C2C SVN Changelog

9926

  • Converted all GameText xml files to UTF8 encoding
  • Cleaned all GameText xml files and fixed encoding Errors


I converted all GameText XML to UTF8 maybe this helps to avoid Encoding Errors in the future.
 
@alberts2 ,

Just Updated to your last commit and the export time was sooo fast compared to previous times! :thumbsup::clap:
 
9927
  • Refactored my previous commit as suggested by alberts2. This may lead to a slight speed increase in the game's initial loading.
  • For XML modders: XML's missions that do not appear on the CvEnums.h file should work regardless of position as they used to (untested, not sure if they are supposed to work).
 
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9928
  • Further tweaking of research cost and rate, to accommodate a much lower map size effect on tech cost.
    • Added a 5% step in tech cost per map size away from standard size, this is needed until we implement more features to allow research speed to not depend so much on number of cities.
    • Added a 10% step to amount of food needed for cities to grow per map size away from standard size. This one affect research/building and training time fairly, so it's ok to use as a map size modifier. Edit: The tag didn't exist! My bad.
    • Reduced tech diffusion strength. It was riddiculously high, which works against the difficulty of higher difficulties too much imo.
    • Increased the global tech cost modifier with 50%.
Sorry that my last adjustment made the game less balanced, but it was technically an improvemernt to fundemental game balance, the values were way too high, I made it too low, but it was still better than too high.
It is imo not important that every SVN rev (especially when it is a long time to next official release) has to be an immediate improvement to in game-experience, my modding style consist in doing stuff in steps so it may take a few revs before balance is re-established when new things are being tried out. I'm just saying that there is a risk in always updating to the latest in-development version.
 
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9929
  • Removed some more python usage of the PyHelper.
  • Removed some unused, and pretty useless, functions from the CvUtil python script.
  • Fixed the deactivated and broken "AgingAnimals" python script; but I did not activate it, so it won't be used by the game atm. This is @Dancing Hoskuld 's domain.
  • Optimized some python code along the way.
9926
  • Cleaned all GameText xml files and fixed encoding Errors
You did this by, script right? Anyhow, I'm real impressed by the result.
 
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9930
  • Corrects units being trained with very bad AI assignments
  • Adjusts the Tech cost calculation (it did not do much to change the end results of the calculation in tests I ran so no scaling values needed adjusted from how we have it already.)
  • Fixes the Upscaled Building and Unit Costs option
  • Some MINOR restructuring of the brokerage system to ensure proper functioning

As noted elsewhere, we should release this as v38.2 - the flaws previous to these fixes are pretty horrific and can really paralyze an AI in growth, as many have noted, by training a unit that cannot found a city as a settler and then thinking it has enough settlers for a long time to come but never getting a city out of it.
 
9932
  • More sorting of CIV4 TechInfos file. Sorted down thru X column 61. Beginning of Industrial Era
 
9934
  • Possible fix for a strange behavior in the SPY assassinate mission.
  • Calculation adjustments in production and tech cost calculations to get era modifiers to behave more as they are supposed to.
  • Important corrections in promotion value evaluation stream. Fixes more than the noticed bug - nearly all AI units were taking the currently value-less Bounty Hunter promo.
  • Adjusts the way StrengthChange is valued in hopes that Might promos will become an almost mandatory promotion for the AI when possible.
  • Some further adjustments to UNITAI_PILLAGE functioning to keep them from being problematic.
 
9936
  • Adjusted gamespeed modifiers to a follow a completly different philosophy. Calendar was not adjusted so it will most likely be inaccurate for the time being.
    • The idea is that gamespeed should be standardized and not modified much away from that standard; if something seems unbalanced it is better to consider modifing building outputs or other game aspects to balance things better.
  • Reduced some difficulties impact on hammer and beaker costs. (Easier than noble, deity, and nightmare was not in proportion to the other difficulties)
  • Reduced Palace commerce output from 10 to 6.
  • Made trade far more lucrative on smaller maps than larger maps. (may be overkill, and must be reduced some later)
I did not test these changes in a mature game, (I should really stop deleting saves so often) so I don't know how these changes play out after the prehistoric era.
Feedback on general balance will be helpful, as always, in the process of adjusting everything to the new gamespeed baseline.

9937
  • I gave wrong values to tech/building cost modifiers in nightmare difficulty in my last commit.
 
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9939
  • Reduced global civic-change base anarchy-time from 1 to zero. The civic themselves should decide base anarchy time without some pesky global insisting there must be 1 more turn of anarchy.
9940
  • Tweaked game option text.
 
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9942
  • Adds the Production handicap to CreateProject cost calculation. May be a temporary solution.
  • Fixes unit mis-costing due to them not having a tech prerequisite and thus no era type.
  • Corrects the calculation for maximum XP from barbs or animals under the More XP to Level option.
9943
  • Cost correction on the Field Hospital

@Toffer90 If we have to make a correction to the prereq tech of a building or unit, we need to check to make sure the cost isn't in error as well - it definitely was in this case.

@Dancing Hoskuld It's a bit odd that you'd set the max XP after upgrade high enough to basically be pretty close to equivalent to Unlimited XP...
 
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9944
  • Reduced maintenance in capital through the palace building.
    • Will be looking into anarchy time on civic change for some time now.
9945
  • Removed two non-existing tags that I somehow though existed.
  • Made "Automate Promote" and "Automate Upgrade" buttons hidden by default in BUG settings.
  • Made tech diffusion kick in when a player is 10% techs behind the tech leader instead of the previous 25% techs behind.
 
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9946
  • Adjustments to unit AI procedures based on discussion with alberts2.
  • Some changes to the Anarchy calculation mechanism per discussion with Toffer90.
  • Another fix effort for the training cost of missionaries.
 
All Clear.

 
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9947
  • Put comments in the MLF files indicating which modules can be turned off
  • Change Yoruba so missionaries can be built
  • Update the building schema files in some religions again (not sure this was necessary but the dates on mine were later than those on the svn)
9948
  • Update Unit Schema in New_Cultures
  • Add bonus for Mammoth Graveyard and improvement for Tidal Pools. Neither available in game yet.
 
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