C2C SVN Changelog

9834
  • Applied bNoLimit booleans to all culture creating wonders so they don't count against local wonder limits
  • When wonders obsolete, they are removed from the count of local wonders towards the local wonder limits
  • Stealth units that cannot attack (such as due to stay the hand status) no longer destroy helpless defenders in the plots they enter invisibly.
  • Units should no longer suffer losing quality-up promos on upgrading them in Size Matters
  • Untested, but I found the line of code that denied merchants from rushing builds when the city only has one round to build the current queued selection
  • Corrected what SO reported as an infinite loop bug - an undeclared unit variable was initialized in recent AI coding changes and could, in some unusual cases, still be referenced as an undeclared variable, which would freeze or lead to a crash or both.

I still have a crash to investigate and SO's save gave me a clear case to hunt down the disconnection event between a unit and its location - fixing this might be the fix to a lot of crashes we've seen lately AND possibly even the infrequent land combat animation crashes. So I want to address that this week as well if I can. A couple more XML tasks and I'll be ready to put a stamp of approval on this version. My wife also has some real treasures to include at the last minute here too as she preps the FPKs for final packaging. IF there aren't many more reports over this week, we might have things ready by the end of next weekend. But that is assuming NO bug reports come in between now and then and that's probably a little optimistic.

So we're getting there.
 
9835

  • Correct oversights on Common Cold and Diphtheria. Common Cold now Obsoletes. Diphtheria Obsolete tech changed.
 
9832
  • Some adjustments to the AI's willingness to research a religious tech to take some things into account that never have been, particularly with regards to various religious game options.
  • Some adjustments to the property control unit generation AI to keep them from massively OVER training too many because of the time it takes for units trained to respond to a need to actually get to and control that need. Should put some reigns on it but there could still be a little over-training and it might take a bit more complexity in a solution. I also didn't want to start getting them to under-react either. I'm hoping I've found a good balance. Also ensured that cities CAN and WILL train some for themselves as well if the need is bad enough. I reviewed and hopefully improved a bit on that logic too. Also corrected a bug that was making a city only request from the nation the best type of LE unit it could train itself, which is obviously a big problem I didn't realize we had until I spotted the logic flaw. The nation should send in the best it can, not just the best that likely underdeveloped city can train, which may be nothing at all yet.
  • Hopefully diminished the AI's desire to build law enforcement units as city defenders enough to keep them from training them for that role. Now that we have a dedicated AI for property control, we shouldn't need them for defenders. For now, bows and early throwing units should generally be the go-to choice for city defense. And axes and spears are the strongest 'counter' style AI for city defense. Hopefully the code will now help the AI understand this a bit better.
  • Adjusted a global that should help to balance the inquisitor mission gold awards a little better.
  • Corrected a bug with Mountain Mines that was making accessed resources not count for city vicinity.
  • Adjusted the formula and display for meltdown effects from certain buildings.

@Thunderbrd

You accidentally reverted the changes which I made in CvGameText.cpp in my last commit.
 
9837

  • Changes to Civic Subsistence under Economy. Now more relevant
 
@Thunderbrd

You accidentally reverted the changes which I made in CvGameText.cpp in my last commit.
I'm not sure how this happened. When I saw you had committed I specifically updated and recompiled the code before committing. So I'm confused as to how this was possible. I even had to accept your dll before I rebuilt one. I dunno.

Anyhow, I did a compare and found the changes you made and reapplied them so:
9838
  • Restores the coding from Alberts2 that was originally overridden somehow.
 
9840

  • Reductions and/or removals of Global Health and or Happiness to Major Event buildings. Removal of said Globals from The Three Gorges Dam to appease to :mad: mob! Individual Event Pollutions and some Ordinance changes to iHealth and iHappiness and/or Crime and Disease property settings.
Always striving for better balance even when the :mad: Mob can't see it.
 
9841
  • Corrects a huge lurking bug in ambushing that was causing unit locations and plot lists to get disconnected and was causing a LOT of potential bugs. Things now process as intended with ambush attempts so it's possible that a stealth defense MAY be able to defend the helpless units on the tile now. Maybe. That part is untested so I'm looking for feedback.
9842
  • Comments out the Education requirements per population era upgrades from Industrial era on.
9843
  • Creates text displays for religious prerequisite tags for buildings that will help to make things a LOT more clear to the player what a building requires and doesn't.
 
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9841
  • Corrects a huge lurking bug in ambushing that was causing unit locations and plot lists to get disconnected and was causing a LOT of potential bugs. Things now process as intended with ambush attempts so it's possible that a stealth defense MAY be able to defend the helpless units on the tile now. Maybe. That part is untested so I'm looking for feedback.

Has this got something to do with my AI neighbors suddenly deciding to pillage or attack my cities during peace with single Highwaymen, even if it's suicide?
I just noticed this behavior today after this update.
 
9846
  • German translations for the aborigines civ (including yagan)
  • Added some missing GUI translations and corrected some (Global, Concepts, BUG, Revolution, NamesLeaders)
  • Shortened some german vanilla civ labels (now better fitting)
  • Changed german translation for Great General to prevent irritations with the translation for Great Military Person
 
9847
  • Massive tech tree audit. Some tech y positions were changed. Numerous prerequisites were reorganized. A FEW techs picked up some very minor prereq changes. This was an audit for gateway tech integrity to ensure no player could skip an era gateway tech on the way into a new era AND to untangle the mess of criss-crossing arrows representing OR Tech Prereqs. While there are still a couple of arrows that go under another tech or cross in a slightly confusing manner with other arrows, all should be completely followable under close evaluation now. This is in part for aesthetics but also so that players can have the confidence to be able to read the OR/AND prerequisite structure on the tech tree with 100% accuracy under study, provided they understand that the lines represent OR prereqs and the AND prereqs show in the upper right corner.
  • A correction in the DLL to the last update where I inverted the intended religious button displayed whether the religion is researched or not.
  • An adjustment to XP earned math when a unit possesses a less than 0% modifier total to that amount. Units should never be earning NO XP from a conflict now unless the amount just vanishes in a final round-down of less than .1 XP total earned.

I gotta also admit something to Toffer that my wife likes to hear... you were right. At some point it looks like we changed the arrow behavior on the tech tree to show up on all OR paths, not just the first OR. And I think I was the one to suggest that actually iirc... I'm starting to age enough to get failing memory around here. Near on 10 yrs on a project can do that to a guy.

This has a side effect of making multiple ORs a bit too messy in most cases but does work well for the gateways.

@ the team: I know I may have just stepped a little on a few toes, Peppers more than anyone. If there are objections to some of these changes, lets discuss it in another thread and sort out the issue. I'm sorry to have made so many at once but it was a big project to just get in and untangle this stuff and kind of required this kind of approach. I know it makes it hard to audit the adjustments themselves. I tried to keep actual gameplay prereq changes minimal and kept as much to just manipulating what was in the and and or slots as much as I could. If there was some intention behind where the tech was positioned on the Y-grid, I'm sorry I didn't respect that intention much in light of trying to place techs where the OR lines could best be displayed without conflicts with other OR lines. In the rare cases where I added a prerequisite, it seemed to me a logical prerequisite for the tech to have and worked better to draw a line from that tech rather than the previous OR established. In the rare case where I removed a prereq, it was due to redundancies I spotted (this was not an audit to try and make sure all redundant prereqs were eliminated but if I saw it I took care of it.)

So again, sorry if this messes anything up but I don't THINK it should. I tested what techs would show up as unresearched if you beelined for the final future tech and the only ones that show are techs that are Religious or optionable. So it seems like that is pretty much spot on to that intent - the only one I recall needed to be pulled into the tree of demand somehow was Coast Guard and I found a way to include it as a need (for sonar.)

This is not to say I was looking to eliminate beelines. I tried to keep those intact. Just looking to enhance the tree logic and to make it much easier on the eyes and brain.

This audit needed to happen pre-release because it APPEARED that some techs were allowing one to cross an era border without researching the gateway. This proved false in most cases that looked like it because of an AND prereq sewing that up but the tree didn't look right that way either way and it prompted the need to audit. The tree looks really nicely polished now though. Take a look!
 
9848
  • Adjusted some unit experience modifiers, from promos and combat types, to make it a bit harder for strong units to gain exp.
9849
  • Helped TB out with a python conundrum.
 
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9850

  • Remove ObsoleteTech Industrialism from Furniture workshop. And a couple of other building tweaks that have been on my list.
 
9854
  • Doctor, Doctor's Office, Disease Control IV and Build Up Disease Control IV all moved to Plague Medicine and were recosted.
  • Anthropology Lab renamed to Anatomy Lab.
 
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