C2C SVN Changelog

Guys, funny story you're gonna love this.

I can't even move a unit now. If I try to move my stone thrower, the flag will appear on the tile I tried to move it to for a second, but the unit won't move how many times I try. The only way it will move is if I automate it.

Also, I checked the updates on the SVN and noticed how SO posted a warning to remove the Pirate Civ. So is the Pirate Civ gone in the latest SVN? Because that would probably explain my game crashing on "Setup Players" because it has Pirates in it.

Definitely, sorry:blush: Just take it out as i advised and then put it back in the new SVN its easy as that.


@Koshling:

Here is what happens when i try to reload a regular saved game, even just one turn from the max Comp turn i am on now:crazyeye:

NO autosaved games work at ALL:sad:

EDIT: OK i am sending you a regular autosaved game and a Max Comp, BOTH are the same saved game at the same time, but the regular one doesNOT work when trying to load it. Again BOTH are exactly the same saved game at the same time. both are 10680.

EDIT EDIT: OK one thing i have noticed is that if i put the
Code:
	<Define>
		<DefineName>ALWAYS_USE_MAX_COMPAT_SAVES</DefineName>
		<iDefineIntVal>1</iDefineIntVal>
	</Define>
to this, then the regular autosaved games work, but if i put it back to 0 then they dont, even if i put the autosaves at a turn ratio of 5 or so for every saved game??

"Something strange going on in the neighborhood, Who You Going to Call?" _____ ______'s
 
Definitely, sorry:blush: Just take it out as i advised and then put it back in the new SVN its easy as that.


@Koshling:

Here is what happens when i try to reload a regular saved game, even just one turn from the max Comp turn i am on now:crazyeye:

NO autosaved games work at ALL:sad:

EDIT: OK i am sending you a regular autosaved game and a Max Comp, BOTH are the same saved game at the same time, but the regular one doesNOT work when trying to load it. Again BOTH are exactly the same saved game at the same time. both are 10680.

EDIT EDIT: OK one thing i have noticed is that if i put the
Code:
	<Define>
		<DefineName>ALWAYS_USE_MAX_COMPAT_SAVES</DefineName>
		<iDefineIntVal>1</iDefineIntVal>
	</Define>
to this, then the regular autosaved games work, but if i put it back to 0 then they dont, even if i put the autosaves at a turn ratio of 5 or so for every saved game??

"Something strange going on in the neighborhood, Who You Going to Call?" _____ ______'s

Sounds like old-style saves are broken for some reason. Just use max-compat ones for now. I'll try to look at this later tday, but I'm about to go have a root canal done, so not sure how much I'll feel like it today!

PS - are the unit move issues all ok now?
 
Sounds like old-style saves are broken for some reason. Just use max-compat ones for now. I'll try to look at this later today, but I'm about to go have a root canal done, so not sure how much I'll feel like it today!

PS - are the unit move issues all ok now?

Yes to the P.S.
 
Just updated:

Fix to the old-style save problems
Corrected the optimization I didn't finish correctly yesterday
 
SVN 227 :
Herbalist event bug still exists. (Infamous bug.. Can it be really fixed? I even doubt it now.)
 
I updated with 7 new cultures.

1. Indonesian
2. Brazilian
3. Canadian
4. Israeli
5. Maori
6. Swiss
7. Tibetan

@strategyonly

Let me know when you have time to do the Unique Units for them and I will PM you the info.

PLS try and use units that are ALREADY in C2C, thx.

SVN 227 :
Herbalist event bug still exists. (Infamous bug.. Can it be really fixed? I even doubt it now.)

Pls write in the regular MODPACK area for stuff like this, cause it not really an idea/suggestion on how to improve the mod, its more or less an error which belongs in the regular MODPACK thread, but thx anyways for writing, and besides i have no idea what the Herbalist event bug is? So pls write whats wrong in that thread, that way someone can take a look at what you think is wrong, thx. (See my signature below in Blue.
 
What do you mean already? I thought we used them all up. I want to use units like the Indonesian Silat or the Israeli Maccabee. I will send the details later i guess.

Can you hold off on all these NEW ones, i have more plans on the way.

OK just uploading Australia to the core civs that way there is an Oceania Civ listed. (Hydro read the message in the SVN)
Plus a new FPK to accompany it. Might take awhile to upload, FPK is getting bigger, now.
 
Gametext file for Australia is needed. Its name and description are shown as TXT_blah blah.

About UB :

1. Apache has three UBs. Too many..

2. Sports complex (Australian UB) is a national wonder. Is it intended? If so, I think it does not have to be like that. Mayan Ball Court and Greek Odeon is a regular building. They replaced colosseum in RoM/AND. Sports complex also replaced it. They are in the same line!

3. Sports complex is a modern thing and it will not be obsolete unlike Colosseum/Ball Court/Odeon. So, what about making it an industrial-era building? Construction seems too early for it anyway. Modern Sports, maybe?

@Hydromancerx

Currently, Culture is limited for one city which built it (because it's a "building", right.). But culture can be spread with trade in reality.
An idea for it : Random events which provides culture building of other cities if they are connected.
 
@Hydromancerx

Currently, Culture is limited for one city which built it (because it's a "building", right.). But culture can be spread with trade in reality.
An idea for it : Random events which provides culture building of other cities if they are connected.

I am working with what I have and my limited XML skills. It cannot be perfect, but I can at least make a little bit more interesting than the set culture Vanilla Civ4 has. Perhaps in the future culture can spread like religions or corporations do (like a new culture category), but for now it will have to be that way.

Note that I I have not put in the National Culture wonders yet that will give cultures to ALL your cities if you have 3 cites with the same culture. Such as if you have 3 cities with Culture (Korean) then you can build National Culture (Korean) and it will give Culture (Korean) to every city. But that's far off since I want to get the various cultures put in first.
 
Pushed some minor fixes to old-asset saves loading slightly incorrectly. Also made some Also changes to specialist evaluation (see main thread)
 
Fixed some stuff ...

1. Fixing the Terrace, Great Chinampa and Rice Terrace.
2. Fixed Cherokee Calvary, Apache Rifleman, Battle Elephant, Praetorian, Olmec Eagle Warrior and Phak'ak.
3. Fixed Power Lines.
4. Fixed the Pavilion.
5. Fixed Florist.

@strategyonly

If you need to edit the "CIV4UnitInfos" please use the one just I uploaded to the SVN, so I don't have to re-fix them like last time.

Gametext file for Australia is needed. Its name and description are shown as TXT_blah blah.

About UB :

1. Apache has three UBs. Too many..

2. Sports complex (Australian UB) is a national wonder. Is it intended? If so, I think it does not have to be like that. Mayan Ball Court and Greek Odeon is a regular building. They replaced colosseum in RoM/AND. Sports complex also replaced it. They are in the same line!

3. Sports complex is a modern thing and it will not be obsolete unlike Colosseum/Ball Court/Odeon. So, what about making it an industrial-era building? Construction seems too early for it anyway. Modern Sports, maybe?

1. I have to agree. If you want to make add-on civs for C2C they should not have Unique Units or Buildings now that the cultural building cover this. Plus you have some redundant things like we already have a Smokehouse and the Storage Pit is more or less the same idea as a Nomad Granary.

2. Australia should not have a Unique building. Plus with the Sports mod there is already many types of Sports Complexes. Please take it out.

3. The text (label and description) for Australia is broken.

EDIT: Updated the SVN so that Australia civ now has "Culture (Oceanian)" as their unique building instead of the "Sports Complex".
 
My bad :mischief:
I used the word "UB" for buildings that can be built if you have certain Culture building, not for the original one. So, you have Culture (Australian) and you can build Sports complex as "UB". Your system is like this, isn't it? Do you have other ideas for UB of Culture (Australian), Hydromancerx?

Edit : Australia (and maybe Apache) have starting techs, it should be removed.
 
UPDATED 2 Aug 11, 4:15 a.m.

Some of the changes include, almost ALL new terrain, water, coastal waves, etc.

Lots of tweaks to the dll, to IMPROVE turn times, and especially the way the AI NOW works, really bug change on that, need info on the way they are working now.

Brand new way of Culture for each and every civ, has there own way of working the situation were they are placed on a map, with the resources that they have in vicinity.

Added Australia to the core mod as an Oceania Culture.

HALF the size of the old mod, which also means again better turn times.

This is only 1/8 of what "we" have done from version 14 to 15
 
UPDATED 2 Aug 11, 4:15 a.m.

Some of the changes include, almost ALL new terrain, water, coastal waves, etc.

Lots of tweaks to the dll, to IMPROVE turn times, and especially the way the AI NOW works, really bug change on that, need info on the way they are working now.

Brand new way of Culture for each and every civ, has there own way of working the situation were they are placed on a map, with the resources that they have in vicinity.

Added Australia to the core mod as an Oceania Culture.

HALF the size of the old mod, which also means again better turn times.

This is only 1/8 of what "we" have done from version 14 to 15.

Up to what SVN number does this update include?
 
I re-did the Defense/Law Enforcement units plus added some new promotions for them.

I also have 3 questions ...

1. Anyone know of a police car or swat vehicle? I would like to make one after the police squad.

2. Anyone know of a cowboy-like unit for a sheriff? I would like to have one unit after the city guard but before the police squad.

3. Also is there any high tech units like a terminator or mech or something for a futuristic cop unit that anyone knows about?

EDIT: Also fixed the new culture buildings so they give production bonuses for wonders from their home country.
 
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