Thunderbrd
C2C War Dog
All modders should post their own changes in a reply in this post but I'll get us started. This was my contribution during the v38-v39 cycle:
- Fixes a huge array of issues with unit AI behaviors, poor and incorrectly functioning selection routines, places where unit AI types were changing to inappropriate new AI types, and bad criteria evaluations. This was initially about fixing a problem where the AI was spamming ruffian units, and there were a lot of buggy reasons for this, not just one or two. In the process, it may well correct a LOT of problems we've been seeing with the AI. Cannot promise ALL problems are resolved, but I suspect the AI should behave a lot better from here in a lot of ways.
- Fixes bCivilizationTraits (they weren't working on Developing Leaders, thus the Ancient Ways wonders weren't working properly on that option.)
- Fixes the missing stonethrower at gamestart.
- Minor alert fix.
- Decreases AI sensitivity to not being at target property amounts in the first layer of consideration. In layman's terms, it should diminish how badly they want storytellers right out the gate.
- AI Players don't start with Neanderthal Warriors for city defenders now.
- Fixes a major longstanding bug where AI cities were getting stuck on building research.
- Possible AI fix to hunting with border patrol automation.
- 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
- CvGameCoreDLL.pdb not committed due to a problem with the SVN saying it's too large.
- 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.
- 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.
- Cost Correction on the Field Hospital building
- 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.
- Fixes a mistake in Tidal Pools definition
- Adjustments to handicaps
- Some GameInfoSchema updates
- Adjustments to Era Infos
- Some Global Define adjustments
- Removes nearly all reasons for the AI to whip population
- Contract broker calls for a specific AI type can only be answered by a unit with that specific AI type now
- Added UNITAI_SEE_INVISIBLE_SEA to list of naval AI types
- Change to spawn prerequisite capabilities to make it possible to only specify an obsoletion tech, in which case the spawn is immediately valid and stays so until that point.
- Removed unnecessary bTraitOnly tag from promotioninfos and unit schemas
- It was made unnecessary due to some restructuring and bugfixing to 'free' promotion assignments and removal. Made obvious by a bug in Ancient Ways processing - the units weren't losing their Ancient Way promos when the 'way' was obsoleted. This also likely fixes some other bugs that were reported regarding free promotions being lost when they shouldn't be.
- Updates default start date to 200k BC in the code (was still 50k BC)
- Adds tag iAIResearchPercent to handicap infos (is part of the handicap info adjustments above that the player modifiers to research and production are generally moved over to apply to the AI, though the rates were adjusted based on conversations with Toffer.)
- Adds some scaling to 'void CvPlayer::initFreeState()' so that we can set some starting gold amount and have it scale appropriately.
- Makes the production needed and research needed calculations capable of far greater granular response to modifiers applied. This helps a lot with rounding problems on faster/easier settings.
- Corrects a problem in the Anarchy time calculation that was making all civic changes cost no anarchy.
- A fix to Greater Gold interactions for when a transaction includes as much or more gold than 2 million. Still shouldn't happen in most cases but if it does, it's safer now. Should be anyhow.
- A correction to the greater gold transaction calculation
- Softer Beeline Stings - was impacting the AI too hard
- More scaling factor adjustments
- Another correction in Anarchy calculations
- Fixes the ability of a unit that cannot attack to move onto plots with enemy units that cannot attack
- Fixes the costs of settler units (you need to recalculate to get this to work, which is also a new feature, that a recalculation can correct settler unit costs.)
- Adds scaling to a diplomacy feature.
- Should solve the majority of overflows in tech cost calculations. More needs to be done to support the later game.
- Mostly corrects the situation with non-stack attack stacks being put to sleep and deselected after making an attack. However, now you don't lose focus on them even if they have all moved. I MAY be able to solve that but I wanted to lock this down with a commit first.
- Removes the ability for stealth type units, naval and air units, to take force march statuses.
- Reduced production costs on all settings by 10%
- Correction on Settler cost calculations.
- Numerous streamlines, fixes and corrections in movement/attack rules, mostly surrounding bug fixes in ambushes, including correcting what happens when you AREN'T using Without Warning. This should now allow your stack to not divide and leave behind all combat units when traveling through a plot with a hidden enemy unit. Additionally, the timing of ambushes now allows for you to use defenseless units as bait and potentially kill the attacker before he gets the chance to capture. Includes major corrections to both with and without both kinds of stack attack options. I THINK I've tested all possible combinations and circumstances but that's probably not realistic so keep an eye out for more funny stuff.
- Unfortunately, I found that when not on stack attack, fixing the loss of selection on the group that just attacked is impossible to do without screwing up other things, like some stack attack behaviors, so I advise if you're not using stack attack, to split up your units and hand select what you want to attack with.
- However, I did find and fix some reasons that the unit that would attack may not be the unit that shows it would attack in the combat help hover when you have multiple units selected.
- HOPEFULLY a correction to keep LE and Healthcare units from losing era prerequisite based promotions. However, the logic isn't quite adding up and although I have a test game that doesn't show the loss, it may be too early an era. May still be a problem at large.
- Cleans up (removes) an unnecessary parameter I added to processContracts.
- Makes the AI less willing to destroy their workers.
- Stops barbarian and NPC workers from trying to route connect their cities. Should help to keep them from feeling like a unified player in the game, working in some unintended harmony with one another.
- A couple minor fixes in worker behaviors.
- Some corrections to anarchy calculations
- More Corrections to movement and attack rules.
- Corrects promotion loss situation when the promotion is defined as free from a trait you don't have. Now losing a trait will only remove the promotions it specifically added for free to the unit(s) you have. While this can cause the need to retrain promos reliant on that promotion, at least it's not an automatic loss for no reason now.
- 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.
- Corrects an issue with withdrawing units during an ambush by multiple units.
- Fixes the bug with no interface on units that just attacked and still have movement left.
- cost correction to Taipei 101
- prereq corrections to a couple of Pepper buildings @pepper2000 - take note please.
- Resolves an interesting crash bug.
- Pillaging no longer gains gold if done in neutral territory. We might need to figure out some tool tip edits. Not sure yet.
- 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
- A fix to the production and tech cost calculations to account for the limitations of an unsigned variable being in use there to textend the maximum value range during the calculation.
- Should be a major repair to the AI's ability to function with units.
- NPCs no longer need to protect their workers for their workers to function because broker calls don't operate for them and that was paralyzing their workers.
- Numerous corrections to methods used for brokerage calls to get them to work properly. This fixes hunting and numerous other activities for the AI, including correcting some build queue slips to processes.
- Property values and Investigation values on buildings now register as giving a building some measure of worth - this corrects the AI's consistent failures to construct LE and Disease Controlling buildings and those buildings that unlock the units that can help in these regards. They would build them but not for the right reasons and not at the right times in terms of priority. (This is also another big reason we were having late game crime collapses.)
- Recon units now special defend against animal attacks like hunters do - this way recon units can actually defend hunters in the manner in which they were intended, which will help the survival rates of AI hunters by a long ways, increasing the efficiency of the AI quite a bit.
- Corrects overflows in production cost calculations.
- Removes a point of Disguise visibility from the Law Enforcement unitcombat and adds it throughout each Law Enforcement unit instead. This fixes a buggy reason why Watchers are not being selected as Disguise based See Invisible AI units to be staffed in AI cities and large stacks.
- Adds, for the same reason, a point of Camo visibility to all canine units. This does adjust the visibility power of canines to be a bit stronger overall in balance.
- Adjusts the build priority of see invisible units and adds a filter check that should speed up turn times to a potentially noticeable degree.
- Keeps the Ai from hanging on to infiltrator AIs in their own cities ever.
- Nobles generate no particular type of GP with their neutral GP pts.
- Reduced production costs by 10% (testing still shows this could be beneficial across all settings)
- Corrects the AI's continued slipping into gold or research process mode before useful buildings are fully constructed
- Fix to the brokerage call system - units with the capacity to have a particular AI type were answering work calls for units of that AI type even if they weren't actually of that type. Now they MUST BE that AI type set to answer such a call.
- Minor bug fix in the filter for a unit with Defensive capabilities general call.
- Police Precinct now properly replaces the Police Station.
- Buildings that require a police station now have an OR prereq of the police precinct.
- corrects a bug in razing.
- Some initial work on helping the AI to not overreact to property control needs - a little more still needs to be done here but a few measures have been installed to keep from really big problems with this on very fast gamespeeds - it limits how many times in one round that a city can call for a property control unit.
- Ensures that if a property control building is ordered, a property control unit won't interrupt it being built so that if it unlocks better property control units, we wait until such units can be trained. This isn't a perfect solution because if a city is answering to a brokerage call, this won't function, but that should be a rare issue since usually such an advanced city will have already constructed a better access building on the very merit that it provides said access to improved units. Thus this is more a measure put in place for the earlier game AI.
- Ensures that when a property control building is called for, that a building that helps to control the right KIND of property is being selected, rather than any old building that manipulates any property in any direction (which is what it was previously doing, sometimes leading to the detrimental choice to construct buildings that would actually worsen the situation.
- Makes the AI both more predictive and less overreactive where training property control units are concerned.
- Adds the ability to build stone tool workshops to work mules.
- Corrects an uninitialized value in City AI
- Dampens the notifications on the catacombs effect to only apply where likely applicable
- Corrects some very inefficient, and possibly bugged, coding that controls the No Nukes option. (We know it's bugged but we don't know yet if this fixes the bug. I'm looking for feedback.)
- Bugfix correcting where the More XP to Level option wasn't allowing units to gain XP from combat.
- Disables a flawed mission command in the AI to raze a plot. For no reason I can find after a deep analysis of every line of code, somehow in this one discovered case a unit is losing it's selection group definition during the raze action somewhere. Might be a case of a corrupted save but removing the raze command at this specific juncture does correct the issue so it's a very strange bug. Also rewrote a few things about the razing code in an attempt to correct the bug under a couple of theories which didn't work but did satisfactorily streamline things.
- Corrects an erroneous movement rule that was keeping double move promotions in particular features (hills/forest) and more from being able to make a unit with mv of 1 capable of moving more than that one space in a round.
- Fixes a crash by removing a name of a great person that is missing a corresponding graphic.
- Adds a bGlobal tag to techs.
- Changes the (Divine Prophets/NOT Choose Religions) requirement of having the technology be required to be researched to found a religion with a prophet over to a requirement that ANY player has researched that religion. Otherwise the bGlobal tag applied to religious techs would have caused problems for DP.
- An adjustment for Toffer so he can toggle debug mode with python without restriction.
- Adds display text to the bGlobal tech tag
- Adds bGlobal and bNational tags to Improvements
- Makes individual players on a team completely accountable to only themselves where Great People and Great Military People earning is concerned.
- Includes a few changes that were intended to be included in the last commit.
- Makes education promotions non-dependent on the era the unit is accessed in as a prerequisite.
- Makes NPC players not bother to tally unit upkeep costs.
- Adds the first stage of a complex tag set for Builds, PlaceBonusTypes. I have sent a PM to the interested parties on how this should function. Perhaps the information in that PM should be amended to the modders documentation once the system is proven to function properly. Text documentation from these tags pending further development but they should work as programmed now.
- Adds text notifications when units place bonuses
- Adds TechPrereq nested tag to PlacesBonusTypes tag
- Adds requirement that the bonus itself is valid for placement when a unit places a bonus.
- Makes the Dangerous Wildlife option function on a set of DLL adjustments. Should work as designed now.
- Aligned the game options with the dll enums and cy list of options there as well.
- Reports the Unit that founds a city to Python.
- Added a global, UPSCALED_RESEARCH_COST_MODIFIER, in GlobalDefines.xml, that allows us to set the % modifier for tech costs under the Upscaled Research Costs option. I set it to 0 for now so that the rest of the XML establishing that option could be removed before adding this modifier so that current games using the option won't get screwed up by an update. Set to 40% (or whatever you want) as soon as you're done with that end Raxxo.
- Added a new set of unit/unitcombat/promotion tags for the sake of animal AI considerations. bGatherHerd and iGatherHerdChange. It's pretty simple in concept and something I may use for behavioral changes later but for now it just means that the animal unit is willing to merge with others like it if it can. At the moment it's only set to the Herding unitcombat. It may eventually be used for some diseases to remove the will, applied to specific animals that don't have the herding unitcombat if they are still the type, and used to also guide them to seek out each other and follow other units of the same type. It's unnecessary for the player to be made aware of this feature so there's no text associated with these tags.
- The above was necessary because I have, for the sake of helping with the Barbarians hoarding units and thus slowing down the game later problem, enabled barbs to want to merge if they can. Other NPCs will as well UNLESS they are animals without the above noted indicator.
- Double move promotions/ability now applies equally to any plot the unit is passing through that has the hill/feature/terrain that is indicated in their double move ability.
- Added functions to track the date that a tech was first researched in the game and applied it, for Divine Prophets games, to a rule that enables the discoverer of a religious tech to be the only one capable of using a prophet to found that religion for the first few rounds after discovering it. Depending on whether you are playing with simultaneous turns in mp or on single player, you may only effectively have one actual turn to use the prophet you get for discovering the religious tech before it's open territory for any prophet to get that tech.
- A few other minor efficiency adjustments that won't make any significant difference, just slightly improved code in a few spots is all.
- A fix to some worker AI problems.
- Spot fix to keep Stone Spearmen from being able to upgrade to AtlAtls.
- Changed rules a bit on Size Matters Uncut so that it will ignore the barrier normally established on units for merging and splitting (this is for YOU StrategyOnly because of the next change...) Workers are still barred from merging and splitting in either case to avoid some potential crashes.
- Canines and Felines are, as intended, no longer allowed to merge or split on normal Size Matters games.
- Added a new boolean tag, bPolicy, to CivicInfos and CivicOptionInfos. I also ensured that they can never give any anarchy time or added benefit to reducing anarchy time when they are included in an AI driven batch of Civic adjustments. Otherwise, they work as Civics in all other ways (and yeah, this is wise because the way civics are programmed at the root is hella confusing the way they use map structures to refer to all civics within a category and... more... I don't know it's very confusing - beyond my ability to work with deeply.) The rest of this project is not completely in Toffer's hands as it's all about UI interface filtering and new screen establishment. Policies here we come. These tags should be sufficiently reported to python at this point, though it is the only tag reported to python for the CivicOptionInfos so hopefully that's not deeply problematic to work with.
- Reduced spawning frequency and strength of Large Saltwater Crocodiles and reduced the strength of Whalesharks by a lot - they aren't dangerous animals, even to ships, though they would be a little challenging to hunt.
- Bugfix for birds withdrawing in Naval conflicts - there WAS a problem with that which was keeping them from being able to ever withdraw on the water.
- Fixes a bug where Ruffians were able to attack and be attacked by barbarians - and in the process may have fixed a number of other things of a similar nature though little else had been reported along those kinds of lines.
- Eliminated a bug I introduced in the last fix that made it so you couldn't attack visible criminals.
- Makes Goodie Huts a bit brighter and hopefully more visible to color blind folks while not appearing unnatural - I hope.
- Adds some text to promotions that require units that are normally capable of invisibility.
- Adjustment in the code that makes 1 Tile City option capable of working alongside games without it so that neither will mess with the other with ownership of surrounding tiles.
- Fixes problem with criminals dying whenever they do an infiltration
- Fixes error in the culture fix in a recent commit
- Commits Morlark's python fixes to events
- A text display adjustment to feature help requested by Toffer90
- Corrects the merging/splitting rule rewrite for SM Uncut
- A few minor balance updates to improvements
- Minor promo access adjustments
- A debug to SM.
- Another adjustment to SM Uncut that makes it possible to only specify canines and felines as ignoring the normal prohibition against splitting and merging.
- Adds the new bGlobal tag for techs to all religious techs. Should now only allow one civ to finish researching these technologies and then take them out of the selection list for all others thereafter.
- A soft adjustment to construction costs by era.
- Adds a new set of unit/unitcombat/promotion tags as detailed in my thread on setting up a new tag. This tag is for Religious Combat Modifiers and should apply soon to a set of trait delivered promotions. It's a combat modifier that only applies if the unit is fighting a unit with a different religion to its own. There are also some new functions to give the unit a declared religion - I might want to give the unit a new display line for that as well soon.
- Creates a sanity check to curb one discovered source of major end turn delay that can happen for AIs at war.
- A fix to a unit caught in an infinite loop due to a problem with the move cost charging mechanism on the raze mission.
- Hopefully fixes an issue with promotions from traits remaining after the trait was removed from the player.
- Corrects an error in the last effort - hopefully it works as intended this time.
- A fix to trait based promos. There was a bug that made it so that when they were being assigned, they weren't being assigned AS a trait based promo correctly, so now the recalc I tried to enable as a fix to units which had been incorrectly assigned trait promos will fail to be corrected because those promos weren't denoted as assigned due to traits properly. Moving forward from here, the mechanism to denote that on an assigned promo will now work to track that properly.
- A tech cost balance adjustment to make tech costs a bit more expensive by era, cumulatively.
- Softens the scaling on spawns according to Toffer's advice. Should help.
- Removes some error causing and non-beneficial caching in Hide and Seek.
- Another 10% cumulative tech cost increase bv era since the last one failed to present noticeable results. Let me know if it's too far but it still ends up being fairly subtle.
- Another adjustment to the tech cost rates through the ages. Still far too cheap and getting worse as the game goes.
- This may fix some crashes that are taking place - I think I found a very unnecessary memory leak and even unnecessary use of an expensive caching variable. Hopefully this will improve mem usage, particularly on large maps with numerous players. I was worried about a little slowdown but time tests show none on a very involved game.
- Felines and Canines can no longer merge or split
- Fixes repeatable crash scenario reported by Joseph - this spot has been a bugbear for a while but I think I finally figured out a great way to address the problems that can crop up in it.
- A couple of optimization efforts that can hopefully have an impact on turn times.
- Solves a frequent hang bug folks may be experiencing. A recent change had caused it but this also found a few other problems it exposed in AI decision making.
- Removes an invalidating restriction that a promotion with a move discount change cannot be assigned to a unit that ignores terrain cost. This was creating some unintended invalidations and the only reason for the internal rule was to avoid complaints that the move discount change has absolutely no effect on units that ignore terrain costs.
- Major fix to a longstanding crash bug that has been very difficult to pin down until now. The bad gamestates some units would get that would be solved by running the debug dll no longer haunts us... well at least one cause for it doesn't. Finally figured out how to find the problem and resolve it.
- Improves the Final value display on specialist yields but I suspect there is still some inaccuracies here to address.
- Another effort to help clear out some unnecessary memory usage. Still looking for a mem leak after doing some research into the issue of how to try to seek them out. I strongly suspect we have a doozy somewhere. Doesn't look like it's in plots, but some code cleanup here won't hurt anyhow.
- The entirety of the new Complex Traits option set, along with numerous code debugs to the tags and displays in use across all Traits of all options. More information on the option and the traits in the set on a separate thread.
- Fixes numerous errors from an incorrect sweeping replacement of values in XML files during the process of creating the new traits set.
- Solves the crashes created by a circular reference in a promotion prereq that wasn't even necessary to have.
- Corrects some other issues caught by the xml validator by Raxxo (thanks for noting those - some were more serious than I'd thought but they had gone ignored in the DLL because of the way it was programmed could still load even if the xml was wrong.)
- Fixes the crash SO and others have been experiencing on Complex Traits.
- Fixes the OTHER crashes that have been common with the new DLL introduced with Complex Traits, whether on that option or not.
- Fixes crash bug reported by @Justin Cray and probably fixes a startup crash bug reported by @SteelSterling, assuming that he may have been using Pure Traits, where the crash was located (I don't use that option myself which is why I wouldn't have found it) and if he was NOT using No Positive Traits on Game Start, it would've been a reason to see a crash on a game generation.
- Improved and debugged some of the cultural decay mechanism so that territory once owned but no longer having any cause to be claimed will quickly erode and eventually the plot will stop being owned at all or by the player with the greatest active influence if the culture of the owner is eliminated.
- Tech research modifiers from traits were counting as Win For Losing or Tech Diffusion in the top left main display - corrected so that it now counts directly into the primary amount given and TD/WFL bonuses are ONLY from TD/WFL bonuses if they exist.
- Removed the barrier to cities going into cultural revolt if Rev is on.
- Made Bounty Hunter II & III capable of being selected - take note that promos with no tech prereq are never able to be assigned or taken by a unit for any reason.
- Quick debug on an unintended consequence in the previous commit.
- Fixed the inability for Barbarian and Neanderthal cities to earn culture. Apparently it had been turned off due to a slight turn time slowdown.
- Full audit of the experience point unit help display when hovering over unit icons in the city bar. They will be 100% accurate now but will not display all building sources individually, just those that you haven't built will show to explain where you could get more if you constructed that building first. Some other big accuracy improvements.
- Audited the Ctrl help page on the combat help hover where some confusing display details were showing up where accuracy and dodge were being shown, among some other items there.
- A major fix to Hide and Seek visibility factor processing on plots
- Corrects an infinite hang on opening a city screen that SO was trying to report a while back and Yudishtira reported with a save that took me right to the problem.
- Fixes a crash bug reported by @Dreifuls a few days ago.
- Fixes an issue reported on Discord with the population % modifier needed to grow being mis-allocated on pure traits.
- Debug to Golden Age on Birth of Great Person tag on Complex Traits
- Fixes a bug pointed out in Complex Traits.
- A balance tweak to the Preeminent trait line on Complex Traits
- Great Military Points will no longer be earned by bombard missions of all sorts
- Adjusted the base food required for city growth formulas to slow down growth
- Also added more food consumed per population for each population past the first so that infinite population growth is nearly impossible and food will matter again. Each population past the first causes each population point to consume .2 more food. This will also help with property control and balance. Some playtesting and feedback will be necessary to make sure this is hitting the right balance. Population points have always meant more people per pop point the higher the population grows, so this is really a very rational adjustment.
- Fixes cultural decay taking place on tiles within your workable city radius and stops that from being an ongoing problem. We were having cultural ownership vanishing on plots it shouldn't have been.
- Civic upkeep on individual civics will calculate out to a minimum of 1 gold unless the civic has a good designated reason to have 0 gold upkeep, such as on No Upkeep civics and for players that don't have to pay any upkeep on civics in that category, or during anarchy.
- Worked through a problem that was greatly hindering AI city expansion due to settler escorts not being able to join the settler in the manner they were usually expected to be able to. This should speed up AI expansion efforts tremendously.
- SHOULD be a major correction to some AI issues on SM where the strengths of units were not tallying correctly when requested for particular jobs. Hard to explain but this means that settlers may not be perfectly satisfied with simply one escort now, as intended.
- Another formula adjustment to growth rate.
- Fixes a divide by 0 crash made possible in the AI by the last update.
- Corrects another divide by zero error and more fundamentally the flawed formula leading up to it.
- Fixes a problem with techs getting ground down to 0 AI value due to higher costs later in the game and gives all possible researched techs a minimum value so there must be a selection to research if the AI has any valid techs it can research.
- Corrects a bug pointed out by Alberts2 that I introduced a few years ago.
- Changes the mathematical formula for earning traits under Developing Leaders so that it makes it more possible to gain traits in the later end of the game.
- Adds Greater Culture (millions of culture) so that we won't ever hit overflows on national culture levels. According to the massive complexity involved in this where it came to determining thresholds for leader level gains, once you get to needing culture in the millions, it will only measure your requirements for culture gain in increments of millions.
- A display correction in the math breakdown to earn the next level at higher leader levels.
- Fixes a divide by zero crash bug potential introduced in a recent tech valuation fix.
- A correction in the code to help the AI spread cities much faster. Thanks to jman once again.
- Quick crash bug fix.
- Corrections in the accumulation of national culture levels.
- Again doubled the food required to grow to slow down growth rates.
- Fixes to the line display bugs we had in Great People Help and Food Help displays.
- Corrects the inversed terrain movement bonus on the Nomadic Promotion(s).
- Corrects 2 hang bugs, one in transport calculations in the AI and one in a bad spot regarding leader level calculations.
- Fixes a severe bug in Trait based GP adjustments.
- Corrects a bug in GP rate (thought I'd done this already but I forgot to actually adjust the code after figuring out what needed to be changed. Ugh.)
- Another major fix to a whole separate bad calculation spot in high level leader level up threshold determinations.
- More fixes to the Overflow point of national culture and the threshold calculations to level up leaders.
- Fixes a calculation bug and replaces unsigned Long Long variables with int variables where they are no longer needed due to a new means to hedge against national culture overloads.
- Fixes a crash bug that would take place when the Complex Philosophical trait is selected. Related to No Unit type for GP assignment not being fully safe for traits. Checked the whole stream of code on this now and it should now be good. When ALL GP pts earned are not of a unit type and you've reached the threshold for GP birth, you will continue to attempt to birth a GP every round until you finally get a colored GP point earned. Even one will make the birthing take place finally. This should be a fairly rare scenario.
- A patch for a bad gamestate from a previous bug.
- Fixes a reported crash - what is odd is that it appears to be something that would've been a problem before this point. I was able to easily keep it from happening, but the code found a spot where it didn't like the BUILDINGCLASS_NATIVE not having a default building and I'm baffled as to how this wasn't a problem long before now. It was checking if there was a limit on that buildingclass, surely something it's done many times before. Has anything changed in regards to that BUILDINGCLASS setup recently? I couldn't find any sign of recent changes.
- Corrects Coastal AI Influence bool in Traits.
- Another AI correction to traits for LS612's traits.
- Adjusts the merchant mission rewards down significantly
- Culture added to a city that is above the city cap will still get added to the national amount
- Adds sorcdk's adjustments to the food waste mechanism
- A fix for an exploit in merging in SM as discussed by Anq on the forum - testing shows his fix works wonders
- Makes transport units have a Unit Cargo Volume, including all the cargo volumes of the units they transport.
- Makes it impossible for units to transport units of the same unit type.
- This is on a new compiler which caught a few bugs in the process.
- Art assets packed into FPKs
- Hopefully final DLLs for the pending release.(part1)
- Art assets packed into FPKs
- Hopefully final DLLs for the pending release.(part2)
- A file management update
- Art update Step I (another step to come to complete the correction)
- DLL code fix from billw on Discord
- Adds back the art files that had been attempted to be packed into FPKs but cannot be without re-writing the XML references to new file paths.
- FPK update
- A couple of systematic corrections shown to be needed in the code. Could speed up turns a bit.
- Corrects the movement rules regarding feature movement costs
- Adjustments to some naval features and to some unitcombats in light of the above corrections
- Corrects the movement cost system where double moves are concerned - Feature double moves (as well as hills) actually now supercede terrain ones when the plot has the feature that the unit has double move through and they actually reduce the cost by 3/4 rather than just half to account for the additive nature of the underlying terrain cost being compiled into the total. If the feature doesn't apply to a double move ability on the unit, a terrain double move may yet still apply but if it does, it only does so at the 1/2 cost rather than 1/4 that it seems to indicate. I know this seems funny on first glance, but it makes everything work as design intended it.
- Adjusts movement costs on reefs and coral a bit
- Fixes a calculation error that was keeping cities from actually getting the extra (or penalty) points from traits towards a Great Person every round