Thunderbrd
C2C War Dog
Checking back, it looks like 'officially' v37 was established at rev #9402. I believe it stumbled a bit and actually was reset for release a couple commits later. However, if we consider that to be official, then this is what I have input into the SVN since then, in order from oldest to newest commit notes.
This is just my work. I'll leave it to other modders to post their changelogs however they see fit to arrange them here.
I know some of my comments are vague and may meander at times. Sorry for that. Perhaps later I'll try to come back to try to put more of it in a summary format.
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- Disables Air unit mission animation calls again. Something is flat wrong there. Suspect there are missing files needed for proper processing.
- Adjusts spawn rates for Non-Peace Among NPCs games.
- Adjusts city AI priorities so as to place training settlers and their escorts much higher. Though this may have some adverse side effects, it may help the AI to not be quite as exploitable by raiding units that can cripple them (and keep them stuck that way) by knocking out the platform of readiness to grow out from underneath them.
- Some adjustments to spawns from playtesting experiences. Both large scale modifiers and many individual spawn tweaks.
- A text fix.
- Adjusts animal spawn rates a little lower
- Some AI adjustments to help cities past the capital to manage their properties a lot better.
- Tweaks the Battlefield promotion mechanism so that the chance of getting a BFP is diminished if the unit used first or stealth strikes during the battle.
- Halves the chance of a criminal spawning
- Limits the number of criminals to allow the criminal spawn mechanism to work to just 2 per population in the city.
- Adjusts subdued unit upkeep costs to -20% rather than -40% Very significant on Size Matters. Maybe not as much without it.
- Adjusts ideas unit upkeep costs to -100% from -20%. No cost at all.
- Numerous improvements to the AI for Property Control purposes.
- Faster decision making to build anti-property buildings when things start going south in the city.
- Orders assistance from larger cities.
- Fixes a number of bugs causing poor decisionmaking for property control units (may not seem immediately functional in games where the AI is already suffering here, but it should work quite well after the AI adapts to the new protocols or for new games.)
- Improves the desire for a property control unit to select a property control promotion if available under any conditions.
- Adjusts the unsanctioned criminal buildings to trigger between 100-900 crime.
- Adjusts the unsanctioned criminal buildings to no longer add more crime of their own.
- Fixes the Celebrity specialist so it can display in the city panel.
- Updates a hint text.
- The Snake Pit wasn't constructable until numerous techs after Poisoncrafting, leading to a proxy prerequisite for Poisoncrafter Huts and Ambushers. It now has a Poison tech prereq.
- Resolves a major issue with groups using ambush or assassinate. (No more settlers attacking pigeons.)
- Numerous minor AI debugs
- New AIs:
- Investigator: a dedicated response AI to finding criminals are infesting a city.
- Infiltrator: Criminals to infiltrate enemy cities and cause damage there.
- See Invisible: Units developed cities and important stacks will call for to round out their ability to stay aware of potential invisible threats.
- See Invisible Sea: For the water units - at the moment doesn't have much impact in the game yet.
- Escort: Civilian units that wish to travel through territory with known danger may often call for an escort.
- Numerous Minor AI improvements and bugfixes.
- UnitAIs requesting escorts should wait before moving on.
- Repairs collateral damage mechanism. Damage was being divided by 100 one too many times and usually made completely ineffective as a result.
- A correction in the Flanking code that will help it work better now. (Units with Flanking also had to have an established collateral damage limit or their Flanking would not work.) The BIG problem here is that flanking units aren't really using tags correctly. They are targeting specific unit types and those unit types have not been updated to include the latest units they should be targeting. Would now be easier to use the UnitCombat flanking tags. One of us should need to address that very very soon.
- Fixes 2 crash scenarios and an AI hitch.
- Another crash fix.
- A couple more crash bugs corrected.
- More crash resolutions, including one for Toffer's modmod.
- Fixes a crash bug from SO's recent Minidump report
- Adjusts the Paramedic promotions to balance better with other healing promos and some adjustments to prerequisites while I was at it which helps it to blend in with those promotions and their intentions.
- Some tinkering with auto-hunting and hunting AI to try to get AI hunting to be a bit more aggressive and successful.
- Filled out chipotle hover help mission AI definitions.
- Added some mission AI definitions to some skip actions to give me better test visibilities.
- Fixed Andaman Pygmies (no base unitcombat was defined so NO unitcombats were being given to the units when trained in-game: take note team - this is a recipe for a nasty bug on that unit.
- Adjusted AI priority placed on minimum city defender generation and staffing. (increased the urgency - but not SO high that it overrides better initial considerations.)
- Makes non-law enforcement trained canines and felines have the Tamed Combat Class, which makes them incapable of merging/splitting on Size Matters so as to deny potential exploitations.
- Changes the defaults of some unit tags. iNukeRange to -1, iCombatLimit to 100 and iAdvancedStartCost to 100.
- Changes the default for iAdvancedStartCost for buildings to 100.
- An attempt to improve the Hunter AI further so they won't just stand there not going after stuff.
- iAdvancedStart set to 100 as the default for Techs, Routes and Improvements.
- iConquestProbability set to a default of 50 for buildings.
- Fixes a potential problem in the code.
- Fixes a problem with criminals sometimes causing destruction of ships and helpless units in cities.
- Fixes a crash reported by SO.
- Some debugging work on the combat help hover and a minor adjustment in the combat core.
- An attempt to make human automated workers not be disturbed by other recent attempts to improve AI behaviors.
- Fixes Hydro's merge issue
- Fixes a major problem in the AI that showed up as an Automation error where automated units would wake up every round.
- Fixes the ability of workboats to build the intended possible improvements on the Great Barrier Reef.
- Fixes some xml regarding prereqs in the Sea Hunter Promotions
- Should repair a problem found in the promotion obsolete and replace mechanism.
- Bugfix - was causing numerous crashes.
- Fixes the in-game cost displays on <Action> tag uses.
- Adds new Game Option: Win for Losing - Gives a research handicap for players that have fewer cities and population than the players with the most cities and population.
- Adds new Game Option: Beeline Stings - Makes techs more expensive if they are in eras you have moved past in your research.
- A promotion prereq fix that I thought I'd committed earlier.
- Fixes an error in my last commit - should correct tech costs.
- A number of additional tweaks that amounts to a part I implementation of the redesign of the Advanced Disease system - adds the option, in development, C2C Combat Mod - Outbreaks and Afflictions.
- Another adjustment to the order and staging of how modifiers tally up the final amount of tech cost.
- A second update on the path to the further implementation of the Outbreaks and Afflictions gameoption.
- Fixes a major bug
- A couple of major crash bug fixes.
- ALMOST complete implementation of the game option Outbreaks and Afflictions. Still a few things need to be done and will need a lot of XML application to get up and running right. I'm currently working on a design documentation. So we're not QUITE there yet but these crashes have built up and I took a moment to interrupt my progress in the code after compiling and initial debugging so as to address the crashing.
- Adds tech quote audio for Renaissance Lifestyle and Yeomanry techs.
- Adds new buildings:
- Guard Station (and makes City Guards use this as a prerequisite)
- Torture Chamber
- Intestinal Rats
- Scavenger's Daughter
- Interrogation Chair
- Iron Maiden
- Brazen Bull
- Thumbscrew
- Judas Cradle
- The Rack
- Minor display debug
- Enables the Strength Modifier tag for use outside of Size Matters
- Adds a tag for buildings, FreeTraitTypes, which allows a building to add a trait to the owning player (obviously this is for a Wonder project) which is removed when the building is destroyed, lost, or obsoleted. The Trait MUST be a Civilization Trait (using the bool bCivilizationTrait) so as to keep it from interfering with Developing Leaders.
- Inserts new columns in the tech tree so as to allow room for the pending new gateway techs for eras past modern.
- Updates all techs to the new base chart. No techs have been given any variance as of now but we've at least got a clean slate if we want to add some cause for variance from here.
- A few tweaks in unit xml definitions.
- Unit and Building schema repair and updates.
- Corrects MOST (but not ALL) XML errors detected by Alberts2's XML validation tool. One of those issues had to be resolved in part with some DLL tweaks so a new DLL is included but it doesn't have anything else to mention.
- Numerous XML repairs.
- Reversed Pepper's changes since they overrode many previous SVN adjustments. I certainly still want his changes in the game... they just need to be added correctly so as not to override previous revisions.
- Removes the standard BtS tech diffusion so as to eliminate any confusion as to the source of stated modifier amounts to tech rate.
- Corrects a crash bug. I'm not aware of any unresolved ones aside from the combat animation ones we haven't been able to resolve.
- Recalbrates the base production costs of all units in the core unit infos file.
- Recalibrates training costs for all core cultural units.
- Fixes a typo in the workboat cost.
- Calibrates the base costs for all units in the core Heroes_CIV4UnitInfos.xml file.
- Continued unit cost calibrations.
- Fixes 2 infinite loop issues in the AI.
- Cities won't give additional insidiousness values to units that don't naturally have some to begin with or have some from their unitcombats or promotions.
- Further Unit Cost Recalibrations, in particular including the heroes and elite cultural units included in the additional cultures module.
- Completes the Unit Cost recalibrations.
- Recosting of Regular_CIV4BuildingInfos.xml buildings complete. (See new thread for details and feeback requested.)
- Corrected the incorrect cost on the Elder Council
- Adjusts iConstruct on all Era Infos to 50 for now. Seems to be producing good gameplay this way.
- Fixes the incorrect cost on Weather Vanes.
- about 70% of the National wonders recost
- A fix to era tags for building and unit cost adjustments so that it does not just adjust based on START era but rather on the Player's current era. This means, when the era gains 20% construction costs, when the player enters a new era all buildings gain 20% cost, which, in essence, strategically punishes the player that rushes to a new era. Also helps us to balance the construction costs by era.
- Set the constrution costs to cumulatively increase by 20% each era to counter a known deficiency in costs. Testing shows this might need to even be enhance
- More National Wonders Recost
- Exposes some new tags to python for the benefit of the pedia
- Completes the core National Wonders recosting
- Numerous core World Wonders Recost
- Reports isStatus (promotioninfo) and isBuildup (promotionlineinfo) to python
- Adjusts the name of an offensively named wonder
- Completes the recosting of the World and Group wonders in the core
- Adds the bDummy tag to techs
- Adjusts the bDisable tag on techs and how it works to sew up what appears to be a gap
- Final core recosting efforts
- Atompunk module buildings recosted
- Removes the bDummy tag and merely utilizes the bDisable tag for techs to perform the role of crafting applicability at gamestart for assigning bonus technologies properly.
- Biopunk module buildings Recost.
- Clockpunk buildings recost
- Recosting of the remaining buildings in the Alt Timelines module folder
- Andean Module Buildings recost
- Adds the CIV4HurryInfo.xml document to the mod and set the iProductionPerPopulation to 250.
- Recosts done for the Asatru module.
- Recosting for the remainder of buildings in the Religions module.
- Bars the People Transportation promotionline from units with UNITCOMBAT_TRANSPORT
- Audits the units that have UNITCOMBAT_TRANSPORT
- Completes the 1st phase of the Building Recosting Project.
- Audited all applicable units for merchant values: trade, production and food mission xml amounts. A chart is the result and I'll share that soon.
- Adjusted the coding so that Criminals may perform trade missions for gold (selling contraband) and they must pass an investigation check successfully to do so - if successful they return to capital and the gold is brought home, otherwise they lose the turn and pick up a wanted promotion (and are then at the mercy of an arrest attempt potentially.)
- Adjusted the coding so that Criminals who perform infiltration missions must pass the same check parameters as noted for trade missions.
- Adjusted some texts to facilitate better expressions of the above adjustments.
- Fixed a crash that was lurking in my last commit.
- Corrected an issue that was blacking out the mission bar for most units in cities.
- Sets Toffer up to test some possible solutions to widening the help hovers.
- Fixes a mistake in the last commit.
- Fixes a number of serious problems with CaoDai religion (not having a shrine build action for prophets, not being able to initiate the religion via divine prophets and the tech cost being off.)
- A few more adjustments for Toffer's project in the code.
- Fixes the cost of the Tablet Maker
- Fixes the CaoDai Shrine on a number of tags not set right.
- A new DLL that may help increase stability, possibly in unit combat animations and ambush
- A small code adjustment that may help a lot with some random non-repeatable crashes.sequences.
- Reverts some fix attempts that seem to be causing more problems than they solve.
- Refines rules denying defensive only units some promotions with certain effects. This will correct a number of incorrect unit accessing of certain buildups.
- New Game Option: No Tech Handicaps for Humans - denies human players from benefiting from Win For Losing and/or Tech Diffusion effects while allowing them for any AI's in the game.
- Adjusts core Win For Losing dynamics to keep it from functioning at all during the Prehistoric Age - there are too small populations and city counts to be granular enough until the Ancient era kicks in.
- Adjusted some unitcombat assignments to early war ships so that there's a bit more rational progression regarding ranged assault abilities.
- A very complete fix for overflows on Gold values. Would be very unlikely to overflow ever now. But there may be other elements overflowing at this point so I will now address them as they come up since I'm not sure what would need it now and what wouldn't.
- Adjusts the display text on the trade screen when hovering over bonuses so that it shows BOTH how much YOU have of that resource AND how much the other player has of that resource.
- Completes the fix for the trade screen bonus trade string. It now shows what you have AND what they have and labels these statements appropriately.
- Corrects costs and prereqs for druidism
- Fixes the added 0 on gold total displays
- Corrects a problem in promotion validation rules adjusted recently with the wrong function call which created a potential infinite loop that was responsible for many non-repeatable and repeatable crashes alike.
- Adds functionality of making a particular unit type request through the contract broker AI system.
- Adds functionality in the broker AI to help get a count of units already responding to a call and ones already existing at the calling destination.
- Adds functionality to determinations of the best unit to train for a particular AI role where we can now say to filter out units with negatively impacting property manipulators.
- Applies all these fixes to the UNITAI_SEE_INVISIBLE and UNITAI_SEE_INVISIBLE_SEA Unit AI systems.
- Caches best unit determinations for the above See Invisible AI's to eliminate long redundant evaluations - may speed up some turns a small bit.
- Resolves numerous issues with Law Enforcement unit and building upgrade chains that were keeping LE units from being trainable at key junctures. This had been creating problems for players but was devastating for the AI at times.
- Units that cannot attack should not have been able to capture helpless units but they have been and this corrects that bug.
- Corrects the cost of gold hurrying production
- Fixes splitting of higher quality units so all maintain the quality upgrade after the split
- Some adjustments in the code for Toffer's UI project.
- Significant AI improvements to Investigator and Infiltrator AIs inspired by the work done to improve See Invisible AIs.
- Adds new promotion and unitcombat tag: iNoDefensiveBonusChange. Allows us to have UnitCombats and Promotions change whether a unit has or doesn't have the No Defense Bonuses penalty.
- Corrects a display bug in FreePromotion tags in BuildingInfos.
- Adds new promotion and unitcombat tag: iNoDefensiveBonusChange. Allows us to have UnitCombats and Promotions change whether a unit has or doesn't have the No Defense Bonuses penalty.
- Significant AI improvements to Investigator and Infiltrator AIs inspired by the work done to improve See Invisible AIs.
- Adds new promotion and unitcombat tag: iNoDefensiveBonusChange. Allows us to have UnitCombats and Promotions change whether a unit has or doesn't have the No Defense Bonuses penalty.
- Corrects a display bug in FreePromotion tags in BuildingInfos.
- Some changes for Toffer's benefit.
- Trade mission results now do vary by the distance from the city of origin of the unit and the city the mission was enacted in.
- Should correct the bugs the last commit introduced which range from crashes to missing missions on units.
- Another attempt at a bugfix
- Adds the rest of the era gateway techs from Information Lifestyle through Transcendent Lifestyle. (will do recordings for quotes as soon as I can get a functional microphone again.)
- Gives a free technology for the first to achieve each of all gateway technologies.
- Adjusts education effect buildings and makes them unlock a new layer at all gateway techs.
- Spreads out tourism levels across gateway technologies.
- Added text to all TBD denoted technology texts.
- Fixes a few schema errors. The XML validator now runs clean on all core XML.
- Fixes the tech tree crash bug in the last commit.
- Adds PrereqTech and ObsoleteTech tags to SpawnInfos.xml. If you use them, do not use them, which is optional, the existence of a defined PrereqTech will override any use of the date range tags. The spawns become active if any legitimate player has the expressed PrereqTech and inactive if any have researched the ObsoleteTech.
- Defined these tags for all spawns that needed to use them. Also corrected an error in the spawn infos.
- Ensured proper display of the Greater Gold (Millions of gold) amount.
- Corrected numerous spots in our python files that relate to the processing and expectations associated with the Greater Gold system that makes it nearly impossible to get an overflow amount of gold now.
- Corrects the python bug with the main interface.
- Corrects a display error
- Fixes a problem that was keeping spies from entering target cities.
- Fixes an infrequent crash spot.
- Creates a new global define so we can adjust the final result of the value of a worker in trade with an AI.
- Applies the new global, WORKER_TRADE_VALUE_PERCENT_ADJUSTMENT, to -50 (50% less valuable) as the bug reported had been that they are way overvalued right now. I'll need some more feedback to zero it in further. @JosEPh_II If you want to adjust this ever, feel free.
- Fixes a problem with Rams and Combat Limit that was, in some rare cases, causing them to be unable to initiate an attack when they should have been able to.
- An adjustment to the XP display for the Draft command.
- A debugging effort request from Toffer.
- Turns off some causes for the AI to whip population.
- Adds unitcombat reporting to python.
- Adds tags for RawVicinityBonus requirements. These work the same way as the normal vicinity bonus requirements with 2 exceptions - The tags for vicinity yield improvements do not work with Raw Vicinity Bonus prerequisites like they do with normal ones AND Raw Vicinity requirements do not also require that the bonus be routed nor improved. If the bonus is within the workable radius of the city at all, the requirement is fulfilled. (Also, these tags are only for buildings and do not mirror the use of vicinity prereqs for units.)
- Fixes the Nest Thief with the application of this new tag set.
- Should make it possible for cities to work peak plots that have a route. This also means that such plots will provide the bonuses that are on them so long as they have a route and are improved in a manner that provides the bonus.
- Adds a new game option: Downsizing is Profitable - This optionalizes out the ability to get gold from disbanding units. (Personally I don't think you should get gold from that but I know it's an appreciated facet of the mod now.) I urge Toffer to consider expanding on this option to allow for folks to be appeased on both sides of the aisle of the building selling and city destruction for profit debate.
- If Size Matters is ON, any gold one gets from disbanding units is now adjusted by the overall size rank differential.
- Upgrading units should no longer be able to kill them when the unit is severely hurt. There could still be some odd places where it can happen but I'll need to follow the processing on that with a savegame.
- Fixes some problems with the NO Tech Diffusion option, including its interaction with No Tech Handicaps for Humans.
- Fixes a bug related to upgrades. Units no longer start as damaged as possible and needing to heal after an upgrade.
- Keeps inflation from being influenced by whip rushing.
- Applied the golden age ability to Great Generals and Great Admirals.
- Added some decay rules to culture that doesn't have influence from its owner any more.
- Disabled ambushes from hidden defenders in cities (but not forts).
- Repairs a bit of bad xml from the german translations.
- Corrects a code processing bug in an alert system in the hurry function.
- A major repair to an AI function that was intended to keep many units from being selectable to fulfill certain AI roles due to being units that spread negative property values.
- Units that engage in a trade mission return to the city they were trained in, rather than the capital.
- Fixes a problem with capturing helpless enemy units in cities.
- Probable correction to Infiltration AI over-training bug.
- Completes the Wonder Recosting (we took the multipliers on base costs down by x2 for wonders of all types)
- Rebalances trade mission xml settings a bit
- Adds unique differentiations (special abilities) between various trade type cultural units
- Fixes a promotion invalidation bug with quality up promos.
- Fixes a hang bug in the AI.
- Units loaded on ships no longer get destroyed when the tunnel underneath gets razed. For that matter, neither do units that hover over the water.
- Corrects the order of events for Criminal trade missions so that they actually work.
- Keeps loaded units from being able to load the units they are loaded onto (and thus cutting off a bigger problem of disappearing units when this happens.)
- A confirmed fix of the processing involved in a couple of Criminal missions, Infiltration and Trade.
- Numerous adjustments to LE units and buildings to improve upgrade and obsoletion flow.
- Another adjustment to Sheriffs
- A few Building cost corrections
- Fixes a crash - a good example of a few methods to address bad looping.
- Adds tag iPopulationBoost to the Outcome infos and Unit Schemas. Use in place of the Event trigger for the population adding mission and include the bKill tag when you do. The use of this method fixes the enforcement of the population limit when many units are selected and instructed to perform the mission because it forgoes the need for a popup confirmation that was creating a validation loophole.
- Some adjustments to the 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 overtraining 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.
- Hopefully diminished the AI's desire to build law enforcement units as city defenders enough to keep them from really doing so. 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.
- 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.
- Restores the coding from Alberts2 that was originally overridden somehow.
- 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.
- Comments out the Education requirements per population era upgrades from Industrial era on.
- 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.
- Step 1 of fixing the religious icons on the tech tree to correctly display a different button icon on all options if the tech has been researched or not. (The second step will come with the new FPKs soon.)
- Should fix errors from commenting out BUILDING_KNOWLEDGE_BASE buildings.
- 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.
- Removes redundant Town Hall BuildingClass
- Restores a lost few GameText tags
- A few major corrections to the AI
- 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.
- Adds 2 new missions to captive Neanderthals, Upgrade to Neanderthal Gatherer and Upgrade to Neanderthal Tracker.
- Adds a text display for specialbuildingtype tech prerequisites. (Temples, for example, were not displaying their tech prerequisite because they derive it from their special building type and that had no display for the building itself... now it does!)
- Simplifies the Might promotionlines (for Size Matters) into one single line, Might.
- Updates units that require the first ammunition building so that they can also be unlocked by the second one that should be replacing it. It looks like someone removed the replacement of that building but this should at least prepare for it to be replacing it again.
- Corrects the OR building prerequisite issue for many units that I was trying to solve in the last commit.
- Fixes a text string and all the places the code calls it in an incorrect manner.
- Adds Arctic Combat IV promotion and adjusts Arctic Combat III to work with Permafrost while Arctic Combat IV handles Ice. This is to update to the new cold terrain scheme settled on for this era.
- Adds Might X, XI, XII and XIII for the last eras of the game. Finishes the line.
- Fixes a few display issues - the names of the routes weren't showing in the pedia and there was an unnecessary hard return before trait names in the help hovers.
- Some further adjustments to land merchants to reduce the rush production amount a little so that it's less likely you'd be best off training them to provide all your production due to getting a greater return on production by using them than they cost to train. Corrected some buggy values on one of the unique merchant types along the way.
- Religious building recosting fine tuning based on discussions with DH.
- Recorded tech tree quotes for techs made by Hydro and I this v39 cycle. That's what I'd planned for this cycle but I did, along the way, notice there are a LOT of undefined, unrecorded quotes now. We'll have to address that next cycle.
- Recost Castle extensions and the extensions of extensions and the extensions of extensions of extensions.
- In the effort of fixing one cost bug, I found a whole wonder file that had gone ignored during the recosting project. Recost all those.
- Fix for the Surgeon's Office so it requires Drugs so that you can't build it and trap yourself out of having access to Surgeons and then being unable to train Doctors as a result.
- Some more corrections to both law and medical buildings and units in light of some design rules that should be adhered to that just came to light - buildings that replace previous buildings that are also prereqs of other units should at minimum require the bonuses the most basic unit the building unlocks requires.
- Allows players to be rewarded for not upgrading their crime control buildings so they can train cheaper Law units by not forcing their obsoletion anymore. At least the AI should work better and we won't ever get complaints about being cutoff from being able to train SOME kind of LE unit, even if its a prehistoric one in the modern era. I may not have used the <ObsoleteTech> tag before so it might not be as disastrous as I think it will be. We'll see.
- Adjusted the increasing construction cost curve because buildings are getting way too expensive as the game goes on. Halved the increasing % adjustment arc that was initially put in play when the shift from Prehistoric to Ancient to Classical was making it feel like buildings weren't keeping pace with increasing production amounts.
- Adds Unitcombats for the new eras
- Units are now assigned era unitcombats once trained, based not on the tech that they have as a prereq, but on the player's era that they are trained or last upgraded in.
- Added tags in PromotionInfos MinEraType and MaxEraType which enforce that the promotions cannot be taken by units trained in eras earlier than the minimum era or beyond maximum era.
- Updated most property control promotions with the MinEraType tags so as to loosely restrict the units that can take them.
- Updated all Unit, Game Info and Building schemas
- Corrections and adjustments to most merchant units - took all capital multipliers for trade missions down 1, increased base production drops to 80% of the training cost of the unit and applied new tag, bNoNonTypeProdMods to all units that have a production or food drop so as to help ensure a more accurate ROI measurement that doesn't USUALY allow for a more than 100% return on the production invested and helps with game balance for the food merchants. With that tag, unittype production modifiers do still apply to those units, as do handicap and gamespeed mods and trait/civic direct unit type modifiers.
- Adds iTrainPercent and iConstructPercent tags to HandicapInfos.xml and applied values to them to help balance out various handicap settings and a problem with discord in construction vs tech achievement rates. Initial settings are identical to the research handicap settings. Added to Nightmare Mode as well.
- Minor adjustments to the mathematics involved in the application of scaling tags on production costs so as to make the results align better with tech progression scaling factors.
- A 20% overall reduction in the global that controls base construction and training costs.
- Adds a global (with an initial 10% reduction) modifier for unit training costs specifically on Size Matters games. Such games require more units be trained than a standard core game.
- Ikhanda adds an OR building prereq of the Warehouse.
- Recosts the Water Department accurately.
- The automatic Freedom Fighter promo given to partisan units no longer takes away their HN ability, not because it probably shouldn't but because it keeps them capable of being used in foreign lands without declarations of war rather than being stuck inside your own borders spreading crime.
- Major math fix in production costs.
- More production math corrections to formula - I think we'll be good on this now
- Fixes a bug in the era promotion prerequisites
- Fixes a bug in the Nightmare Mode handicap
This is just my work. I'll leave it to other modders to post their changelogs however they see fit to arrange them here.
I know some of my comments are vague and may meander at times. Sorry for that. Perhaps later I'll try to come back to try to put more of it in a summary format.
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