[sanguoforciv4] r344 committed - 0.300: 修正:修正100忠诚度的武将投降的Bug...

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Revision: 344
Author: TongShen.Martin
Date: Thu Sep 24 10:17:15 2009
Log: 0.300: 修正:修正100忠诚度的武将投降的Bug
修正解散只有一个单位的集团军造成CTD的Bug
修正集团军禁卫队不继承统帅武将的亲卫队晋升的Bug
修正BTS原版Bug:具有-30%天生攻城惩罚和-35%后天攻城惩罚的单位造成CTD
修正金刚晋升依然会受到伤害的Bug
修正AI单位尝试远程轰炸我方格子上的设施造成的CTD
恢复了原版的城堡图像
修正显示GDP等内容的屏幕中的一处导致无法显示的错误
图像:随机领袖的头像保持长宽比例(Yitoo)
规则调整:西凉骑兵初始获得骑兵晋升
界面:当俘虏的英雄愿意投降时播送信息

0.300: fix: fix CTD when dismissing Army with only one unit
fix a bug that a 100 loyalty hero surrender to enemy
fix a bug that Army Guardian doesn't receive core troop promotions of
leader hero
fix a BTS bug which causes CTD when a unit has -30% innate city attack
penalty and -35% extra city attack penalty
fix a bug that unit who has Strong Promotion still take damage in combat
fix a CTD when an AI unit tries to ranged bombard friendly plot's
improvement
restores missing Fort art
fix a python exception in screen that display GDP and the such
art: random leaders now have leaderhead that retains the corret
length-width ratio
rule tweak: Qiang Cavalry now starts with Cavalry promotion as well
interface: added alert message when a captured hero is willing to surrender
http://code.google.com/p/sanguoforciv4/source/detail?r=344

Modified:
/trunk/The History of Three Kingdoms/Assets/Python/Contrib/MoreCiv4lerts.py
/trunk/The History of Three
Kingdoms/Assets/Python/Contrib/Sevopedia/SevoPediaMain.py
/trunk/The History of Three
Kingdoms/Assets/Python/Contrib/Sevopedia/SevoScreenEnums.py
/trunk/The History of Three Kingdoms/Assets/Python/Screens/CvHeroAdvisor.py
/trunk/The History of Three Kingdoms/Assets/Python/Screens/CvInfoScreen.py
/trunk/The History of Three
Kingdoms/Assets/XML/Art/CIV4ArtDefines_Improvement.xml
/trunk/The History of Three
Kingdoms/Assets/XML/GameInfo/CIV4GameOptionInfos.xml
/trunk/The History of Three
Kingdoms/Assets/XML/Terrain/CIV4ImprovementInfos.xml
/trunk/The History of Three Kingdoms/Assets/XML/Text/BUG_CIV4GameText.xml
/trunk/The History of Three
Kingdoms/Assets/XML/Text/CIV4GameText_Civilopedia_Sanguo_Concepts.xml
/trunk/The History of Three
Kingdoms/Assets/XML/Text/CIV4GameText_Sanguo_Changed.xml
/trunk/The History of Three
Kingdoms/Assets/XML/Text/CIV4GameText_Sanguo_Help.xml
/trunk/The History of Three
Kingdoms/Assets/XML/Text/CIV4GameText_Sanguo_Hero.xml
/trunk/The History of Three
Kingdoms/Assets/XML/Text/CIV4GameText_Sanguo_New.xml
/trunk/The History of Three
Kingdoms/Assets/XML/Text/CIV4GameText_Sanguo_Strategy.xml
/trunk/The History of Three
Kingdoms/Assets/XML/Text/Sevopedia_CIV4GameText.xml
/trunk/The History of Three Kingdoms/Assets/XML/Units/CIV4BuildInfos.xml
/trunk/The History of Three Kingdoms/Assets/XML/Units/CIV4UnitInfos.xml
/trunk/The History of Three Kingdoms/CvGameCoreDLL/CvEnums.h
/trunk/The History of Three Kingdoms/CvGameCoreDLL/CvGame.cpp
/trunk/The History of Three Kingdoms/CvGameCoreDLL/CvPlayerAI.h
/trunk/The History of Three Kingdoms/CvGameCoreDLL/CvSelectionGroupAI.cpp
/trunk/The History of Three Kingdoms/CvGameCoreDLL/CvUnit.cpp
/trunk/The History of Three Kingdoms/CvGameCoreDLL/CyEnumsInterface.cpp
/trunk/The History of Three Kingdoms/Documents/changelog.txt
/trunk/The History of Three Kingdoms/Documents/changelog_en.txt
/trunk/The History of Three Kingdoms/PublicMaps/HoTK 51_51
196AD.CivBeyondSwordWBSave
/trunk/The History of Three Kingdoms/PublicMaps/HoTK 51_51
no_city.CivBeyondSwordWBSave
/trunk/The History of Three Kingdoms/PublicMaps/HoTK 68_64
194AD.CivBeyondSwordWBSave
/trunk/The History of Three Kingdoms/PublicMaps/HoTK 68_64
196AD.CivBeyondSwordWBSave
/trunk/The History of Three Kingdoms/PublicMaps/HoTK 68_64
200AD.CivBeyondSwordWBSave
/trunk/The History of Three Kingdoms/PublicMaps/HoTK 68_64
no_city.CivBeyondSwordWBSave
/trunk/The History of Three Kingdoms/PublicMaps/HoTK 81_81
196AD.CivBeyondSwordWBSave
/trunk/The History of Three Kingdoms/PublicMaps/HoTK 81_81
200AD.CivBeyondSwordWBSave
/trunk/The History of Three Kingdoms/PublicMaps/HoTK 81_81
no_city.CivBeyondSwordWBSave

=======================================
--- /trunk/The History of Three
Kingdoms/Assets/Python/Contrib/MoreCiv4lerts.py Tue Aug 25 06:46:25 2009
+++ /trunk/The History of Three
Kingdoms/Assets/Python/Contrib/MoreCiv4lerts.py Thu Sep 24 10:17:15 2009
@@ -191,6 +191,18 @@
if eHero != -1:
message =
localText.getText("TXT_KEY_HERO_AVAILABLE_FOR_RECRUITMENT",
(gc.getHeroInfo(eHero).getDescription(),))
self._addMessageNoIcon(iActivePlayer,
message)
+
+ #### check to see if any prisoners are willing to surrender
+ eHero = -1
+ for iLoopHero in range (gc.getNumHeroInfos()):
+ if
gc.getGame().getHeroCapturePlayer(iLoopHero) == iActivePlayer:
+ if
gc.getGame().willHeroJoinFaction(iLoopHero, iActivePlayer):
+ eHero = iLoopHero
+ break
+
+ if eHero != -1:
+ message =
localText.getText("TXT_KEY_HERO_WILLING_TO_SURRENDER",
(gc.getHeroInfo(eHero).getDescription(),))
+ self._addMessageNoIcon(iActivePlayer,
message)
#### Sanguo Mod Hero, end

if (self.getCheckForDomPopVictory() or (BeginTurn and
self.getCheckForCityBorderExpansion())):
=======================================
--- /trunk/The History of Three
Kingdoms/Assets/Python/Contrib/Sevopedia/SevoPediaMain.py Thu Aug 27
07:08:21 2009
+++ /trunk/The History of Three
Kingdoms/Assets/Python/Contrib/Sevopedia/SevoPediaMain.py Thu Sep 24
10:17:15 2009
@@ -224,7 +224,7 @@
self.iActivePlayer = gc.getGame().getActivePlayer()
self.iCategory = -1
if (not self.pediaHistory):
- self.pediaHistory.append((SevoScreenEnums.PEDIA_MAIN,
SevoScreenEnums.PEDIA_TECHS))
+ self.pediaHistory.append((SevoScreenEnums.PEDIA_MAIN,
SevoScreenEnums.PEDIA_BTS_CONCEPTS))
current = self.pediaHistory.pop()
self.pediaFuture = []
self.pediaHistory = []
@@ -373,6 +373,7 @@
#self.szCategoryStrategy =
localText.getText("TXT_KEY_PEDIA_CATEGORY_STRATEGY", ())

self.categoryList = [
+ ["HINTS", self.szCategoryConceptsNew],
["TECHS", self.szCategoryTechs],
["UNITS", self.szCategoryUnits],
["UNITS", self.szCategoryUnitUpgrades],
@@ -397,7 +398,6 @@
["CIVICS", self.szCategoryReligions],
#["CIVICS", self.szCategoryCorporations],
["HINTS", self.szCategoryConcepts],
- ["HINTS", self.szCategoryConceptsNew],
["HINTS", self.szCategoryHints],
["HINTS", self.szCategoryShortcuts],
#["HINTS", self.szCategoryStrategy],
@@ -441,8 +441,10 @@
for i, category in enumerate(self.categoryList):
graphic = self.categoryGraphics[category[0]]
# Sanguo Mod Interface, start, modified by poyuzhe 08.08.09
- # screen.appendListBoxStringNoUpdate(self.CATEGORY_LIST_ID, graphic +
category[1], WidgetTypes.WIDGET_PEDIA_MAIN, SevoScreenEnums.PEDIA_MAIN + i
+ 1, 0, CvUtil.FONT_LEFT_JUSTIFY)
- screen.appendListBoxStringNoUpdate(self.CATEGORY_LIST_ID, ' ' +
category[1], WidgetTypes.WIDGET_PEDIA_MAIN, SevoScreenEnums.PEDIA_MAIN + i
+ 1, 0, CvUtil.FONT_LEFT_JUSTIFY)
+ if gc.getGame().getCurrentLanguage() == 0:
+
screen.appendListBoxStringNoUpdate(self.CATEGORY_LIST_ID, ' ' +
category[1], WidgetTypes.WIDGET_PEDIA_MAIN, SevoScreenEnums.PEDIA_MAIN + i
+ 1, 0, CvUtil.FONT_LEFT_JUSTIFY)
+ else:
+
screen.appendListBoxStringNoUpdate(self.CATEGORY_LIST_ID, graphic +
category[1], WidgetTypes.WIDGET_PEDIA_MAIN, SevoScreenEnums.PEDIA_MAIN + i
+ 1, 0, CvUtil.FONT_LEFT_JUSTIFY)
# Sanguo Mod Interface, end
screen.updateListBox(self.CATEGORY_LIST_ID)

@@ -922,8 +924,8 @@


def isSortLists(self):
-# return AdvisorOpt.SevopediaSortItemList()
- return True
+## return AdvisorOpt.SevopediaSortItemList()
+ return True

def getSortedList(self, numInfos, getInfo, noSort=False):
list = []
=======================================
--- /trunk/The History of Three
Kingdoms/Assets/Python/Contrib/Sevopedia/SevoScreenEnums.py Mon Aug 17
09:05:04 2009
+++ /trunk/The History of Three
Kingdoms/Assets/Python/Contrib/Sevopedia/SevoScreenEnums.py Thu Sep 24
10:17:15 2009
@@ -2,29 +2,29 @@
## Copyright 2007 BUG Mod

PEDIA_MAIN = 200
-PEDIA_TECHS = 201
-PEDIA_UNITS = 202
-PEDIA_UNIT_UPGRADES = 203
-PEDIA_UNIT_CATEGORIES = 204
+PEDIA_BTS_CONCEPTS = 201
+PEDIA_TECHS = 202
+PEDIA_UNITS = 203
+PEDIA_UNIT_UPGRADES = 204
+PEDIA_UNIT_CATEGORIES = 205
# Sanguo Mod Hero, start
-PEDIA_HEROES = 205
+PEDIA_HEROES = 206
# Sanguo Mod Hero, end
-PEDIA_PROMOTIONS = 206
-PEDIA_HERO_PROMOTIONS = 207
-PEDIA_PROMOTION_TREE = 208
-PEDIA_BUILDINGS = 209
-PEDIA_NATIONAL_WONDERS = 210
-PEDIA_GREAT_WONDERS = 211
-PEDIA_SPECIALISTS = 212
-PEDIA_TERRAINS = 213
-PEDIA_FEATURES = 214
-PEDIA_BONUSES = 215
-PEDIA_IMPROVEMENTS = 216
-PEDIA_CIVS = 217
-PEDIA_LEADERS = 218
-PEDIA_CIVICS = 219
-PEDIA_RELIGIONS = 220
-PEDIA_CONCEPTS = 221
-PEDIA_BTS_CONCEPTS = 222
+PEDIA_PROMOTIONS = 207
+PEDIA_HERO_PROMOTIONS = 208
+PEDIA_PROMOTION_TREE = 209
+PEDIA_BUILDINGS = 210
+PEDIA_NATIONAL_WONDERS = 211
+PEDIA_GREAT_WONDERS = 212
+PEDIA_SPECIALISTS = 213
+PEDIA_TERRAINS = 214
+PEDIA_FEATURES = 215
+PEDIA_BONUSES = 216
+PEDIA_IMPROVEMENTS = 217
+PEDIA_CIVS = 218
+PEDIA_LEADERS = 219
+PEDIA_CIVICS = 220
+PEDIA_RELIGIONS = 221
+PEDIA_CONCEPTS = 222
PEDIA_HINTS = 223
PEDIA_SHORTCUTS = 224
=======================================
--- /trunk/The History of Three
Kingdoms/Assets/Python/Screens/CvHeroAdvisor.py Mon Sep 21 20:53:44 2009
+++ /trunk/The History of Three
Kingdoms/Assets/Python/Screens/CvHeroAdvisor.py Thu Sep 24 10:17:15 2009
@@ -642,9 +642,15 @@
for iLoopHero in lOurHeroes:
self.drawInfoRow(screen, mainPanelName, iLoopHero,
PanelStyles.PANEL_STYLE_STANDARD,
gc.getGame().getHeroDebutStatus(iLoopHero), iCount)
iCount += 1
-## for iLoopHero in lEmployedHeroes:
-## self.drawInfoRow(screen, mainPanelName, iLoopHero,
PanelStyles.PANEL_STYLE_STANDARD,
gc.getGame().getHeroDebutStatus(iLoopHero), iCount)
-## iCount += 1
+
+ if gc.getGame().isDebugMode():
+ lEmployedHeroes = []
+ for iLoopHero in range(gc.getNumHeroInfos()):
+ if
gc.getGame().getHeroDebutStatus(iLoopHero) >= 0:
+ lEmployedHeroes.append(iLoopHero)
+ for iLoopHero in lEmployedHeroes:
+ self.drawInfoRow(screen, mainPanelName,
iLoopHero, PanelStyles.PANEL_STYLE_STANDARD,
gc.getGame().getHeroDebutStatus(iLoopHero), iCount)
+ iCount += 1


# draws the current hero unit's stats
@@ -858,7 +864,6 @@
screen.show(infoPanelName)

def updatePrisoners(self, iHero):
- CyInterface().addImmediateMessage("updatePrisoners1" +
gc.getHeroInfo(self.iHero).getType(), '')
self.PrisonerHeroes.remove(iHero)
screen = self.getScreen()
screen.deleteWidget("HeroRow" + str(iHero))
@@ -869,7 +874,6 @@
screen.setState("HeroButton" + str(self.iHero),
True)
self.drawPediaContent(self.iHero)
self.updateHandleButtons(self.iHero, 16, 10, 66)
-
CyInterface().addImmediateMessage("updatePrisoners2" +
gc.getHeroInfo(self.iHero).getType(), '')
else:
screen.hideScreen()

@@ -897,8 +901,6 @@
def updateHandleButtons(self, iHero, iLeft, iInsideGap, iTop):
screen = self.getScreen()

- CyInterface().addImmediateMessage("updatehanderler" +
gc.getHeroInfo(self.iHero).getType(), '')
-
if gc.getGame().willHeroJoinFaction(iHero,
self.iActiveLeader):
screen.setButtonGFC( "Persuade",
localText.getText("TXT_KEY_SCREEN_PERSUADE", ()), "", iLeft + iInsideGap,
iTop + 2, 76, 30, WidgetTypes.WIDGET_GENERAL, -1, -1,
ButtonStyles.BUTTON_STYLE_STANDARD )
screen.setActivation( "Persuade",
ActivationTypes.ACTIVATE_MIMICPARENTFOCUS )
=======================================
--- /trunk/The History of Three
Kingdoms/Assets/Python/Screens/CvInfoScreen.py Tue Aug 25 06:46:25 2009
+++ /trunk/The History of Three
Kingdoms/Assets/Python/Screens/CvInfoScreen.py Thu Sep 24 10:17:15 2009
@@ -1428,6 +1428,18 @@
aiGroupHealth = []
aiGroupNetTrade = []

+ #### Sanguo Mod Bug Fix, start, by poyuzhe 09.23.09
+ iEconomy = 0
+ iIndustry = 0
+ iAgriculture = 0
+ iMilitary = 0
+ iLandArea = 0
+ iPopulation = 0
+ iHappiness = 0
+ iHealth = 0
+ iNetTrade = 0
+ #### Sanguo Mod end
+
# Loop through all players to determine Rank and relative Strength
for iPlayerLoop in range(gc.getMAX_PLAYERS()):

=======================================
--- /trunk/The History of Three
Kingdoms/Assets/XML/Art/CIV4ArtDefines_Improvement.xml Mon Sep 21 20:53:44
2009
+++ /trunk/The History of Three
Kingdoms/Assets/XML/Art/CIV4ArtDefines_Improvement.xml Thu Sep 24 10:17:15
2009
@@ -214,11 +214,11 @@

<Button>,Art/Interface/Buttons/Builds/BuildTown.dds,Art/Interface/Buttons/Actions_Builds_LeaderHeads_Specialists_Atlas.dds,3,10</Button>
</ImprovementArtInfo>
<ImprovementArtInfo>
- <Type>ART_DEF_IMPROVEMENT_FORT_MOD</Type>
+ <Type>ART_DEF_IMPROVEMENT_FORT</Type>
<bExtraAnimations>0</bExtraAnimations>
- <fScale>0.8</fScale>
- <fInterfaceScale>1.0</fInterfaceScale>
- <NIF>Art/Structures/Improvements/fortch/fort_ch03.nif</NIF>
+ <fScale>0.5</fScale>
+ <fInterfaceScale>1.5</fInterfaceScale>
+ <NIF>Art/Structures/Improvements/Fort/eu_med_fort.nif</NIF>
<KFM/>

<Button>,Art/Interface/Buttons/Builds/BuildFort.dds,Art/Interface/Buttons/Actions_Builds_LeaderHeads_Specialists_Atlas.dds,7,9</Button>
</ImprovementArtInfo>
=======================================
--- /trunk/The History of Three
Kingdoms/Assets/XML/GameInfo/CIV4GameOptionInfos.xml Sun Feb 8 06:06:44
2009
+++ /trunk/The History of Three
Kingdoms/Assets/XML/GameInfo/CIV4GameOptionInfos.xml Thu Sep 24 10:17:15
2009
@@ -181,6 +181,13 @@
<bDefault>0</bDefault>
<bVisible>1</bVisible>
</GameOptionInfo>
+ <!-- <GameOptionInfo>
+ <Type>GAMEOPTION_NO_HERO_DEATH_FROM_AGE</Type>
+ <Description>TXT_KEY_GAME_OPTION_NO_HERO_DEATH_FROM_AGE</Description>
+ <Help>TXT_KEY_GAME_OPTION_NO_HERO_DEATH_FROM_AGE_HELP</Help>
+ <bDefault>0</bDefault>
+ <bVisible>1</bVisible>
+ </GameOptionInfo> -->
<GameOptionInfo>
<Type>GAMEOPTION_NO_SETTLER</Type>
<Description>TXT_KEY_GAME_OPTION_NO_SETTLER</Description>
=======================================
--- /trunk/The History of Three
Kingdoms/Assets/XML/Terrain/CIV4ImprovementInfos.xml Mon Sep 21 20:53:44
2009
+++ /trunk/The History of Three
Kingdoms/Assets/XML/Terrain/CIV4ImprovementInfos.xml Thu Sep 24 10:17:15
2009
@@ -1401,10 +1401,10 @@
<bGraphicalOnly>0</bGraphicalOnly>
</ImprovementInfo>
<ImprovementInfo>
- <Type>IMPROVEMENT_FORT_MOD</Type>
+ <Type>IMPROVEMENT_FORT</Type>
<Description>TXT_KEY_IMPROVEMENT_FORT</Description>
<Civilopedia>TXT_KEY_IMPROVEMENT_FORT_PEDIA</Civilopedia>
- <ArtDefineTag>ART_DEF_IMPROVEMENT_FORT_MOD</ArtDefineTag>
+ <ArtDefineTag>ART_DEF_IMPROVEMENT_FORT</ArtDefineTag>
<YieldChanges/>
<bActsAsCity>1</bActsAsCity>
<bHillsMakesValid>0</bHillsMakesValid>
=======================================
--- /trunk/The History of Three
Kingdoms/Assets/XML/Text/BUG_CIV4GameText.xml Wed Sep 9 04:00:26 2009
+++ /trunk/The History of Three
Kingdoms/Assets/XML/Text/BUG_CIV4GameText.xml Thu Sep 24 10:17:15 2009
@@ -121,12 +121,12 @@
</TEXT>
<TEXT>
<Tag>TXT_KEY_BUG_RELIGIOUS_MISSIONARY</Tag>
- <English>Regional Government:</English>
+ <English>Missionaries:</English>
<L1>Missionaries:</L1>
<L2>Missionare:</L2>
<L3>Missionari:</L3>
<L4>Missionaries:</L4>
- <Chinese>ÖÝÄÁÖΣº</Chinese>
+ <Chinese>˵¿Í£º</Chinese>
</TEXT>

<!-- Gold Rate Warning -->
=======================================
--- /trunk/The History of Three
Kingdoms/Assets/XML/Text/CIV4GameText_Civilopedia_Sanguo_Concepts.xml Mon
Sep 21 20:53:44 2009
+++ /trunk/The History of Three
Kingdoms/Assets/XML/Text/CIV4GameText_Civilopedia_Sanguo_Concepts.xml Thu
Sep 24 10:17:15 2009
Binary file, no diff available.
=======================================
--- /trunk/The History of Three
Kingdoms/Assets/XML/Text/CIV4GameText_Sanguo_Changed.xml Tue Sep 15
08:01:36 2009
+++ /trunk/The History of Three
Kingdoms/Assets/XML/Text/CIV4GameText_Sanguo_Changed.xml Thu Sep 24
10:17:15 2009
Binary file, no diff available.
=======================================
--- /trunk/The History of Three
Kingdoms/Assets/XML/Text/CIV4GameText_Sanguo_Help.xml Fri Sep 18 07:27:23
2009
+++ /trunk/The History of Three
Kingdoms/Assets/XML/Text/CIV4GameText_Sanguo_Help.xml Thu Sep 24 10:17:15
2009
@@ -57,7 +57,7 @@
<Tag>TXT_KEY_BUILDING_HINDU_CATHEDRAL_HELP</Tag>
<English>[ICON_BULLET]World Wonder Costs 20% less in
City[NEWLINE][ICON_BULLET]Changes Type When Player Changes State
Religion</English>
<L1 /><L2 /><L3 /><L4 />
-
<Chinese>[ICON_BULLET]³ÇÊÐÐÞ½¨ÊÀ½çÆæ¹Û³É±¾-20%[NEWLINE][ICON_BULLET]Íæ¼Ò¸Ä±ä¹Ù·½ÕþÖÎÀíÏëʱ×Ô¶¯±äΪ¶ÔÓ¦ÀàÐÍ</Chinese>
+
<Chinese>[ICON_BULLET]³ÇÊÐÐÞ½¨È«¹úÆæ¹Û³É±¾-20%[NEWLINE][ICON_BULLET]Íæ¼Ò¸Ä±ä¹Ù·½ÕþÖÎÀíÏëʱ×Ô¶¯±äΪ¶ÔÓ¦ÀàÐÍ</Chinese>
</TEXT>
<TEXT>
<Tag>TXT_KEY_BUILDING_CHAOS_HELP</Tag>
=======================================
--- /trunk/The History of Three
Kingdoms/Assets/XML/Text/CIV4GameText_Sanguo_Hero.xml Mon Sep 21 20:53:44
2009
+++ /trunk/The History of Three
Kingdoms/Assets/XML/Text/CIV4GameText_Sanguo_Hero.xml Thu Sep 24 10:17:15
2009
Binary file, no diff available.
=======================================
--- /trunk/The History of Three
Kingdoms/Assets/XML/Text/CIV4GameText_Sanguo_New.xml Tue Sep 15 08:01:36
2009
+++ /trunk/The History of Three
Kingdoms/Assets/XML/Text/CIV4GameText_Sanguo_New.xml Thu Sep 24 10:17:15
2009
Binary file, no diff available.
=======================================
--- /trunk/The History of Three
Kingdoms/Assets/XML/Text/CIV4GameText_Sanguo_Strategy.xml Tue Sep 15
08:01:36 2009
+++ /trunk/The History of Three
Kingdoms/Assets/XML/Text/CIV4GameText_Sanguo_Strategy.xml Thu Sep 24
10:17:15 2009
@@ -764,7 +764,7 @@
<Tag>TXT_KEY_TECH_SAILING_STRATEGY</Tag>
<English>The first to research this tech founds
[COLOR_HIGHLIGHT_TEXT]Revival[COLOR_REVERT]. [COLOR_TECH_TEXT]Eight
Diagrams[COLOR_REVERT] allows you to build the [COLOR_BUILDING_TEXT]Stone
Sentinel Maze[COLOR_REVERT] world wonder and the
[COLOR_BUILDING_TEXT]Ancient Compass[COLOR_REVERT] national
wonder.</English>
<L1 /><L2 /><L3 /><L4 />
-
<Chinese>ÂÊÏÈ·¢ÏÖ[COLOR_TECH_TEXT]°ËÕóͼ[COLOR_REVERT]¿Æ¼¼½«´´Á¢[COLOR_HIGHLIGHT_TEXT]Ð˸´ººÊÒ[COLOR_REVERT]¡£[COLOR_TECH_TEXT]°ËÕóͼ[COLOR_REVERT]ÔÊÐíÄ㽨ÔìÊÀ½çÆæ¹Û[COLOR_BUILDING_TEXT]°ËÕóͼ[COLOR_REVERT]ºÍ¹ú¼ÒÆæ¹Û[COLOR_BUILDING_TEXT]Ö¸ÄÏ[COLOR_REVERT]¡£</Chinese>
+
<Chinese>ÂÊÏÈ·¢ÏÖ[COLOR_TECH_TEXT]°ËÕóͼ[COLOR_REVERT]¿Æ¼¼½«´´Á¢[COLOR_HIGHLIGHT_TEXT]Ð˸´ººÊÒ[COLOR_REVERT]¡£[COLOR_TECH_TEXT]°ËÕóͼ[COLOR_REVERT]ÔÊÐíÄ㽨ÔìÈ«¹úÆæ¹Û[COLOR_BUILDING_TEXT]°ËÕóͼ[COLOR_REVERT]ºÍ¹ú¼ÒÆæ¹Û[COLOR_BUILDING_TEXT]Ö¸ÄÏ[COLOR_REVERT]¡£</Chinese>
</TEXT>
<TEXT>
<Tag>TXT_KEY_TECH_WRITING_STRATEGY</Tag>
@@ -1412,7 +1412,7 @@
<Tag>TXT_KEY_BUILDING_FORGE_STRATEGY</Tag>
<English>The [COLOR_BUILDING_TEXT]Forge[COLOR_REVERT] allows a city to
produce units and buildings faster, but also adds unhealthiness in cities.
[COLOR_BUILDING_TEXT]Forges[COLOR_REVERT] are required to build the
[COLOR_BUILDING_TEXT]Yellow Crane Tower[COLOR_REVERT] world wonders, and
the [COLOR_BUILDING_TEXT]Iron and Salt Bureau[COLOR_REVERT] national
wonder.</English>
<L1 /><L2 /><L3 /><L4 />
-
<Chinese>[COLOR_BUILDING_TEXT]ìÑÔ쳡[COLOR_REVERT]¿ÉÌáÉý³ÇÊеÄÉú²úÄÜÁ¦£¬Ð¡·ù¼Ó¿ì¾üʵ¥Î»½¨ÉèËÙ¶È£¬µ«Ò²»áÓ°Ïì³ÇÊн¡¿µ¶È¡£[COLOR_BUILDING_TEXT]ìÑÔ쳡[COLOR_REVERT]Êǽ¨Ôì[COLOR_BUILDING_TEXT]»Æº×Â¥[COLOR_REVERT]ÊÀ½çÆæ¹Û£¬ÒÔ¼°[COLOR_BUILDING_TEXT]ÑÎÌú˾[COLOR_REVERT]¹ú¼ÒÆæ¹ÛµÄǰÌá¡£</Chinese>
+
<Chinese>[COLOR_BUILDING_TEXT]ìÑÔ쳡[COLOR_REVERT]¿ÉÌáÉý³ÇÊеÄÉú²úÄÜÁ¦£¬Ð¡·ù¼Ó¿ì¾üʵ¥Î»½¨ÉèËÙ¶È£¬µ«Ò²»áÓ°Ïì³ÇÊн¡¿µ¶È¡£[COLOR_BUILDING_TEXT]ìÑÔ쳡[COLOR_REVERT]Êǽ¨Ôì[COLOR_BUILDING_TEXT]»Æº×Â¥[COLOR_REVERT]È«¹úÆæ¹Û£¬ÒÔ¼°[COLOR_BUILDING_TEXT]ÑÎÌú˾[COLOR_REVERT]¹ú¼ÒÆæ¹ÛµÄǰÌá¡£</Chinese>
</TEXT>
<TEXT>
<Tag>TXT_KEY_BUILDING_MALI_MINT_STRATEGY</Tag>
=======================================
--- /trunk/The History of Three
Kingdoms/Assets/XML/Text/Sevopedia_CIV4GameText.xml Mon Aug 17 09:05:04 2009
+++ /trunk/The History of Three
Kingdoms/Assets/XML/Text/Sevopedia_CIV4GameText.xml Thu Sep 24 10:17:15 2009
@@ -56,7 +56,7 @@
<L2>Nationalwunder</L2>
<L3>Merav. Naz.</L3>
<L4>National Wonders</L4>
- <Chinese>¹ú¼ÒÆæ¹Û</Chinese>
+ <Chinese>ÊÆÁ¦Ææ¹Û</Chinese>
</TEXT>
<TEXT>
<Tag>TXT_KEY_PEDIA_CATEGORY_GREAT_WONDERS</Tag>
@@ -65,7 +65,7 @@
<L2>Weltwunder</L2>
<L3>Grandi Merav.</L3>
<L4>Great Wonders</L4>
- <Chinese>ÊÀ½çÆæ¹Û</Chinese>
+ <Chinese>È«¹úÆæ¹Û</Chinese>
</TEXT>
<TEXT>
<Tag>TXT_KEY_PEDIA_CATEGORY_CONCEPT_NEW</Tag>
=======================================
--- /trunk/The History of Three
Kingdoms/Assets/XML/Units/CIV4BuildInfos.xml Mon Sep 21 20:53:44 2009
+++ /trunk/The History of Three
Kingdoms/Assets/XML/Units/CIV4BuildInfos.xml Thu Sep 24 10:17:15 2009
@@ -449,7 +449,7 @@
<iTime>1000</iTime>
<iCost>0</iCost>
<bKill>0</bKill>
- <ImprovementType>IMPROVEMENT_FORT_MOD</ImprovementType>
+ <ImprovementType>IMPROVEMENT_FORT</ImprovementType>
<RouteType>NONE</RouteType>
<EntityEvent>ENTITY_EVENT_BUILD</EntityEvent>
<FeatureStructs/>
=======================================
--- /trunk/The History of Three Kingdoms/Assets/XML/Units/CIV4UnitInfos.xml
Sat Sep 12 23:07:52 2009
+++ /trunk/The History of Three Kingdoms/Assets/XML/Units/CIV4UnitInfos.xml
Thu Sep 24 10:17:15 2009
@@ -13597,7 +13597,12 @@
<bShiftDown>0</bShiftDown>
<bCtrlDown>0</bCtrlDown>
<iHotKeyPriority>0</iHotKeyPriority>
- <FreePromotions/>
+ <FreePromotions>
+ <FreePromotion>
+ <PromotionType>PROMOTION_AMBUSH</PromotionType>
+ <bFreePromotion>1</bFreePromotion>
+ </FreePromotion>
+ </FreePromotions>
<LeaderPromotion>NONE</LeaderPromotion>
<iLeaderExperience>0</iLeaderExperience>
<bCamp>0</bCamp>
=======================================
--- /trunk/The History of Three Kingdoms/CvGameCoreDLL/CvEnums.h Fri Sep 18
07:27:23 2009
+++ /trunk/The History of Three Kingdoms/CvGameCoreDLL/CvEnums.h Thu Sep 24
10:17:15 2009
@@ -742,6 +742,7 @@
GAMEOPTION_NO_ESPIONAGE,
// Sanguo Mod Hero, start, added by poyuzhe 02.08.09
GAMEOPTION_NO_HERO_DEATH_FROM_COMBAT,
+ //GAMEOPTION_NO_HERO_DEATH_FROM_AGE,
GAMEOPTION_NO_SETTLER,
// Sanguo Mod Hero, end

=======================================
--- /trunk/The History of Three Kingdoms/CvGameCoreDLL/CvGame.cpp Tue Sep
22 03:53:27 2009
+++ /trunk/The History of Three Kingdoms/CvGameCoreDLL/CvGame.cpp Thu Sep
24 10:17:15 2009
@@ -5695,7 +5695,7 @@
{
for (int iJ = 0; iJ < MAX_CIV_PLAYERS; iJ++)
{
- if (GET_PLAYER((PlayerTypes)iJ).isAlive() &&
GET_PLAYER((PlayerTypes)iI).getStateReligion() == eIndex)
+ if (GET_PLAYER((PlayerTypes)iJ).isAlive() &&
GET_PLAYER((PlayerTypes)iJ).getStateReligion() == eIndex)
{

GET_PLAYER(pNewValue->getOwnerINLINE()).AI_invalidateAttitudeCache((PlayerTypes)iJ);

GET_PLAYER((PlayerTypes)iJ).AI_invalidateAttitudeCache(pNewValue->getOwnerINLINE());
@@ -11676,7 +11676,7 @@
return true;
}

- int iBaseChance = 100 -
GC.getHeroInfo(eHero).getCivilizationLoyalty(getHeroDebutStatus(eHero));
+ int iBaseChance = 100 -
GC.getHeroInfo(eHero).getCivilizationLoyalty(GET_PLAYER((PlayerTypes)getHeroDebutStatus(eHero)).getCivilizationType());
if (iBaseChance == 0)
{
return false;
@@ -11751,12 +11751,12 @@
{
float fActualXP = getHeroExperience(eHero);
double dEffectiveXP = fActualXP * 10.0 / (10.0 -
((float)(getHeroLeadership(eHero, bOverwrite, eOverwriteHero) - 80.0) /
10.0));
- return ((int)floor(sqrt(dEffectiveXP / 5)) + 1);
+ return (int)(floor(sqrt(dEffectiveXP / 5)) + 1);
}

int CvGame::getHeroExperienceNeededForNextCapacity(HeroTypes eHero) const
{
- return ((int)(pow(getHeroCapacity(eHero), 2)) * 5) * (10 -
(getHeroLeadership(eHero) - 80) / 10) / 10;
+ return (int)ceil(((pow(getHeroCapacity(eHero), 2)) * 5) * (10 -
(getHeroLeadership(eHero) - 80) / 10) / 10);
}

void CvGame::swapHeroLegionList(HeroTypes eHero)
@@ -11785,8 +11785,7 @@

// find the random portrait
// set portrait, button, civilopedia, strategy, help
- CvString szBuffer, szTempBuffer;
- CvWString szBuffer1;
+ CvString szBuffer;
szBuffer.Format("LEADERHEAD_RANDOM_%d", (int)m_paNewLeaders.size() + 1);
pNewLeaderHeadInfo->setType(szBuffer);

@@ -11795,7 +11794,12 @@
pNewLeaderHeadInfo->setStrategy(GC.getHeroInfo(eHero).getStrategy());

pNewLeaderHeadInfo->setButton(GC.getHeroInfo(eHero).getButton());
- pNewLeaderHeadInfo->setLeaderHead(GC.getHeroInfo(eHero).getPortrait());
+
+ szBuffer.clear();
+ szBuffer = GC.getHeroInfo(eHero).getPortrait();
+ szBuffer.insert(szBuffer.end() - 4, '_');
+ szBuffer.insert(szBuffer.end() - 4, '1');
+ pNewLeaderHeadInfo->setLeaderHead(szBuffer);


pNewLeaderHeadInfo->setFavoriteReligion(GC.getHeroInfo(eHero).getBelief());

pNewLeaderHeadInfo->setHasTrait(getSorenRandNum(GC.getNumTraitInfos(), "pick
random trait"), true); // HoTK ToDo
@@ -11895,7 +11899,7 @@
if (GC.getHeroInfo((HeroTypes)iI).getLeaderType()
== NO_LEADER)
{
iValue = getHeroLevel((HeroTypes)iI) * 10;
- iValue *= 100 +
GC.getHeroInfo((HeroTypes)iI).getCivilizationLoyalty(ePlayer);
+ iValue *= 100 +
GC.getHeroInfo((HeroTypes)iI).getCivilizationLoyalty(GET_PLAYER(ePlayer).getCivilizationType());
iValue /= 100;
if (iValue > iBestValue)
{
=======================================
--- /trunk/The History of Three Kingdoms/CvGameCoreDLL/CvPlayerAI.h Tue Sep
22 03:53:27 2009
+++ /trunk/The History of Three Kingdoms/CvGameCoreDLL/CvPlayerAI.h Thu Sep
24 10:17:15 2009
@@ -96,7 +96,7 @@

/**
*/

/*************************************************************************************************/
//bool AI_getAnyPlotDanger(CvPlot* pPlot, int iRange = -1, bool
bTestMoves = true) const;
- int AI_getPlotDanger(CvPlot* pPlot, int iRange = -1, bool bTestMoves =
true);
+ int AI_getPlotDanger(CvPlot* pPlot, int iRange = -1, bool bTestMoves =
true) const;
//int AI_getUnitDanger(CvUnit* pUnit, int iRange = -1, bool bTestMoves =
true, bool bAnyDanger = true) const;

/*************************************************************************************************/
/** BETTER_BTS_AI_MOD
END */
=======================================
--- /trunk/The History of Three
Kingdoms/CvGameCoreDLL/CvSelectionGroupAI.cpp Tue Sep 22 03:53:27 2009
+++ /trunk/The History of Three
Kingdoms/CvGameCoreDLL/CvSelectionGroupAI.cpp Thu Sep 24 10:17:15 2009
@@ -851,7 +851,10 @@
}

iValue *= 100;
- iValue /= (100 + pLoopUnit->cityAttackModifier() +
pLoopUnit->getExtraCityAttackPercent());
+ // Sanguo Mod Bug Fix, start, by poyuzhe 09.25.09
+ // iValue /= (100 + pLoopUnit->cityAttackModifier() +
pLoopUnit->getExtraCityAttackPercent());
+ iValue /= (100 + pLoopUnit->cityAttackModifier());
+ // Sanguo Mod Bug Fix, end

iValue /= 2 + pLoopUnit->getLevel();

=======================================
--- /trunk/The History of Three Kingdoms/CvGameCoreDLL/CvUnit.cpp Tue Sep
22 03:53:27 2009
+++ /trunk/The History of Three Kingdoms/CvGameCoreDLL/CvUnit.cpp Thu Sep
24 10:17:15 2009
@@ -798,7 +798,7 @@
CvCity* pNearestCity =
GC.getMapINLINE().findCity(getX_INLINE(), getY_INLINE(), getOwnerINLINE(),
NO_TEAM, !(plot()->isWater()), false, NO_TEAM, NO_DIRECTION,
(plot()->isCity() ? plot()->getPlotCity() : NULL));
if (pNearestCity == NULL)
{
- CvCity* pNearestCity =
GC.getMapINLINE().findCity(plot()->getX_INLINE(), plot()->getY_INLINE(),
getOwnerINLINE(), NO_TEAM, false, false, NO_TEAM, NO_DIRECTION,
(plot()->isCity() ? plot()->getPlotCity() : NULL));
+ pNearestCity = GC.getMapINLINE().findCity(plot()->getX_INLINE(),
plot()->getY_INLINE(), getOwnerINLINE(), NO_TEAM, false, false, NO_TEAM,
NO_DIRECTION, (plot()->isCity() ? plot()->getPlotCity() : NULL));
}
FAssert (pNearestCity != NULL);
setXY(pNearestCity->getX_INLINE(), pNearestCity->getY_INLINE());
@@ -1202,7 +1202,8 @@
GC.getGameINLINE().doHeroDeath(getHeroType());
return;
}
- if (GC.getGameINLINE().getGameTurnYear() >
GC.getHeroInfo(getHeroType()).getHistoricalDieYear())
+ if (//!GC.getGameINLINE().isOption(GAMEOPTION_NO_HERO_DEATH_FROM_AGE) &&
+ GC.getGameINLINE().getGameTurnYear() >
GC.getHeroInfo(getHeroType()).getHistoricalDieYear())
{
if (GC.getHeroInfo(getHeroType()).getMurdererCiv() == NO_CIVILIZATION |
| GC.getGameINLINE().getGameTurnYear() >
GC.getHeroInfo(getHeroType()).getStartingYear() + 45)
{
@@ -1630,8 +1631,11 @@
}

iAttackNullifyChance +=
GC.getPromotionInfo((PromotionTypes)iI).getEnemyAttackNullifyChance();
- iDefenderTotalWinStrThreshold =
(iDefenderTotalWinStrThreshold == 0) ? std::max(0,
GC.getPromotionInfo((PromotionTypes)iI).getTotalWinStrengthThreshold()) :
(std::min(iDefenderTotalWinStrThreshold,
GC.getPromotionInfo((PromotionTypes)iI).getTotalWinStrengthThreshold()));
- iDefenderNoDeathThreshold =
std::min(iDefenderNoDeathThreshold, 100 -
(GC.getPromotionInfo((PromotionTypes)iI).getNoDeathCombatOddsThreshold()));
+ if
(GC.getPromotionInfo((PromotionTypes)iI).getTotalWinStrengthThreshold() > 0)
+ {
+ iDefenderTotalWinStrThreshold = (iDefenderTotalWinStrThreshold ==
0) ?
GC.getPromotionInfo((PromotionTypes)iI).getTotalWinStrengthThreshold() :
(std::min(iDefenderTotalWinStrThreshold,
GC.getPromotionInfo((PromotionTypes)iI).getTotalWinStrengthThreshold()));
+ }
+ iDefenderNoDeathThreshold = std::min(iDefenderNoDeathThreshold, 100 -
(GC.getPromotionInfo((PromotionTypes)iI).getNoDeathCombatOddsThreshold()));
}
}

@@ -1644,8 +1648,11 @@
bNoAttackerWithdrawal = true;
}
iDefendNullifyChance +=
GC.getPromotionInfo((PromotionTypes)iI).getEnemyAttackNullifyChance();
- iAttackerTotalWinStrThreshold =
(iAttackerTotalWinStrThreshold == 0) ? std::max(0,
GC.getPromotionInfo((PromotionTypes)iI).getTotalWinStrengthThreshold()) :
(std::min(iAttackerTotalWinStrThreshold,
GC.getPromotionInfo((PromotionTypes)iI).getTotalWinStrengthThreshold()));
- iAttackerNoDeathThreshold =
std::min(iAttackerNoDeathThreshold, 100 -
(GC.getPromotionInfo((PromotionTypes)iI).getNoDeathCombatOddsThreshold()));
+ if
(GC.getPromotionInfo((PromotionTypes)iI).getTotalWinStrengthThreshold() > 0)
+ {
+ iAttackerTotalWinStrThreshold = (iAttackerTotalWinStrThreshold ==
0) ?
GC.getPromotionInfo((PromotionTypes)iI).getTotalWinStrengthThreshold() :
(std::min(iAttackerTotalWinStrThreshold,
GC.getPromotionInfo((PromotionTypes)iI).getTotalWinStrengthThreshold()));
+ }
+ iAttackerNoDeathThreshold = std::min(iAttackerNoDeathThreshold, 100 -
(GC.getPromotionInfo((PromotionTypes)iI).getNoDeathCombatOddsThreshold()));
}
}
}
@@ -16277,7 +16284,7 @@
pCoreTroop->joinAdvancedLegion(iUnitID, true);
}
}
- else
+ else if (pCoreTroop != NULL)
{
GC.getGame().swapHeroLegionList(eLeaderHero);
pLeaderHero->formAdvancedLegion(false, true);
@@ -17541,6 +17548,10 @@
{
if(pTargetPlot->getNumVisibleEnemyDefenders(this) == 0)
{
+ if (pTargetPlot->getOwnerINLINE() == getOwnerINLINE())
+ {
+ return false;
+ }
if (pTargetPlot->getImprovementType() == NO_IMPROVEMENT)
{
return false;
@@ -17735,10 +17746,10 @@
return false;
}

-// if (plotDistance(pPlot->getX_INLINE(), pPlot->getY_INLINE(),
pTargetPlot->getX_INLINE(), pTargetPlot->getY_INLINE()) > 1)
-// {
-// return false;
-// }
+ if (plotDistance(pPlot->getX_INLINE(), pPlot->getY_INLINE(),
pTargetPlot->getX_INLINE(), pTargetPlot->getY_INLINE()) > getDCMBombRange())
+ {
+ return false;
+ }

if(pTargetPlot->getNumVisibleEnemyDefenders(this) == 0)
{
@@ -19676,10 +19687,11 @@
{
if (!GC.getGameINLINE().isHeroHasBackUpMember(eLeaderHero,
GC.getGameINLINE().getHeroLegionMemberAt(eLeaderHero, iI)))
{
- // Check unit combat level
- pLoopHero =
GET_PLAYER(getOwnerINLINE()).getUnit(GC.getGameINLINE().getHeroLegionMemberAt(eLeaderHero,
iI));
- FAssert (pLoopHero != NULL);
- eLoopHero = pLoopHero->getHeroType();
+ pLoopHero =
GET_PLAYER(getOwnerINLINE()).getUnit(GC.getGameINLINE().getHeroLegionMemberAt(eLeaderHero,
iI));
+ FAssert (pLoopHero != NULL);
+ eLoopHero = pLoopHero->getHeroType();
+
+ // Check unit combat level
eLoopUnitCombat = pLoopHero->getUnitCombatType();
eUnitCombatPromotionHigh = NO_PROMOTION;
eUnitCombatPromotionLow = NO_PROMOTION;
@@ -19700,6 +19712,13 @@
eUnitCombatPromotionMiddle = (PromotionTypes)iJ;
}
}
+ else if (!bRegroup &&
GC.getGameINLINE().getHeroPromotionStatus(eLeaderHero, (PromotionTypes)iJ)
== 1)
+ {
+ if
(GC.getGameINLINE().getHeroCurrentNineTransformationPromotion(eLeaderHero) !=
(PromotionTypes)iJ)
+ {
+ pLoopHero->setHasPromotion((PromotionTypes)iJ, true);
+ }
+ }
}

if (eUnitCombatPromotionHigh <= eUnitCombatPromotionLow)
=======================================
--- /trunk/The History of Three Kingdoms/CvGameCoreDLL/CyEnumsInterface.cpp
Fri Sep 18 07:27:23 2009
+++ /trunk/The History of Three Kingdoms/CvGameCoreDLL/CyEnumsInterface.cpp
Thu Sep 24 10:17:15 2009
@@ -537,6 +537,7 @@
.value("GAMEOPTION_NO_ESPIONAGE", GAMEOPTION_NO_ESPIONAGE)
// Sanguo Mod Hero, start, added by poyuzhe 02.08.09
.value("GAMEOPTION_NO_HERO_DEATH_FROM_COMBAT",
GAMEOPTION_NO_HERO_DEATH_FROM_COMBAT)
+ //.value("GAMEOPTION_NO_HERO_DEATH_FROM_AGE",
GAMEOPTION_NO_HERO_DEATH_FROM_AGE)
.value("GAMEOPTION_NO_SETTLER", GAMEOPTION_NO_SETTLER)
// Sanguo Mod Hero, end
.value("NUM_GAMEOPTION_TYPES", NUM_GAMEOPTION_TYPES)
=======================================
--- /trunk/The History of Three Kingdoms/Documents/changelog.txt Tue Sep 22
03:53:27 2009
+++ /trunk/The History of Three Kingdoms/Documents/changelog.txt Thu Sep 24
10:17:15 2009
@@ -1042,3 +1042,15 @@
½µµÍÓ¢ÐÛÌÓÅܵļ¸ÂÊ
½µµÍAI´¦ËÀºÍÊÍ·ÅÓ¢Ð۵ļ¸ÂÊ
×é¼þ£ºBetter BTS AIÉý¼¶ÖÁ0.81
+
+0.300: ÐÞÕý£ºÐÞÕý100Öҳ϶ȵÄÎ佫Ͷ½µµÄBug
+ ÐÞÕý½âÉ¢Ö»ÓÐÒ»¸öµ¥Î»µÄ¼¯ÍžüÔì³ÉCTDµÄBug
+ ÐÞÕý¼¯Ížü½ûÎÀ¶Ó²»¼Ì³Ðͳ˧Î佫µÄÇ×ÎÀ¶Ó½úÉýµÄBug
+ ÐÞÕýBTSÔ­°æBug£º¾ßÓÐ-30%ÌìÉú¹¥³Ç³Í·£ºÍ-35%ºóÌì¹¥³Ç³Í·£µÄµ¥Î»Ôì³ÉCTD
+ ÐÞÕý½ð¸Õ½úÉýÒÀÈ»»áÊܵ½É˺¦µÄBug
+ ÐÞÕýAIµ¥Î»³¢ÊÔÔ¶³ÌºäÕ¨ÎÒ·½¸ñ×ÓÉϵÄÉèÊ©Ôì³ÉµÄCTD
+ »Ö¸´ÁËÔ­°æµÄ³Ç±¤Í¼Ïñ
+ ÐÞÕýÏÔʾGDPµÈÄÚÈÝµÄÆÁÄ»ÖеÄÒ»´¦µ¼ÖÂÎÞ·¨ÏÔʾµÄ´íÎó
+ ͼÏñ£ºËæ»úÁìÐäµÄÍ·Ïñ±£³Ö³¤¿í±ÈÀý£¨Yitoo£©
+ ¹æÔòµ÷Õû£ºÎ÷Á¹Æï±ø³õʼ»ñµÃÆï±ø½úÉý
+ ½çÃæ£ºµ±·ý²µÄÓ¢ÐÛÔ¸ÒâͶ½µÊ±²¥ËÍÐÅÏ¢
=======================================
--- /trunk/The History of Three Kingdoms/Documents/changelog_en.txt Tue Sep
22 03:53:27 2009
+++ /trunk/The History of Three Kingdoms/Documents/changelog_en.txt Thu Sep
24 10:17:15 2009
@@ -1,3 +1,15 @@
+0.300: fix: fix CTD when dismissing Army with only one unit
+ fix a bug that a 100 loyalty hero surrender to enemy
+ fix a bug that Army Guardian doesn't receive core troop promotions of
leader hero
+ fix a BTS bug which causes CTD when a unit has -30% innate city attack
penalty and -35% extra city attack penalty
+ fix a bug that unit who has Strong Promotion still take damage in combat
+ fix a CTD when an AI unit tries to ranged bombard friendly plot's
improvement
+ restores missing Fort art
+ fix a python exception in screen that display GDP and the such
+ art: random leaders now have leaderhead that retains the corret
length-width ratio
+ rule tweak: Qiang Cavalry now starts with Cavalry promotion as well
+ interface: added alert message when a captured hero is willing to
surrender
+
0.299: fix: fix CTD we hero dies in combat
fix missing diplomacy text for new rando leader
fix bug when a captured leader hero surrenders
=======================================
--- /trunk/The History of Three Kingdoms/PublicMaps/HoTK 51_51
196AD.CivBeyondSwordWBSave Thu Aug 20 02:58:30 2009
+++ /trunk/The History of Three Kingdoms/PublicMaps/HoTK 51_51
196AD.CivBeyondSwordWBSave Thu Sep 24 10:17:15 2009
@@ -18,7 +18,7 @@
NumAdvancedStartPoints=0
TargetScore=0
StartYear=196
- Description=
+ Description=TXT_KEY_51_51_196AD
ModPath=Mods\The History of Three Kingdoms\
EndGame
BeginTeam
=======================================
--- /trunk/The History of Three Kingdoms/PublicMaps/HoTK 51_51
no_city.CivBeyondSwordWBSave Thu Aug 20 02:58:30 2009
+++ /trunk/The History of Three Kingdoms/PublicMaps/HoTK 51_51
no_city.CivBeyondSwordWBSave Thu Sep 24 10:17:15 2009
@@ -14,7 +14,7 @@
NumAdvancedStartPoints=0
TargetScore=0
StartYear=196
- Description=
+ Description=TXT_KEY_51_51_NO_CITY
ModPath=Mods\The History of Three Kingdoms\
EndGame
BeginTeam
=======================================
--- /trunk/The History of Three Kingdoms/PublicMaps/HoTK 68_64
194AD.CivBeyondSwordWBSave Mon Sep 21 20:53:44 2009
+++ /trunk/The History of Three Kingdoms/PublicMaps/HoTK 68_64
194AD.CivBeyondSwordWBSave Thu Sep 24 10:17:15 2009
@@ -18,7 +18,7 @@
NumAdvancedStartPoints=0
TargetScore=0
StartYear=194
- Description=
+ Description=TXT_KEY_68_64_194AD
ModPath=Mods\The History of Three Kingdoms\
EndGame
BeginTeam
@@ -6979,7 +6979,7 @@
EndPlot
BeginPlot
x=13,y=9
- ImprovementType=IMPROVEMENT_FORT_MOD
+ ImprovementType=IMPROVEMENT_FORT
FeatureType=FEATURE_FOREST, FeatureVariety=0
RouteType=ROUTE_ROAD
TerrainType=TERRAIN_GRASS
@@ -8312,7 +8312,7 @@
BeginPlot
x=16,y=10
BonusType=BONUS_PIG
- ImprovementType=IMPROVEMENT_FORT_MOD
+ ImprovementType=IMPROVEMENT_FORT
RouteType=ROUTE_ROAD
TerrainType=TERRAIN_GRASS
PlotType=2
@@ -12818,7 +12818,7 @@
EndPlot
BeginPlot
x=26,y=32
- ImprovementType=IMPROVEMENT_FORT_MOD
+ ImprovementType=IMPROVEMENT_FORT
RouteType=ROUTE_ROAD
TerrainType=TERRAIN_GRASS
PlotType=2
@@ -16811,7 +16811,7 @@
EndPlot
BeginPlot
x=34,y=31
- ImprovementType=IMPROVEMENT_FORT_MOD
+ ImprovementType=IMPROVEMENT_FORT
RouteType=ROUTE_ROAD
TerrainType=TERRAIN_GRASS
PlotType=2
=======================================
--- /trunk/The History of Three Kingdoms/PublicMaps/HoTK 68_64
196AD.CivBeyondSwordWBSave Mon Sep 21 20:53:44 2009
+++ /trunk/The History of Three Kingdoms/PublicMaps/HoTK 68_64
196AD.CivBeyondSwordWBSave Thu Sep 24 10:17:15 2009
@@ -18,7 +18,7 @@
NumAdvancedStartPoints=0
TargetScore=0
StartYear=196
- Description=
+ Description=TXT_KEY_68_64_196AD
ModPath=Mods\The History of Three Kingdoms\
EndGame
BeginTeam
@@ -7126,7 +7126,7 @@
EndPlot
BeginPlot
x=13,y=9
- ImprovementType=IMPROVEMENT_FORT_MOD
+ ImprovementType=IMPROVEMENT_FORT
FeatureType=FEATURE_FOREST, FeatureVariety=0
RouteType=ROUTE_ROAD
TerrainType=TERRAIN_GRASS
@@ -8465,7 +8465,7 @@
BeginPlot
x=16,y=10
BonusType=BONUS_PIG
- ImprovementType=IMPROVEMENT_FORT_MOD
+ ImprovementType=IMPROVEMENT_FORT
RouteType=ROUTE_ROAD
TerrainType=TERRAIN_GRASS
PlotType=2
@@ -12987,7 +12987,7 @@
EndPlot
BeginPlot
x=26,y=32
- ImprovementType=IMPROVEMENT_FORT_MOD
+ ImprovementType=IMPROVEMENT_FORT
RouteType=ROUTE_ROAD
TerrainType=TERRAIN_GRASS
PlotType=2
@@ -17018,7 +17018,7 @@
EndPlot
BeginPlot
x=34,y=31
- ImprovementType=IMPROVEMENT_FORT_MOD
+ ImprovementType=IMPROVEMENT_FORT
RouteType=ROUTE_ROAD
TerrainType=TERRAIN_GRASS
PlotType=2
=======================================
--- /trunk/The History of Three Kingdoms/PublicMaps/HoTK 68_64
200AD.CivBeyondSwordWBSave Mon Sep 21 20:53:44 2009
+++ /trunk/The History of Three Kingdoms/PublicMaps/HoTK 68_64
200AD.CivBeyondSwordWBSave Thu Sep 24 10:17:15 2009
@@ -18,7 +18,7 @@
NumAdvancedStartPoints=0
TargetScore=0
StartYear=200
- Description=
+ Description=TXT_KEY_68_64_200AD
ModPath=Mods\The History of Three Kingdoms\
EndGame
BeginTeam
@@ -6113,7 +6113,7 @@
isNOfRiver
RiverWEDirection=1
BonusType=BONUS_IRON
- ImprovementType=IMPROVEMENT_FORT_MOD
+ ImprovementType=IMPROVEMENT_FORT
RouteType=ROUTE_ROAD
TerrainType=TERRAIN_PLAINS
PlotType=2
@@ -7273,7 +7273,7 @@
isNOfRiver
RiverWEDirection=1
BonusType=BONUS_OIL
- ImprovementType=IMPROVEMENT_FORT_MOD
+ ImprovementType=IMPROVEMENT_FORT
RouteType=ROUTE_ROAD
TerrainType=TERRAIN_GRASS
PlotType=2
@@ -8139,7 +8139,7 @@
BeginPlot
x=16,y=10
BonusType=BONUS_PIG
- ImprovementType=IMPROVEMENT_FORT_MOD
+ ImprovementType=IMPROVEMENT_FORT
RouteType=ROUTE_ROAD
TerrainType=TERRAIN_GRASS
PlotType=2
@@ -12723,7 +12723,7 @@
EndPlot
BeginPlot
x=26,y=32
- ImprovementType=IMPROVEMENT_FORT_MOD
+ ImprovementType=IMPROVEMENT_FORT
RouteType=ROUTE_ROAD
TerrainType=TERRAIN_GRASS
PlotType=2
@@ -16675,7 +16675,7 @@
EndPlot
BeginPlot
x=34,y=31
- ImprovementType=IMPROVEMENT_FORT_MOD
+ ImprovementType=IMPROVEMENT_FORT
RouteType=ROUTE_ROAD
TerrainType=TERRAIN_GRASS
PlotType=2
=======================================
--- /trunk/The History of Three Kingdoms/PublicMaps/HoTK 68_64
no_city.CivBeyondSwordWBSave Thu Aug 20 02:58:30 2009
+++ /trunk/The History of Three Kingdoms/PublicMaps/HoTK 68_64
no_city.CivBeyondSwordWBSave Thu Sep 24 10:17:15 2009
@@ -14,7 +14,7 @@
NumAdvancedStartPoints=0
TargetScore=0
StartYear=196
- Description=
+ Description=TXT_KEY_68_64_NO_CITY
ModPath=Mods\The History of Three Kingdoms\
EndGame
BeginTeam
=======================================
--- /trunk/The History of Three Kingdoms/PublicMaps/HoTK 81_81
196AD.CivBeyondSwordWBSave Sun Aug 23 07:00:15 2009
+++ /trunk/The History of Three Kingdoms/PublicMaps/HoTK 81_81
196AD.CivBeyondSwordWBSave Thu Sep 24 10:17:15 2009
@@ -18,7 +18,7 @@
NumAdvancedStartPoints=0
TargetScore=0
StartYear=196
- Description=
+ Description=TXT_KEY_81_81_196AD
ModPath=Mods\The History of Three Kingdoms\
EndGame
BeginTeam
=======================================
--- /trunk/The History of Three Kingdoms/PublicMaps/HoTK 81_81
200AD.CivBeyondSwordWBSave Thu Aug 20 02:58:30 2009
+++ /trunk/The History of Three Kingdoms/PublicMaps/HoTK 81_81
200AD.CivBeyondSwordWBSave Thu Sep 24 10:17:15 2009
@@ -17,7 +17,7 @@
NumAdvancedStartPoints=0
TargetScore=0
StartYear=200
- Description=
+ Description=TXT_KEY_81_81_200AD
ModPath=Mods\The History of Three Kingdoms\
EndGame
BeginTeam
=======================================
--- /trunk/The History of Three Kingdoms/PublicMaps/HoTK 81_81
no_city.CivBeyondSwordWBSave Thu Aug 20 02:58:30 2009
+++ /trunk/The History of Three Kingdoms/PublicMaps/HoTK 81_81
no_city.CivBeyondSwordWBSave Thu Sep 24 10:17:15 2009
@@ -14,7 +14,7 @@
NumAdvancedStartPoints=0
TargetScore=0
StartYear=196
- Description=
+ Description=TXT_KEY_81_81_NO_CITY
ModPath=Mods\The History of Three Kingdoms\
EndGame
BeginTeam
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