C2C SVN Changelog

Guys, sorry to disturb your good work, but how did you discover that adding more resources don't cause any errors?! I remember adding resources up to a certain amount was regarded as impossible without breaking the city screen, as mentioned by Afforess in a long-archived topic.

I wasn't going to ask here about it, but I scanned all C2C topics and couldn't find anything related to this subject.

Thanks in advance!

look in this thread.
 
Update

Since many people have been complaining that improvements were upgrading to quickly I have added upgrade times to all improvements. These times are based on the existing times for other improvements like cottages and mines.
 
It would be nice if you could then upgrade the improvements faster by using workers. As it is now possible to pillage the improvement and then rebuild the newer version
 
Update

Subdued land units will only become a resource if there is no resource of the same type in a neighbouring plot. Sea units will if there is one of less in neigbouring plots.
 
Using the latest SVN, noticed freakiness. Here's the scenario:
1) I have a Clubman on Hunt mode and have Stone Axemen researched
2) I have 1000+ gold (mostly from various goody huts)
3) I started as Asoka

Now when I activate the Clubman's Auto Upgrade option, I checked after a few turns. My gold was now ~60 and my Clubman had upgraded! Problem is... I now have a stack of 10 Stone Axemen :O

I tested again later when I had ~1100 gold again on a Clubman I had Auto Defend one of my cities, actuvated Auto Upgrade and he was now a stack of ~12 Axemen... I'm like "Yay! More hunters!" and sent em off to hunt :D

Please tell me this is not intended. If intended, how do I not make my gold depleted for every upgrade I make?
 
And that should be in the bug section. But to comment... I'm thinking the problem would have to be located in the auto-upgrade sequence and could go far to explain how the ai could have so many dang troops in the earlier eras.
 
And why they never have any money to speak of. This looks to me to be a serious bug and will hamper the AI tremendously throughout the game with increased upkeep costs. Might be an idea to look into it with somewhat high priority...

Cheers
 
Didn't realize it was this major :eek: Maybe it's because the only enemy civ units I found were Scouts (how do enemy civs get them so fast though? I've never seen an enemy Wanderer in any of my games)

And that should be in the bug section.
Ah sorry about that. I'd thought of posting this there too but realized that there was a possibility that this bug was SVN specific (because of some recent change?) and didn't want someone new browsing that thread to think there were gamebreaking bugs in the game :)

EDIT: I noticed Hunters and Rogues with the Jungle I promotion seemed to wanna attack fortified Neanderthals on goody huts (in auto hunt mode) even though they always seem to lose.
 
You need to set the % of victory odds level in the auto hunt option under the bug options to control what chances you want your hunters and such to be willing to take. Apparently right now its much too low and I think it is by default. I tend to not want them to autoattack anything with a chance less than 95%.
 
Carib Blowgunner
Unit Type: Archery
Building: Culture (Carib)
Req Tech: Poison Crafting AND Hunting
Upgrades to: Archer
Strength: 3
Movement: 1
Cost: 15

Special Abilities

1 First Strike
+50% City Defense
+25% Hill Defense
Can Perform Ranged Attacks
Accuracy 25
Starts with Poison Tips

-----

Cree Tracker
Unit Type: Hunter
Building: Culture (Cree)
Req Tech: Tracking
Upgrades to: Ranger
Strength: 4
Movement: 2
Cost: 40

Special Abilities

-20% City Attack
250% vs Animals
Starts with Hunting Sight

-----

Huron Mantlet
Unit Type: Siege Weapon
Building: Culture (Huron)
Req Tech: Obsidian Weapons AND Warfare
Upgrades to: Battering Ram
Strength: 4
Movement: 1
Cost: 50

Special Abilities

1 First Strike
Doesn't Receive Defense Bonuses
Immune to Collateral Damage from Siege Weapons
+5% vs Archery
Can Bombard City Defenses (-5% Per Turn)

-----

Klamath Rifleman
Unit Type: Gunpowder
Building: Culture (Klamath)
Req Tech: Rifling and Flintlock
Req Resource: Sulphur
Upgrades to: Trench Infantry
Strength: 26
Movement: 2
Cost: 230

Special Abilities

25% vs Mounted
25% vs Melee
25% vs Archery

Changed the Cherokee Rifleman to Upgrade into the "Trench Infantry" instead of "Infantry".

-----

Nootka Clubman
Unit Type: Melee
Building: Culture (Nootka)
Req Tech: Wood Working
Upgrades to: Axeman
Strength: 4
Movement: 1
Cost: 35

Special Abilities

50% vs Melee
25% vs Archery
 
Since Hydro just made the above post:

- Anti-Air Halftrack
- Mobile SAM
- ACV
- ACV SAM
- Jeep
- BTR80
- Humvee
- High Tech ACP
- Mobster Car

all changed to read:
<BonusType>BONUS_AUTOMOBILES</BonusType>
<PrereqBonuses>
<BonusType>BONUS_DIESEL</BonusType>
<BonusType>BONUS_BIOFUEL</BonusType>
</PrereqBonuses>

Also changed the Motorcycle to:

<BonusType>BONUS_TIRES</BonusType>
<PrereqBonuses>
<BonusType>BONUS_DIESEL</BonusType>
<BonusType>BONUS_BIOFUEL</BonusType>
</PrereqBonuses>


Also made the tech Lunar Megastructures move over to the right 1 space. Thus X93, Y1.
 
Update
- new resources Figs and Llamas. Note: not fully integrated yet but I need the llama one so I can add in the wild llama animal. Also the llama resource is showing up as team colour in the pedia but seems OK in game.

Edit yes I have seen the new boar unit and will replace ours with it when I can.
 
Can someone who plays with Guilds on please test this before I put it in the SVN. I usually play with Guilds off and have been annoyed that the three guild buildings were showing up in the build queue, so I fixed it. ;)
 
Updates
- Animals new in v18 merged into subdue animals.
- New animals.
- New hunters.

Edit more updates
- moved the art from the Promotions folder into the core area
- March promotion now available for all units again.

Edit2: more updates
- Deer Archer, Giraffe Archer and Zebra Archer can now do ranged bombardment.
 
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