Just a test
[*]New Promotion: By the Horns: +15% chance to subdue, tech prereq of Persistence Hunting, Unitcombat prereq of Weapon: Hand to Hand
[*]Fixes overflows taking place in the calculation of Espionage Mission costs.
[*]Corrects a promotion update issue on upgrading units - in the process I've found a place that really needs streamlining, CvUnit::doSetFreePromotions... wow that's not efficient at all. I did not correct that but just the inaccuracy of how it was potentially overridden later in the upgrade process, which is another major timing inefficiency that I should probably do something to keep from happening - this free promo is assigned on init, removed because the original doesn't have it, and the...
[*]Small tweak to last coding change to adjust bracketing for clarity of intent.
[*]confirms removal of debug dll - if you need it, compile it from the MakeDLLDebug.bat file in the tools folder
[*]Corrects an old bug I probably left behind in getUnitProductionModifier in traits
[*]Answered Toffer's requests for some python reporting changes to enable more PPIO stuff
[*]Changes to the plot movement cost calculation to establish some sanity limits to how much promo effects can speed up units.
[*]Denotes official v39 release version
[*]Adjusts movement costs on reefs and coral a bit
[*]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 d...
[*]Corrects the movement rules regarding feature movement costs
[*]A couple of systematic corrections shown to be needed in the code. Could speed up turns a bit.
[*]FPK update
[*]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.
[*]Art update Step I (another step to come to complete the correction)
A file management update
[*]Art assets packed into FPKs
[*]Art assets packed into FPKs
[*]A fix for an exploit in merging in SM as discussed by Anq on the forum - testing shows his fix works wonders
[*]Adjusts the merchant mission rewards down significantly
[*]Another AI correction to traits for LS612's traits.
[*]Corrects Costal AI Influence bool in Traits.
[*]A patch for a bad gamestate from a previous bug.
[*]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.
[*]More fixes to the Overflow point of national culture and the threshold calculations to level up leaders.
[*]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.)
[*]Fixes a severe bug in Trait based GP adjustments.
[*]Corrects 2 hang bugs, one in transport calculations in the AI and one in a bad spot regarding leader level calculations.
[*]Again doubled the food required to grow to slow down growth rates.
[*]Corrections in the accumulation of national culture levels.
[*]Quick crash bug fix.
[*]A correction in the code to help the AI spread cities much faster. Thanks to jman once again.
[*]Fixes a divide by zero crash bug potential introduced in a recent tech valuation fix.
[*]A display correction in the math breakdown to earn the next level at higher leader levels.
[*]Corrects a bug pointed out by Alberts2 that I introduced a few years ago.
[*]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 another divide by zero error and more fundamentally the flawed formula leading up to it.
[*]Another formula adjustment to growth rate.
[*]A balance tweak to the Preeminent trait line on Complex Traits
[*]Fixes a bug pointed out in Complex Traits.
[*]Debug to Golden Age on Birth of Great Person tag on Complex Traits
[*]Fixes an issue reported on Discord with the population % modifier needed to grow being mis-allocated on pure traits.
[*]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.
[*]A major fix to Hide and Seek visibility factor processing on plots
[*]Fixed the inability for Barbarian and Neanderthal cities to earn culture. Apparently it had been turned off due to a slight turn time slowdown.
[*]Quick debug on an unintended consequence in the previous commit.
[*]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.
[*]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.
[*]Fixes the OTHER crashes that have been common with the new DLL introduced with Complex Traits, whether on that option or not.
[*]Fixes the crash SO and others have been experiencing on Complex Traits.
[*]Solves the crashes created by a circular reference in a promotion prereq that wasn't even necessary to have.
[*]Fixes numerous errors from an incorrect sweeping replacement of values in XML files during the process of creating the new traits set.
[*]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.
[*]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.
[*]Improves the Final value display on specialist yields but I suspect there is still some inaccuracies here to address.
[*]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.
[*]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.
[*]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.
[*]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.
[*]Felines and Canines can no longer merge or split
[*]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.
[*]Another adjustment to the tech cost rates through the ages. Still far too cheap and getting worse as the game goes.
[*]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.
[*]Removes some error causing and non-beneficial caching in Hide and Seek.
[*]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.
[*]Corrects an error in the last effort - hopefully it works as intended this time.
[*]Hopefully fixes an issue with promotions from traits remaining after the trait was removed from the player.
[*]A fix to a unit caught in an infinite loop due to a problem with the move cost charging mechanism on the raze mission.
[*]Creates a sanity check to curb one discovered source of major end turn delay that can happen for AIs at war.
[*]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.
[*]A soft adjustment to construction costs by era.
[*]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.
[*]Another adjustment to SM Uncut that makes it possible to only specify canines and felines as ignoring the normal prohibition against splitting and merging.
[*]A debug to SM.
[*]A few minor balance updates to improvements
[*]A text display adjustment to feature help requested by Toffer90
[*]Fixes problem with criminals dying whenever they do an infiltration
[*]Adds some text to promotions that require units that are normally capable of invisibility.
[*]Makes Goodie Huts a bit brighter and hopefully more visible to color blind folks while not appearing unnatural - I hope.
[*]Eliminated a bug I introduced in the last fix that made it so you couldn't attack visible criminals.
[*]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.
[*]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.
[*]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.
[*]Spot fix to keep Stone Spearmen from being able to upgrade to AtlAtls.
[*]A fix to some worker AI problems.
More zombie work
[*]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 unitcom...
* Sapph's party has invaded the first level of the Animate Crypts and destroyed the skeletons there as well as defeating the guards in the upper level.
[*]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.
[*]Reports the Unit that founds a city to Python.
[*]Makes the Dangerous Wildlife option function on a set of DLL adjustments. Should work as designed now.
[*]Adds requirement that the bonus itself is valid for placement when a unit places a bonus.
[*]Adds text notifications when units place bonuses
[*]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.
[*]Makes education promotions non-dependent on the era the unit is accessed in as a prerequisite.
[*]Includes a few changes that were intended to be included in the last commit.