Makefile: Debug and Profile targets now copies the pdb file to assets (needed for some people in order to debug)
test ticket
Change import/export threshold limits from 999 to 65535 (full 16 bit)
OPT6: Optimized and refactored CvSelectionGroupAI::AI_tradeRoutes / CvSelectionGroupAI::AI_getYieldsLoaded. Added a helper CvSelectionGroupAI::processTradeRoute
BUG39: In EXP3 I forgot to make an exception for the case where the king is already at war with his colonies. In that case there should be no demerit for the player if the king asks him to declare on his (former) colony.
BUG40: Adapted from K-mod. Whenever we check the attitude towards our own team, we're always friendly :P
BUG41: Adapted from K-mod \ Unofficial patch. CvUnit::healTurns and CvUnit::canHeal - Now handles damage and healing from plot features (thanks LunarMongoose)
Merge branch 'develop-2_7_1' of ssh://git.code.sf.net/p/religion-and-revolution-git/code into develop-2_7_1
AI20: Added isProfessionalMilitary() mainly to prevent the AI from having units with GGs attached join cities.
AI21: Prohibit the AI from ever exporting tools, blades, muskets and cannons to Europe. We can make the logic more refined in the future but for now the AI needs strict hand-holding
BUG: colony traderoute settings maintainLevel and importLimitLevel got swapped in the network code
Strictly speaking, it's not that I'm not allowed to build it - if I use the WB to downgrade my warehouse temporarily, it lets me build it even after re-upgrading the warehouse; I'm simply not allowed to select it for construction.
Bug: Train-oil Manufactory
Broken random event
EXP5: AI players fighting the revolutionary war will no longer consider a bribe to sign peace with their king. Also they will no longer reply with the "we'd love to, but you would have to ask them" nonsense :P
BUG36: Imported several fixes from K-mod:
BUG37: Adapted from K-mod. Fixed the issue that causes the wrong odds (due to selecting the wrong defender) to be displayed if units from different players were on the same plot
AI16: Block AI from producing YIELD_CANNON
BUILD1: Added the "1 plot debug" configuration
ACO1: Implemented a modified version of PieceOfMind's Advanced Combat Odds modcomp for BTS that supports the limited combat rounds feature in RaR
AI18: Adapted from K-mod. AI explorers will now try to make contact with mapped but unmet players. Added missing const.
AI17: Restricting the UNITAIs considered by great generals / admirals
BUG37: Fix strange divide by zero bug in CvPlayerAI::AI_transferYieldValue. It's weird that this happened so I am adding an assert to help detect issues caused by variables unexpectedly having negative values!
AI19: By mistake I had broken CvPlayerAI::AI_needsProtection by omitting to return true when a transport needed protection.
OPT4: From K-mod: Disabled some obsolete BtS code.
BUILD2: Added version indicator to help players determine the DLL version. The tutorial tab may not be the best place for it though...
OPT5: Adapted from K-mod. Blocked most python callbacks and recoded those who only had a python implementation in C++. The callbacks can be reenabled in XML.
BUG38: Adapted from K-mod, alberts2, DarkLunaPhantom. Various fixes concerning "Typos, order of operations mistakes, memory leaks, missing initialisers, style changes."
GAME1: African slaves now have the same restrictions as native slaves with respect to allowed professions
BUG35: We will no longer attempt to make peace with ourselves!
EVENTS3: The WHALING event is no longer recurrent since the event's logic cannot handle it correctly
AI15: Tweak AI to produce less coastal transports and more wagons
Size fitting of pioneer.
OPT3: From K-mod: "Made some minor efficiency improvements to CvUnitAI::AI_promote"
BUG25: Disable the European peace DLL event if the game option always war is enabled
BUG24: Citizens will no longer seem to disappear if re-assigned (by double clicking) to a plot with no apparent economic value. Removed testing/debug code.
BUG23: Pirates and other non-animal "barbarians"/wild-animals will no longer result in a warning about animals
BUG22: We only allow ships to sail to Port Royal if all units in the group are allowed to do so
I would like if every military unit would activate a fort (including ranger, mercenaries and militia) to keep this feature simple.
Ok, but we have to agree on which units may activate the fort ? The fort attack uses the same rule as "activation" so currently no artillery would ever trigger the attack. It's clear to me from looking at the code that they never indended artillery to work. However, there is a city attack as well, processed in CvCity::doExtraCityDefenseAttacks. It requires a citdael or bastion (any defensive building with a defense > 120) and that a unit capable of bombarding (so all artillery will work) is present...
Ok, but we have to agree on which units may activate the fort ? The fort attack uses the same rule as "activation" so currently no artillery would ever trigger the attack. It's clear to me from looking at the code that they never indended artillery to work. However, there is a city attack as well, processed in CvCity::doExtraCityDefenseAttacks. It requires a citdael or bastion (any defensive building with a defense > 120) and that a unit capable of bombarding (so all artillery will work) is present...
Hm, I'm not sure but it could also have caused an issue when I changed the military system. If I remember correctly at the beginning there was only one unit class for "standard" military units (soldier) and this unit class still exists for the veteran colonial militia unit (which seems to be the only unit that currently activates the growth correctly). However, since we have added a lot of different new unit classes in the meantime it could be the issue that the code simply does not consider these...
Hm, I'm not sure but it could also have caused an issue when I changed the military system. If I remember correctly at the beginning there was only one unit class for "standard" military units (soldier) and this unit class still exists for the veteran colonial militia unit (which seems to be the only unit that currently activates the growth correctly). However, since we have added a lot of different new unitc classes in the meantime it could be the issue that the code simply does not consider these...
Hm, I'm not sure but it could also have caused an issue when I changed the military system. If I remember correctly at the beginning there was only one unit class for "standard" military units (soldier) and this unit class still exists for the veteran colonial militia unit. However, since we have added a lot of different new unitc classes in the meantime it could be the issue that the code simply does not consider these new unit classes. Furthermore if i'm remember correctly forts shall attack hostile...
5) I don't really like adding another tag (besides we would break exisiting saves) if we're able to make up a sensible rule based on the tags we already have. I tend to agree with Ray and go by his guidance, I suppose he had a good reason for only allowing infantry though, need to search for the original discussion. I think it's about time for schmiddie to chime in on this :D
5) one option is to add a bool to unitInfo/professionInfo telling if it's allows to defend a fort. This can be done without affective savegames. The same goes for monasteries. This this one bool is more simple at runtime and it's easier to handle for xml editors and it will never need DLL updates to handle future unit combos.
Regarding 5) I prefer to only allow defensive units activate the fort (no cavalry, artillery). Need to check what will happen with invisible units (this feature deserves its own ticket!, since they cannot be countered by the AI) since they certainly should not be allowed to both activate the fort as defenders and also pretend to be invisible!
Regarding 5) I prefer to only allow defensive units activate the fort (no cavalry, artillery). Need to check what will happen with invisible units (this feature deserves its own ticket!) since they certainly should not be allowed to both activate the fort as defenders and also pretend to be invisible!
4) is an issue for monasteries too. At least I encountered it in one of my first RaR playthroughs and I don't think anybody fixed it without also fixing forts. 5) if units with the base power (promotions not counting) of 1 can't man a fort, then all the civilian units will be filtered out.
Fort Bugs
Fort Bugs
Fort Bugs
Corrected sizes of furniture maker and butcher in Europe
Size of prospector in Europe amended.
Updated DLLs, Readme and changelog for 2.7
Fixed typos and improved readability of changelog
small typo corrected bugfix
Changelog 2.7 finished
Update Title / Logo to 2.7
EVENTS2: Fix missing commit that should have been part of EVENTS1
COASTAL_TRANSPORT5: Prevent the AI from building a coastal transport if there are not coastal routes to another city
Merge remote-tracking branch 'origin/develop'
EVENTS1: Disabled problematic events and modified the sanity checker to ignore disabled events
COASTAL_TRANSPORT4: Created new UNITCLASSes for the recently introduced coastal ships
Implementation of small and big coastal ship
BUG21: CvUnit::canMoveInto() failed to check for an impassable terrain if the plot had a feature. Fixed.
COASTAL_TRANSPORT3: Updated the XML with better defaults and corrected pathfinding issues.
COASTAL_TRANSPORT2: Added XML support. Note that the current entry is copy pasted and adapted from the existing Fluyt and needs to be updated to the proper unit.
COASTAL_TRANSPORT1: Implement new feature: Coastal Transport. ships that can only traverse coast or culturally owned tiles. This feature is now fully functional and includes AI support.
Added assert messages on invalid setup in CvEventTriggerInfo
Fix: new Danish king music had the first second cut off, making the start sound really weird
- Changes the diplomacy music of the Danish King
AI13: This is the first transition towards a "local" price model for yields. We now lower the local price of certain yields if they are produced in excess of what's needed, conversely we increase the price of yields that we are currently lacking as inputs. The value of Bells/hammers now scale with the population / rebel percentage.
DEBUG1: If debug mode is activated (ctrl-Z), we now display the AI's valuation of yields when hoovering over the stored yields inside a city
Changed starting units of European Nations. Balancing needs to be tested.
AI12 Comment out the changes introduced by AI1 since start units are now sensibly assigned
- New late cityset for Russia
Bugfix: Great Generals, Great Admirals and Great Chiefs did not have combat animations, hurt animations and die animations (only surrender). However, since these units not have a combat strength of >0 surrender anim did no longer work and combat animations were required.
Changed starting units of Portugal and Spain since the AI ever uses military specialist units as settlers in their starting city but not a military unit.
BUG20: The evaluation of multiple input yields in BUG18 were too optimistic and resulted in the assignment of a dyer even if no indigo was present. Thus I changed from max to min to further penalize a missing input. The lower bound of profession value is now 0 rather than 1
Ok, it seems that I was (fortunately)wrong about the trade route code itself. It turned out to be a GUI issue only, the parameters had been swapped. Fix has been committed to develop (BUG19) Please test again :P
Ok, it seems that I was (fortunately)wrong about the trade route code itself. It turned out to be a GUI issue only, the parameters had been swapped. Fix has been committed to develop (BUG19)
BUG19: Fix swapped import / export limit parameters
would make sense. :-)
BUG18: Fix missing evaluation of multiple input yields which resulted in a profession requiring multiple inputs (AND) being satisfied with any input being preset (OR). The result was frequently that nothing was being produced by this profession unless both inputs were available.
It seems that the proper term is not export limit, but maintain level :P
My understanding is that there's two ways to export goods. CvSelectionGroupAI::AI_tradeRoutes : Deals with the traderoutes and it does respect the limits. CvUnitAI::AI_collectGoods : Simply loads whatever can be sold in Europe and that the city allows to be exported. It does not respect the limits. Ships can make use of both functions, so I think that the latter one is the culprit. I will add the export limit and report back.