C2C SVN Changelog

9093:

- Limited most Wonders, National Wonders, Buildings and Special Buildings to earth.


9094:

- And Vokarya's wonders as well.


9095:

- Added MapCategories for my lunar buildings.
- Deleted the now redundant NotSameCity building infos.



9096:

- Added MapCategories to DH's buildings so they can only be build on earth.
Uhm actually missed some myths etc, I will do that tomorrow. zExperimental is missing.



This might mess up some stuff you did for your modmod Pepper :(

@ Dancing Hoskuld and Joe:

This included changes in the Special Building File, which also contains Crimes, Housing and Pests. Please make sure to update before changing stuff there :)
 
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@ Dancing Hoskuld and Joe:

This included changes in the Special Building File, which also contains Crimes, Housing and Pests. Please make sure to update before changing stuff there :)

No problem from my end. Everything I had is a do over and On Hold till T-brd gets done.

JosEPh
 
9097
  • Freedom Fighter Promotion (For DH and I's Freedom Fighter project - enables us to adjust ruffians produced as freedom fighters so that they do not have Hidden Nationality and Blend with Barbs capabilities.)
  • Hunting Strike Promotionline (For Hunters to gain stealth strikes and stealth combat modifier)
  • Long Arm Promotionline (For Law Enforcement to develop combat modifiers against criminals and ruffians)
  • Fight the Power Promotionline (For criminals, ruffians and pirates to gain combat modifiers against law enforcement units)
  • Decoys Promotionline (For Explorers and Combatants to gain combat modifiers vs strike teams, hunters and ruffians)
  • Enclose Promotionline (For Combatants, Criminals, Ruffians and Strike Teams to gain combat modifiers and pursuit against Explorers and Strike Teams)
  • Armed Guard Promotionline (For combatant units to declare themselves an armed guard - unable to attack but gains impressive gradual modifiers for protecting units they escort.)
  • Adjusts the promotion tag bHiddenNationality to iHiddenNationalityChange and reworks all areas this impacts. This now allows us to remove HN with the tag.
  • A few tweaks to the trap mechanism so that Armor, Dodge, Precision and Puncture can now have a more direct impact. Dodge vs Trap's Precision can allow units some chance of dodging any damage while setting the trap off.

9098
  • Adjusts Sophistication promotionline to give some minor combat benefit against strike teams and ruffians
 
9099 ▬ BREAKS SAVES
  • XML Tag name change (Bad for old saved games compatibility, I couldn't hold it any longer, it had to go. ^^)
  • XML cleanup
  • Fixed broken dune terrain graphic
  • Slightly modified sea, deep sea, ocean and trench textures.
BREAKS SAVES
 
Last edited:
9100
-Corrected a small xml mistake that slipped trough the cracks.

@FM: Sorry, it should be easy enough to fix though, when you open the conflicted file it will have some comments on what's new and what's yours at each conflict spots in the file.

You just have to decide if yours or the new lines should be deleted or if they can be merged somehow.
 
9099
  • XML Tag name change (Bad for old saved games compatibility, I couldn't hold it any longer, it had to go. ^^)
  • XML cleanup
  • Fixed broken dune terrain graphic
  • Slightly modified sea, deep sea, ocean and trench textures.

CONFIRMED:

All Save games made from SVN versions Prior to SVN 9084 are Now Incompatible if Updated to 9099 or new SVN versions.

JosEPh
 
CONFIRMED:

All Save games made from SVN versions Prior to SVN 9084 are Now Incompatible if Updated to 9099 or new SVN versions.

JosEPh

Whats this crap about?? If adding anything to the SVN that will BREAK savedgames, pls get with TB FIRST, he more than likely can make them work>>>>

To whomever did the break, pls get with TB, and PLS revert, thx . . .SO:mischief:
 
sigh... can't we let this one slide?
It would be a lot of work for me to revert only the parts that breaks saves.

Get with TB then and see IF he can FIX this , then lets see, because if this breaks my current game, which i have spent over 2 weeks on, then well u get the point . .
 
SO, you can simply not progress past Tolni's changes if it's that vital to you. SVNs aren't binary choices as to whether to have the latest update or not at all.
 
Mhm; I think games where all players have invented roads or paved roads will be fine as the major game breaker is that mud paths and trails are removed during recalc which causes some oddities due to there not being any routes on city tiles anymore.

EDIT: I have a game at ancient era that I started before sea terrain was generated on custom maps that I can get to work; but I do get 18 python error messages that I have to click "ok" to each turn, tested it for 10 turns.

I was just going by what Joseph said, i havent tried it, but if it works on certain games, then OK . .
 
9100
-Corrected a small xml mistake that slipped trough the cracks.

@FM: Sorry, it should be easy enough to fix though, when you open the conflicted file it will have some comments on what's new and what's yours at each conflict spots in the file.

You just have to decide if yours or the new lines should be deleted or if they can be merged somehow.


That's why I asked you YESTERDAY if it is fine for everyone if I edit these files or if someone is working on them...
 
@All,
It broke every game I had that was started Prior to SVN 9084. That was 6 games dating back to last summer.

I have 1 game that I can still play as it's a SVN 9084 start and is only in the Preh Era up to 28,000BC on Marathon.

This was talked about by the way.

@SO,
You recent changes to Civics have Upped the Dist. to Palace and Number of Cities back above the 300+% for each of these 2 Maint Cost Modifiers, After I had reduced them to the 200+% range from the original 400+% ranges the Civics originally had. Which was killing the AI after Tribalism.

JosEPh
 
9101:

- Added Map Category to MOST of DH's units and buildings.



I updated the SVN but eventhough it said that it will override my changes it appearently didn't? :confused: There was one conflict file (Subdued Animals UnitInfos) and I ignored that and skipped it.
I hope I didn't mess up your changes now...:blush:
 
Whats this crap about?? If adding anything to the SVN that will BREAK savedgames, pls get with TB FIRST, he more than likely can make them work>>>>

To whomever did the break, pls get with TB, and PLS revert, thx . . .SO:mischief:

We already said that we were going to break save games with this version. We had a big discussion on it. They are things we have wanted to do for ages. These are most of those changes. Some completely break saves some safely do it but mean the loss of units or buildings. It was felt it should be done once and now. It gets rid of some of the rubbish lying around.

Unfortunately it was not everything as I just remembered some other stuff that needs to be removed so there will be another change soonish that will also break saves.
 
@SO,
You recent changes to Civics have Upped the Dist. to Palace and Number of Cities back above the 300+% for each of these 2 Maint Cost Modifiers, After I had reduced them to the 200+% range from the original 400+% ranges the Civics originally had. Which was killing the AI after Tribalism.


then do what u must, but pls let me know what exactly if u add MORE to the SVN when u do it, ok, that way i can change the civics i am working on also, thx .sorry . :blush:.SO

Its just i have been looking at what Toffer, Civplayer8, Destiny Mod, Total War mod, and what Zappara did also all at once. .

EDIT: Really there isnt that much of a difference, some are just listed from one item to the next item? Some are just a little different?? see pics??

(OLD is on TOP and NEW is on BOTTOM???
 
Since this is going to take me some weeks to get done, I had been hoping to plan the projects out more that would break compatibility. But I can get working on it all right away and hopefully it won't take too long before the breaking period is over. It's a bit of an interruption to what I'm involved in now unfortunately but that's the breaks I guess.
 
Since this is going to take me some weeks to get done, I had been hoping to plan the projects out more that would break compatibility. But I can get working on it all right away and hopefully it won't take too long before the breaking period is over. It's a bit of an interruption to what I'm involved in now unfortunately but that's the breaks I guess.

Personally, I think we should just tell people not to update to the SVN for awhile, however long, unless they are modders or OK with having to start a new game.
 
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