C2C SVN Changelog

Deleted
 
Yes and actually EVERYONE:p

Well ya said the 15th so I was trying to get my new Flower Farm buildings done. Hopefully i can get them done by tonight. Beyond that I have no idea if i will have time to add anything more beyond say minor tweaks.

Also is release day the 15 or is the 15th the last day to submit stuff? If not the 15th whats the last day we can submit stuff to you?
 
Well ya said the 15th so I was trying to get my new Flower Farm buildings done. Hopefully i can get them done by tonight. Beyond that I have no idea if i will have time to add anything more beyond say minor tweaks.

Also is release day the 15 or is the 15th the last day to submit stuff? If not the 15th whats the last day we can submit stuff to you?

I tell you what, when do you think you can get as much of your stuff YOU want into the SVN and then lets go from there, hows that for an answer:confused:

I like to do stuff around 2-4 am:eek:, when things are more quite:sleep:, plus it helps not having so many on the internet at that time for speed purposes.
 
I tell you what, when do you think you can get as much of your stuff YOU want into the SVN and then lets go from there, hows that for an answer:confused:

I like to do stuff around 2-4 am:eek:, when things are more quite:sleep:, plus it helps not having so many on the internet at that time for speed purposes.

I would not mind it sooner, as long as I can finish what I am working on.
 
Just pushed the final changes I intend to make prior to V14, barring any last minute urgent bugs.

These changes were:
  • The slight tweaks to AI city attack I mentioned yesterday (just the early stage changes so nothing major)
  • An option to always automatically use maximum compatibility save format without being asked, and including autosaves
 
So how close are we on the release you guys? Is it still on for the 15th?

I am waiting on your Canine and Police Patrol units UnitInfos from you, i asked you to do them?:blush: You didnt have to worry about the ArtDefines near the bottom of the units..

Plus "we" haven't figured out why the Embassy Units are not being produced yet instead of the regular units? Does anyone have this same problem, ie, Babylon Bowman should be replaced by the Archer if the Embassy is in your founded area?

I have been working on getting the Pirates Civ working correctly(it has taken me around 15 hours so far to get it working), infact i just added two more units to it today. Also working on the Apache Civ, by request from Thunderbrd's wife.
 
In my current game I am able to build the Apache and Cherokee embasees but I haven't since according to the Civopedia neither of them actually enables any buildings or units. Is this a work-in-progress issue? Both give 1 gold and 1 research but that's all they do unless the Civopedia is missing some sublties.
 
@StrategyOnly - I see you have changed Assassins (and later in that line) to bNoCapture altready! (thanks). I've also just noticed that Assassins and on (but not riogues or thieves) are also non-pillaging units. This is not something you've changed lately and it's not a huge deal, but it seems odd that the upgrade to thief/rogue cannot pillage...is this deliberate?
 
@StrategyOnly - I see you have changed Assassins (and later in that line) to bNoCapture altready! (thanks). I've also just noticed that Assassins and on (but not riogues or thieves) are also non-pillaging units. This is not something you've changed lately and it's not a huge deal, but it seems odd that the upgrade to thief/rogue cannot pillage...is this deliberate?

Yes it is, i have never heard of an Assassin (or above) doing any pillaging. They are set to do one thing, get rid of their target and get the H... out. Besides by the time you get Assassin, there wasn't that much pillaging around, except by extremist/ fundamentalist or normal units.

Is there any other changes ANYONES want that i can do to the SVN before the weekend??
 
Is there any other changes ANYONES want that i can do to the SVN before the weekend??

I sent you the 2 dog ones. Do I need to do the updated Police Squad changes too or can you do them?

Note that the only changes are ...

- Machine Gun can Upgrade into Police Squad.
- Cost is increased from 210 to 300.

Then stats from the guard units are factored in and it comes out to look like ...

Police Squad
Type: Gunpowder
Cost: 300
Req Tech: Mass Media
Req Building: Police Station
Strength: 50
Movement: 1
Upgrades From: Machine Gun
Upgrades To: -

Special Abilities
  • Can Only Defend
  • Cannot Capture Enemy Cities or Units
  • Helps Thwart Rival Spies
  • 3 First Strikes
  • 5% vs Wheeled
  • 50% vs City Defense
  • 50% vs Siege Weapons
  • 75% vs Gunpowder
  • 75% vs Mounted
  • 100% vs Archery
  • 100% vs Melee
  • 100% vs Animal
  • Starts with Patrol I
  • Cost 2 Gold Per Turn

As you can see its a bit of a hybrid of a City Guard unit and the old type of unit it was. All the vs. stuff is like the City Guard even the Gold per turn which is to simulate taxes for the police department (city guard units had those too.

So now it goes ...

Town Watchmen -> Guard -> City Guard -> Machine Gun -> Police Squad

Perhaps in the future there can be a High Tech police unit beyond police squad. I will have to think about what that could be later. Perhaps a "Terminator-like" robotic unit.
 
- Machine Gun can Upgrade into Police Squad.
- Cost is increased from 210 to 300.

Then stats from the guard units are factored in and it comes out to look like ...

Police Squad
Type: Gunpowder
Cost: 300
Req Tech: Mass Media
Req Building: Police Station
Strength: 50
Movement: 1
Upgrades From: Machine Gun
Upgrades To: -

So now it goes ...

Town Watchmen -> Guard -> City Guard -> Machine Gun -> Police Squad

Perhaps in the future there can be a High Tech police unit beyond police squad. I will have to think about what that could be later. Perhaps a "Terminator-like" robotic unit.


Also i had this unit made up along time ago and never used it:

Also this stuff should be in the ideas/suggestions area, thx.
 
OK the Police Squad doesn't make much sense: ie; You have the same cost of Canine as Squad, you have the same Tech req also, Mass Media, and also str, all the same??

Police Squd and Police Dog are on 2 separate lineages now.

Law Enforcement
Town Watchmen -> Guard -> City Guard -> Machine Gun -> Police Squad

Canine
Train Dog -> War Dog -> Guard Dog -> Police Dog -> Canis Superior

They also have different stats ...

Police Squad
Type: Gunpowder
Cost: 300
Req Tech: Mass Media
Req Building: Police Station
Strength: 50
Movement: 1
Upgrades From: Machine Gun
Upgrades To: -

Special Abilities
  • Can Only Defend
  • Cannot Capture Enemy Cities or Units
  • Helps Thwart Rival Spies
  • 3 First Strikes
  • 5% vs Wheeled
  • 50% vs City Defense
  • 50% vs Siege Weapons
  • 75% vs Gunpowder
  • 75% vs Mounted
  • 100% vs Archery
  • 100% vs Melee
  • 100% vs Animal
  • Starts with Patrol I
  • Cost 2 Gold Per Turn

----

Police Dog
Type: Gunpowder
Cost: 180
Strength: 25
Movement: 2
Req Tech: Mass Media and Canine Domestication
Req Building: Police Dog Trainer
Upgrades From: Guard Dog
Upgrades To: Canis Superior

Special Abilities
  • Can See High-Tech Units
  • Cannot Capture Enemy Cities or Units
  • Helps Thwart Rival Spies
  • Doesn't Receive Defense Bonuses
  • Helps Thwart Rival Spies
  • 50% vs City Defense
  • -50% City Attack
  • +20% Hill Attack
  • +50% vs Wild Animals
  • +25% vs Archer
  • +25% vs Mounted
  • +25% vs Gunpowder

And then the Canis Superior is one step up later...

Canis Superior
Type: Clone
Cost: 360
Strength: 50
Movement: 3
Req Tech: Homo Superior and Canine Domestication
Req Building: Re-Pet
Upgrades From: Police Dog
Upgrades To: -

Special Abilities
  • Can See High-Tech Units
  • Cannot Capture Enemy Cities or Units
  • Helps Thwart Rival Spies
  • Doesn't Receive Defense Bonuses
  • Helps Thwart Rival Spies
  • 75% vs City Defense
  • -50% City Attack
  • +20% Hill Attack
  • +50% vs Wild Animals
  • +25% vs Archer
  • +25% vs Mounted
  • +25% vs Gunpowder
  • +25% vs Clone

None of the 3 have exactly the same stats. Sure the Police Dog and Canis Superior are close but they are part of the same linage. Also the Police Dog and Police Squad come at the same time because they are ment to be used together.

The code i sent you below is only for the Police Dog and Canis Superior. I did not touch the Police Squad (which already exists with different stats).

Spoiler :
Code:
		<UnitInfo>
			<Class>UNITCLASS_POLICE_DOG</Class>
			<Type>UNIT_POLICE_DOG</Type>
			<UniqueNames/>
			<Special>NONE</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_GUN</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_COUNTER</DefaultUnitAI>
			<Invisible>NONE</Invisible>
			<SeeInvisible>INVISIBLE_CAMOUFLAGE</SeeInvisible>
			<Description>TXT_KEY_UNIT_POLICE_DOG</Description>
			<Civilopedia>TXT_KEY_UNIT_POLICE_DOG_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_POLICE_DOG_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bOnlyDefensive>0</bOnlyDefensive>
			<bNoCapture>1</bNoCapture>
			<bQuickCombat>0</bQuickCombat>
			<bRivalTerritory>0</bRivalTerritory>
			<bMilitaryHappiness>0</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>0</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>1</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bInvisible>0</bInvisible>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>1</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>0</bIgnoreBuildingDefense>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>0</bMechanized>
			<bSuicide>0</bSuicide>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_CANIS_SUPERIOR</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<FlankingStrikes/>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_RESERVE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_SPECIAL</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>BUILDING_POLICE_DOG_TRAINER</PrereqBuilding>
			<PrereqTech>TECH_MASS_MEDIA</PrereqTech>
			<TechTypes>
				<PrereqTech>TECH_DOG_BREEDING</PrereqTech>
			</TechTypes>
			<BonusType>NONE</BonusType>
			<PrereqBonuses/>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>0</iAIWeight>
			<iCost>180</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<iMoves>2</iMoves>
			<bNoRevealMap>0</bNoRevealMap>
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<iCombat>25</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>6</iXPValueAttack>
			<iXPValueDefense>3</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>-50</iCityAttack>
			<iCityDefense>50</iCityDefense>
			<iAnimalCombat>50</iAnimalCombat>
			<iHillsAttack>20</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainNatives/>
			<FeatureNatives/>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_MOUNTED</UnitCombatType>
					<iUnitCombatMod>25</iUnitCombatMod>
				</UnitCombatMod>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_ARCHER</UnitCombatType>
					<iUnitCombatMod>25</iUnitCombatMod>
				</UnitCombatMod>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_GUN</UnitCombatType>
					<iUnitCombatMod>25</iUnitCombatMod>
				</UnitCombatMod>
			</UnitCombatMods>
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<iConscription>0</iConscription>
			<iCultureGarrison>0</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>5</iAsset>
			<iPower>66</iPower>
			<UnitMeshGroups>
				<iGroupSize>2</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>2</iMeleeWaveSize>
				<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_GUARDDOG</EarlyArtDefineTag>
				</UnitMeshGroup>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_RIOTPOLICE</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_CANIS_SUPERIOR</Class>
			<Type>UNIT_CANIS_SUPERIOR</Type>
			<UniqueNames/>
			<Special>NONE</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_CLONES</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_COUNTER</DefaultUnitAI>
			<Invisible>NONE</Invisible>
			<SeeInvisible>INVISIBLE_CAMOUFLAGE</SeeInvisible>
			<Description>TXT_KEY_UNIT_CANIS_SUPERIOR</Description>
			<Civilopedia>TXT_KEY_UNIT_CANIS_SUPERIOR_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_CANIS_SUPERIOR_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bOnlyDefensive>0</bOnlyDefensive>
			<bNoCapture>1</bNoCapture>
			<bQuickCombat>0</bQuickCombat>
			<bRivalTerritory>0</bRivalTerritory>
			<bMilitaryHappiness>0</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>0</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>1</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bInvisible>0</bInvisible>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>1</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>0</bIgnoreBuildingDefense>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>0</bMechanized>
			<bSuicide>0</bSuicide>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<FlankingStrikes/>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_RESERVE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_SPECIAL</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>BUILDING_RE_PET_SHOP</PrereqBuilding>
			<PrereqTech>TECH_HOMO_SUPERIOR</PrereqTech>
			<TechTypes>
				<PrereqTech>TECH_DOG_BREEDING</PrereqTech>
			</TechTypes>
			<BonusType>NONE</BonusType>
			<PrereqBonuses/>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>0</iAIWeight>
			<iCost>360</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<iMoves>3</iMoves>
			<bNoRevealMap>0</bNoRevealMap>
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<iCombat>50</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>6</iXPValueAttack>
			<iXPValueDefense>3</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>-50</iCityAttack>
			<iCityDefense>75</iCityDefense>
			<iAnimalCombat>50</iAnimalCombat>
			<iHillsAttack>20</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainNatives/>
			<FeatureNatives/>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_MOUNTED</UnitCombatType>
					<iUnitCombatMod>25</iUnitCombatMod>
				</UnitCombatMod>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_ARCHER</UnitCombatType>
					<iUnitCombatMod>25</iUnitCombatMod>
				</UnitCombatMod>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_GUN</UnitCombatType>
					<iUnitCombatMod>25</iUnitCombatMod>
				</UnitCombatMod>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_CLONES</UnitCombatType>
					<iUnitCombatMod>25</iUnitCombatMod>
				</UnitCombatMod>
			</UnitCombatMods>
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<iConscription>0</iConscription>
			<iCultureGarrison>0</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>6</iAsset>
			<iPower>99</iPower>
			<UnitMeshGroups>
				<iGroupSize>2</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>2</iMeleeWaveSize>
				<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_GUARDDOG</EarlyArtDefineTag>
				</UnitMeshGroup>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_FERAL</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
 
When everyone is done making changes, i will upload a NEW FPK pak, its large, as Hydro mentioned last time, thats why i have not done a new one since.

@Koshling:

Found out what was wrong with the Export, its making another C2C copy within the C2C again for some reason.
 
When everyone is done making changes, i will upload a NEW FPK pak, its large, as Hydro mentioned last time, thats why i have not done a new one since.

@Koshling:

Found out what was wrong with the Export, its making another C2C copy within the C2C again for some reason.

When you do an Export the directory you select to 'Export' will be created INSIDE the one you tell it to export to, so if you export 'Assets' you need to select 'Caveman2Cosmos' as the target, not Assets (if you select Caveman2Cosmos' to export, then 'mods' is your target). You probably selected the matching name (I know I've fallen into that trap several times).

To my great annoyance I just realised that my two-week old game was started with incorrect options (no revolutions was ticked - grrrrrr), so I'm going to have to start over. I'll do so as soon as V14 is released so I'll at least be playing clean V14. It'll be another 1-2 weeks before I get to classical again for any testing though :-(

I'd also REALLY like to modify the behaviour of stealth as I proposed on the 'ideas/suggestions' thread, so I'd appreciate opinions at least from the active modders please since it's a significant change to the way things will play. If I can get a consensus I'll be working on that over the next week.
 
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