Skip to content

Fixing the diplo window stuck when paused#7

Open
plako wants to merge 32 commits intoerikmooney:masterfrom
plako:master
Open

Fixing the diplo window stuck when paused#7
plako wants to merge 32 commits intoerikmooney:masterfrom
plako:master

Conversation

@plako
Copy link
Copy Markdown
Contributor

@plako plako commented Apr 3, 2014

If paused return empty diplomacy list.

novice-rb and others added 30 commits March 27, 2014 23:39
At the start of a turn, and whenever a player ends turn, we call from
c++ into the python method getGameStateString in CvGameInterface.py and
get a parseable description of the current game state. This is logged to
disk by the c++ code. The game state can be used e.g. by an observer web
application.
…nd unpauses as events. Refactored event logging code.
Add empty diplomacylist used when game is paused.
Return empty diplomacy list if paused
Added global define for a lower cap on #civs when calculating known tech
bonus. Set this to 10 for RB Mod, i.e. #civs is fixed at 10 for RB Mod
since upper cap is also 10.
The pitboss host now takes recovery saves whenever a player connects,
ends turn, and disconnect. The current time is part of the save
filename, so previous saves aren't overwritten. Saves are saved to the
same location as the event logs, i.e. c:/temp/
Max +60% for pre-industrial eras, max +80% for industrial and later.
Incoming diplo offers aren't displayed in pitboss while the game is
paused. It is still possible to trap yourself by opening a new diplo
window with a player while the game is paused. When the game is
unpaused, the incoming diplo offers will show up.
DLL / XML support for added/minimum plot yields specific to the capital
city centre tile. Nobody told the AI.
Extended XML schema for Civics to allow for Civics enabling more kinds
of special effects from buildings.
DLL logic for reading, writing and parsing new xml tags for civics is
implemented. Logic for creating civic description partially updated, to
reflect some new tags. The actual effects described are not implemented
yet. Added test tags to DESPOTISM. (But they have no effect except
affecting the civic description.)
Added example xml for all new civic xml options to base civics.
Civilopedia article for civic displays all effects specified in xml.
Implemented building yields from civics effect. There is probably a bug
when a city is captured or traded to someone with different civics, as I
haven't looked at that yet.
Implemented free specialists, free xp, commerce and yield modifiers from
buildings depending on civics.
Implemented tech cost scaling as specified in the ToW mod.
Made help text for buildings take new xml tags into account.
Fixed tooltip help for yields modifiers and commerce modifiers in city
screen.
Added maintenance tooltip for AGG maintenance reduction
(iCityUpkeepModifier tag on leader traits)
Added iCityUpkeepModifier effect to traits description
Adding settled great person to a city where a great person is produced,
for PHI leaders.
Support for traits on civilizations. Civilopedia / help text do not show
traits from civs, but their effects apply.
Improved civilopedia and tooltip info on civilization traits.
Conflicts:
	CvGameCoreDLL/CvPlayer.cpp
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment

Labels

None yet

Projects

None yet

Development

Successfully merging this pull request may close these issues.

2 participants