SVN Update Log

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New commit:
- art style is now immediately updated even for cities currently in view
- cities are initialized with the correct art style (no additional turn neccessary)
- even without VD independent city art styles are now dependent on region
- when determining the player with highest culture for art style purposes, independent and barbarian culture is ignored
- fixed compatibility with VD
 
New commit:
- fixed claim selection during congresses to account for cities that change hands during turns
- fixed post-war congresses so that a player-controlled losing civ cannot make any claims
- added a new congress introductory message in case you are on the losing side of a war
 
New commit:
- New Civilization: Polynesia
- Spawn: 1000 BC on Tonga
- Leader: Aho'eitu
- Color: Light Pink
- Unique Building: Mala'e (Amphitheatre): requires Priesthood, halved costs, +2 culture, +1 priest and artist slots
- Unique Unit: Waka (Galley): halved costs, +2 movement, only one cargo, can build fishing boats
- Unique Power: Navigation: No penalties for cultural expansion over Ocean tiles
- Unique Historical Victory:
- Settle two of the following island groups by 800 AD: Hawaii, New Zealand, Marquesas, Easter Island
- Settle Hawaii, New Zealand, Marquesas and Easter Island by 1000 AD
- Build the Moai Statues by 1200 AD
- added the Moai Statues wonder: requires Priesthood and 20 water tiles in city radius, +2 production on water improvements
- revised the Pacific Ocean, moving or adding islands and changing coast to ocean tiles
- cities can be founded on one tile islands even with jungle
- only normal territory instead of broader territory is revealed on spawn (generally smaller rectangle)
- removed the trade route yield modifier for overseas cities
- added a trade route yield modifier based on city distance
- city border expansion now skips tiles that have already been covered by another city
- when the costs for border expansions are recalculated, only tiles yet to be covered are affected (no change of already covered plots anymore)

Yep, that's a big one.

Some pictures:
Spoiler :
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New commit:
- fixed the first two Polynesian goals
- increased Moai Statues cost to 300
- Polynesian goal deadlines are now also displayed as turns
- added Sugar on Viti Levu (Fiji)
- blocked settlement on New Guinea (disappears in 800 AD)
 
New commit:
- disabled debug messages again
- generic great people do not have unique names anymore
 
New commit: Opened a route for the Vikings to settle America again.
 
WARNING: This revision breaks savegame compatibility.
- Complete rewrite of the Victory module for improved performance, consistency and extendability
- Changed multiple UHV goals from IN to BY (Canadian 1st and 2nd, Brazilian 3rd, Thai 1st, Italian 3rd, Polish 1st, English 2nd)
- Moved deadlines for the first and second American UHV goals to 1900 and 1950 AD respectively
- Changed the second Canadian UHV goal to: control all cities and 90% of the territory in Canada by 1950 AD
- Added UHV goal names for Polynesia

This rewrite took a lot of time, and even though most of it won't be noticeable from a player perspective (since the goal was to recreate the old behavior) it was definitely necessary in my opinion.

The old version had lots of dead code, a lot of it was still Rhye's clunky implementation (don't want to talk badly about him but his Python is hardly idiomatic or even elegant) and many things were implemented many times over in an inconsistent way. While I admit that I mostly redid it because I like to work with clean and elegant code, this will also make future additions a lot easier and provide some other benefits.

First of all, I have standardized how the goals are checked and how they expire. This means that now for all BY goals the last check will be made in the year mentioned in the goal description and if it still isn't won, it will fail. So situations in previous turns where the goal would only fail the next turn without any further chance of winning it, or where it would fail on the turn mentioned without a chance of winning won't happen anymore.

I also refactored nearly all checks into separate methods, which greatly reduced duplicate code. That means that the information in the victory display will always be up to date with how the victory check itself operates.

I have also rewritten some clunky implementations of a couple of checks and gotten rid of superfluous constants and saved variables. That should save a little memory and computation time, but don't expect anything significant.

I did my best to test all the new code, but there's a lot of it and some victory checks only apply during actual gameplay which I obviously couldn't do for all civilizations. So please understand if a UHV goal doesn't work and report it in the bug reports thread, I will take care of it immediately.
 
New commit: Reinstated the "Disable UHV checks for AI" option.

(I had forgotten that I disabled this to better test my changes.)
 
New commit:
- reduced size of the CN Tower
- removed marshes in New Guinea in the 1700 AD scenario
- new world cities cannot be a source city for emigration even if your capital is in the old world
- the Trading Company event for AI Portugal and Spain is now triggered by Astronomy and Gunpowder
- corrected Civilopedia description for Trading Company events
 
New commit:
- Oil Industry can now spread to Brazilian cities even if they only control sugar but no oil
- fixed double tech requirements in improvement pedia
- fixed Moai Statues effect, should now immediately apply to all cities
 
New commit: Replaced Aho'eitu's LH graphics with Xyth's Tu'itatui model.
 
New commit:
- increased culture cost reduction for flood plains
- updated Credits file
- fixed initial culture coverage for capitals of Portugal, Italy and Netherlands
 
New commit:
- fixed text for discovering the technologies for high sea fishing boats and slave plantations
- Moai statues effect now refers to water improvements
 
New commit: Fixed Argentine Golden Age UHV.
 
New commit: Fixed a crash resulting from founding or acquiring cities close to the edges of the map.

The three rings around the city for the new culture mechanic did not take edges of the map into account, creating problems because the X axis did not properly wrap around and the Y axis was not properly cut off, making the game try to access plots with coordinates that didn't exist, which caused the crash. This problem was present ever since the mechanic was introduced, but before I changed how the borders were recalculated in the Polynesia commit it was extremely unlikely to encounter a situation where it applied.

In any case, REAP THIS WEEKEND'S PROGRESS or whatever

Mild compatibility warning: saves will load, but this update might not prevent the crash for continued saves from older versions. Some border weirdness is also possible but I think that's unlikely.
 
New commit: Changed how forts affect culture coverage: now they reduce the culture cost of their tile to 0

City coverage is immediately updated when a fort is built/removed, this usually means that the tile will be immediately covered as before. But forts now won't work anymore if outside of one of your cities' radius.
 
New commit: warning: this commit breaks savegame compatibility.
- buildings now can increase the yield of tiles with specific resources if they have an appropriate improvement
- Persian Apothecary now gives +2 food on improved incense tiles, +1 food on improved silk and spices tiles
- Iranian Caravanserai now gives +2 food on improved incense tiles, +1 food on improved silk and spices tiles
- Mongol Ger now gives +2 food on improved horse tiles, +1 food on improved cow and sheep tiles
- Congolese Mbwadi now gives +2 commerce on improved cotton tiles
- Argentine Cold Storage Plant now gives +2 commerce on improved cow, pig and deer tiles
- Colombian Hacienda now gives +1 food on improved banana tiles, +3 commerce on improved coffee tiles
- Brazilian Fazenda now gives +1 commerce on improved banana, spices, sugar, coffee and tobacco tiles
 
New commit: Fixed Brazilian UHV: third goal does not fail immediately anymore
 
New commit:
- moved location of Parsa (Persian spawn tile) 1S
- Parsa/Persepolis will be renamed Shiraz on Arab conquest
- added Balkh as a city name in Bactria
- moved wheat near Sirajis north to Aspadana
- moved sheep near Aspadana east to Balkh
- Persia starts with one additional settler and worker
- Persian Immortals start with the March promotion
- Parthian barbarians will only spawn if Persia is dead
- reduced Babylonian inclination to build units, research Bronze Working and Feudalism and build the Oracle
 
New commit: Fixed third English UHV goal.
 
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