UnitCombatInfos
  • Removes numerous unneeded tags and options.
  • Fixes the python errors taking place after the last commit.

BREAKS SAVEGAME COMPATIBILITY
And I'm not done yet with cleanup. My apologies for not making this process more succinct but with errors taking place in the last commit I felt I needed to get in what I have so far at a point where it was stable.

I removed Hill and Peak withdraw tags since I've now found a way to include this effect in the terrain withdraw tag. I already know of a few more tags I'll be able to consolidate for the same reasons. There are also tags I'm thinking of reprogramming so that they are much more memory efficient.

I removed Dig In and Fortified Collateral Defense tags because we can now do these things with improved access to buildups instead.

I tried to remove all completely useless and needless options and there may be some debate over many that remain but I don't think there would be any debate over the ones removed at least.

BTW, this means when starting a new game, be sure to carefully reselect your options because your defaults from previously started games have become a bit scrambled here.
 
9149
  • Added an edited version of the PerfectMongoose mapscript (the old one is still there).
    -Salt flats and hills no longer coexists
    -Ice terrain is now generated correctly with the PW3 climate system.
    -Various tweaks.​
  • Added one new eagle and viper animal units.
  • Made all aggressive and neutral animals capable of attacking when playing without Hide & Seek.
  • Added more polar and tropical terrain variation to all water terrains.
  • Changed tag name of several terrains

Breaks Saves

Edit: Also added new Shallow sea textures for polar and tropical variations.
 
I thought we had decided that there were no shallow seas. There were
  • continental shelf represented by coast and sea terrains
  • abysmal plains represented by deep coast, deep sea and ocean terrains
  • oceanic trenches represented by trench terrains

See here
 
I think we did just that, yes.
 
9150
  • Fixed Manta/Eagle-Ray pink buttons
  • Fixed mangrove being generated on mountains. (all mapscripts)
  • (PerfectMongoose mapscript specific) - Minimized the chance for land to be at the west/east edges of the map to avoid the water plane graphical glitch.

9151
Odd mistake (yes, my mistake) fixed.
 
9152
  • Makes all NPCs count for the first portion of the game combat handicap.
  • Adds new tags bSeverelyRestricted (for CivilizationInfos) and EnabledCivilizationTypes for Unit and Building Infos.
  • Updates all building and unit schemas.
 
9157
  • Added LunarMongoose's improved "Burnt Forest"
  • Made some fixes to all C2C scenarios in PrivateMaps folder (none of them were actually working). There are probably more bugs in those scenarios, but there is at least less now.

To Map-Makers:
I changed the tag name of:
NEW_FOREST → FOREST_NEW
FOREST_ANCIENT → FOREST_OLD
BURNT_FOREST → FOREST_BURNT​

This change can quickly be incorporated to your maps with notepad.


Breaks saves

I believe I'm done with breaking saves now.


9158
-Added map-options for hills and peaks to my edited PM mapscript.

9159
My edited PM mapscript:
Made polar caps (water floating Ice feature) scale with map size.
Removed PW2 Climate system.​
 
9160

Added Severly restricted tag to Civilizationinfos for Neanderthals.
Added EnabledCivilization type to 10 units in Unitinfos.
 
9162
-Changed requirements for Homo Neanderthalensis and Neanderthal Warrior, so they are build-able by The Neanderthal NPC team.
-General XML cleanup.

9163
-Tweaked Neanderthal NPC and Civ.
-Neanderthal NPC got new flag and leaderhead.
-Neanderthals now spawn as their proper team, not barbarian.
 
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