C2C SVN Changelog

10000
  • A limited fix to the overflow problem on technology cost calculations. It doesn't work past a point, which is only the last era or two on the hardest/longest settings. When it stops working, it should just cap out, though displays might be a bit funny, showing only one turn to research, because the display is independently calculated. I'm leaving that display issue to tell us where the limit is. If we have to do more than this to correct the problem, it's going to get pretty complicated and go into realms like python where I'm not sue the unsigned long long data type can even apply. So hopefully we are able to work with this as-is for the foreseeable future. A capping of research costs at the point it maxes out may not make the last few eras on the longest game setting seem all that bad anyhow.

Sorry for making a whole new post over this but, c'mon, we JUST HIT rev 10,000! :dance:[party]:band::cheers::woohoo::banana::bounce::clap::high5::eekdance::beer::band::dance:
 
Congrats Tbrd on 10K. Let's see if we ever make it to 20K.

10001

Fixed a few bugs and issues with the future era material. In particular,

- Education, Crime, and Tourism auto-buildings should now be confined to Earth.
- The Black Hole and Supermassive Black Hole features have been replaced with blobs of toxic gas. Hopefully someday someone will figure out why the proper black hole image isn't displaying.
- Building renames: Attometer Foundry -> Atomically Precise Alloy Foundry, EIntergalactic xotic Particle Foundry -> Intergalactic Exotic Particle Foundry
- Fixed most of the XML errors identified in the XMLValidation tool. There are still a handful that I haven't figured out.
- Modification to Interstellar Media Center

I think that I retained all the fixes that others have made to my XML files; if not I apologize in advance.
 
10002
  • Corrects an issue with withdrawing units during an ambush by multiple units.
10003
  • Fixes the bug with no interface on units that just attacked and still have movement left.
 
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10004
  • Tweaked the </iAIPerEraModifier> tag for handicap levels.
    • Gave emperor a -1, immortal a -2, and deity a -3 to the per era moodifier.
    • Nightmare used to be -4 and I buffed it to -5.
    • It means that unit upkeep, hammer cost for stuff, war weariness, and inflation gets that amount of percent easier for the AI for each era the player advance.
 
10005
  • cost correction to Taipei 101
  • prereq corrections to a couple of Pepper buildings @pepper2000 - take note please.
 
10006
  • Removed the free techs to AI on higher difficulty, doesn't seem to be nessesarry with this initial boost anymore.
    • Tech diffusion doesn't work well with the free techs on gamestart, when the AI has 10 techs and the player has 2 then the player is effectively 80% behind in tech and gets an abnormal amount of tech diffusion the moment it makes contact with the AI players.
      • Tech diffusion code should be rewritten some at one point.
 
10008
  • Pillaging no longer gains gold if done in neutral territory. We might need to figure out some tool tip edits. Not sure yet.
  • Corrects overflows in production cost calculations.
 
10009
  • Nerfed gold outcome from Marauder.
  • I also added a handicap comparison between winner and looser to further nerf, when playing on higher difficulties, all those promos that steal beakers, espionage points, and gold from an opponent.
    • If winner and looser is on the same difficulty there will be no nerfing regardless of what difficulty they play.
    • AI will never get this nerf.
    • Two human players can get this nerf against each other if they play on different difficulties, it will only apply to the one on the higher difficulty.
 
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10010

  • Added save compatibility code for MissionTypes.
  • Replaced Raledon's XML to enum solution to register missions with a simpler solution.
  • Increased the AI tech value for the isBridgeBuilding tag.

@Thunderbrd

I noticed in the CvUnit reading and writing code that some fields like m_eCurrentBuildUpType or m_eSpecialUnit and maybe more don't use the the save compatibility mechanism.
The REMAPPED_CLASS_TYPE's exist but why are they stored as ordinary integers, xml changes could cause all kinds of odd isues? Do you know if there a reason for this which I missed?
 
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10011
  • Remove comments from Burial Traditions building class file.
  • Stop mines and quarries being built outside cultural borders. These are not needed any more since we have the plot claiming improvements from Super Forts which do the job in a more realistic manner.
  • Minor text fix.
 
10012
  • Added SAVE_FORMAT_VERSION in CvDefines.h to make a new dll incompatible with older saves. This can be used to break save compatiblity in case this is needed.
  • Fixed a few memory eating issues in CvUnit.
  • Fixed a few save compatiblity issues in CvUnit

Not savegame compatible!!!

@ All

Breaking save compatibility is necessary here because of https://forums.civfanatics.com/thre...of-february-2018.629241/page-30#post-15082483.
If you want to continue your game don't update.
 
10014

  • Reset AI defenders for Deity and NM Deity back to original 8. Was reduced to 5. AI for 2nd settler needs minimum of 8 defenders to have enough for 1st city defense and escort for 2nd Band of Homo Sapiens to settle 2nd city. Too few defenders causes AI to not settle 2nd city for sometime. If at all.
 
10015
  • Minor changes to myths that should be under Taxonomy but weren't.
  • Paleolithic animal remains now provide more to research building.
  • Some text changes.
Problem with Giant Rhino (Elasmotherium). See SVN Bug thread.
 
10016
  • Fixed a mistake I made in my last commit that made all improvements act as cities.
    • whops. ^^
10017
  • Wrote a little python that force AI hunter units to choose the Hunter I-IV promotions if they are available for the unit at level up.
    • Did the same for AI recon boats and the Sea-Hunter promotionline.
 
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10018
  • Adjusts Property AI weights
  • Debugged an early game reluctance to train property control units
  • An AI setting adjustment to the Lunar Rover
  • An optimization in unit selections
  • Corrections in cost settings if -1 is the xml established cost of a building or Unit
  • Bugfix recovers the AI's ability to train city attack forces
  • Bugfix to city adjacent plot culture
 
10019
  • Removed Woddsman and guerilla promotion requirement from the Hunter promotions; it hampered the AI's ability to get the hunter promotions and why should forest and hill accustomedness be any more important for a hunter than e.g. wetland accustomedness.... Is a wetland Hunter somewhat less than a hillsman Huinter?
  • Tweaked subdue chances from promos a bit, @Dancing Hoskuld: if you want me to revert some of this I will do it without questions.
10020
  • In the Best Hunter event:
    • You won't be able to select hunting strike promotion to your hunters unless you are on the correct gameoption that enables that promotion.
 
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