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Old Jan 30, 2012, 01:30 PM   #1361
wolfman1234
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After today update, all my units in the savegame have 0 movement points free. That is 0/5, 0/1, etc... and all can move 1 tile. I change the turn and the same. I dont know if this is intended, and the savegame arent compatible at this point, but...
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Old Jan 30, 2012, 01:32 PM   #1362
ls612
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Quote:
Originally Posted by wolfman1234 View Post
After today update, all my units in the savegame have 0 movement points free. That is 0/5, 0/1, etc... and all can move 1 tile. I change the turn and the same. I dont know if this is intended, and the savegame arent compatible at this point, but...
This has already been reported on the V20 Bugs thread, revert to yesterday's SVN for now and you should be good.

Also, This is NOT a bugs thread, as SO pointed out on the previous page.

EDIT: See below, Koshling fixed it.
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Last edited by ls612; Jan 30, 2012 at 01:53 PM.
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Old Jan 30, 2012, 01:35 PM   #1363
strategyonly
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Added Static LH:

Logan - Iroquois

Dido - Carthage

Atotozli - Aztecs

Smoke Jaguar - Maya
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Last edited by strategyonly; Jan 30, 2012 at 01:55 PM.
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Old Jan 30, 2012, 01:36 PM   #1364
Koshling
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Just pushed to SVN:
  • Fixed the broken movement range in last night's update

Edit - also:
  • Fixed bonus calculations breaking at various times, including when declaring war

Last edited by Koshling; Jan 30, 2012 at 04:55 PM.
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Old Jan 31, 2012, 02:05 AM   #1365
Hydromancerx
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Updates
- Fixed spelling error for Steampunk tech.
- Added steampunk1880's Steampunk mod.
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Old Jan 31, 2012, 03:58 AM   #1366
strategyonly
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Added TXT and Pedia for:

Clockpunk
Steampunk
Dieselpunk
Retro Space (Couldn't find pedia??)
Cyberpunk
Biopunk
also found misspelling in pedia for steampunk, fixed.
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Old Jan 31, 2012, 05:05 AM   #1367
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Updates
Added Building based on steampunk1880's ideas. They include ...

- Traction Engine Workshop
- Panopticon Prison
- Mad Scientist's Castle
- Coal Fired Dynamo
- Wood Fired Dynamo
- Peat Fired Dynamo

Note: These are experimental and may be changed in the future.
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Old Jan 31, 2012, 06:09 AM   #1368
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Updates
- Added a Steampunk resource.
- Applied Steampunk resource to related buildings.
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Old Jan 31, 2012, 08:55 AM   #1369
DRJ
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Just one simple question, may already be answered but I am a bit too lazy to search: in my newest version the choosing between normal and compatiple save is not there anymore, is this intended as every save is now a compatiple one?
Also one thing about the steampunk and biopunk techs: they have pink icons, however the wood generator and tractor etc icons are ok..
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Old Jan 31, 2012, 10:44 AM   #1370
Koshling
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Just pushed to SVN:
  • Fixed broken EFFECT_CANOE_PLAINARROW (it's XML start and end tags were screwed up)

Edit - also:
  • Adjusted spawn rates to reflect amount of wilderness left in the landmass (or indeed sea) concerned. See subdued animals thread
  • Fixed some memory allocation issues that **may** have been harmless, but could potentially be contributary to CTDs

Last edited by Koshling; Jan 31, 2012 at 12:27 PM.
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Old Jan 31, 2012, 01:31 PM   #1371
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Updates
- Fixed (removed) terrain restrictions on subdue animals
- Added three new resources - Almond, Mango and Papaya
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Old Jan 31, 2012, 03:29 PM   #1372
Hydromancerx
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Originally Posted by DRJ View Post
Also one thing about the steampunk and biopunk techs: they have pink icons, however the wood generator and tractor etc icons are ok..
SO has not updated his FPK yet, which is why the new "punk" techs are not updated yet with the new icons/buttons.
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Old Jan 31, 2012, 03:44 PM   #1373
Koshling
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Originally Posted by Hydromancerx View Post
SO has not updated his FPK yet, which is why the new "punk" techs are not updated yet with the new icons/buttons.
Ok...and why are they present in a default game? Isn't alternative timelines an option ior default-disabled mod?
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Old Jan 31, 2012, 03:47 PM   #1374
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Originally Posted by Koshling View Post
Ok...and why are they present in a default game? Isn't alternative timelines an option ior default-disabled mod?
Not that I'm aware of.
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Old Jan 31, 2012, 04:56 PM   #1375
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Update
Added font symbols for properties (need better icons for the existing two properties, so feel free to add them if you got some). Property symbols are added to the TGAs after the corporation symbols (one free row) in the same order as they appear in the XML.
Property display in game now uses short forms with the symbols (first step towards a proper city screen display of properties).
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Old Jan 31, 2012, 04:57 PM   #1376
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Just pushed to SVN:
  • Modified city build AI logic to more directly cope with unhappyness. It will now attempt to build its way out of unhappyness fairly actively rather than just wringing its metaphorical hands
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Old Jan 31, 2012, 05:15 PM   #1377
strategyonly
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Quote:
Originally Posted by Hydromancerx View Post
Updates
- Fixed Charcoal Burner, Fire Pit and Imu due to a charcoal gap.
Quote:
Originally Posted by AIAndy View Post
Update
Added font symbols for properties (need better icons for the existing two properties, so feel free to add them if you got some). Property symbols are added to the TGAs after the corporation symbols (one free row) in the same order as they appear in the XML.
Property display in game now uses short forms with the symbols (first step towards a proper city screen display of properties).
Quote:
Originally Posted by Koshling View Post
Just pushed to SVN:
  • Modified city build AI logic to more directly cope with unhappyness. It will now attempt to build its way out of unhappyness fairly actively rather than just wringing its metaphorical hands
Quote:
Originally Posted by Dancing Hoskuld View Post
Updates
- Fixed (removed) terrain restrictions on subdue animals
- Added three new resources - Almond, Mango and Papaya
Quote:
Originally Posted by Koshling View Post
Just pushed to SVN:
  • Fixed broken EFFECT_CANOE_PLAINARROW (it's XML start and end tags were screwed up)

Edit - also:
  • Adjusted spawn rates to reflect amount of wilderness left in the landmass (or indeed sea) concerned. See subdued animals thread
  • Fixed some memory allocation issues that **may** have been harmless, but could potentially be contributary to CTDs
Now this is fantastic work, man you guys are the best thx.
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Old Jan 31, 2012, 05:56 PM   #1378
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For those freaking out by the steampunk stuff you can disable it this way ...

Go to Caveman2Cosmos/Assets/Modules/Alt_Timelines/MLF_CIV4ModularLoadingControls.xml and change Steampunk from 1 to 0.

Code:
				<Module>
					<Directory>Steampunk</Directory>
					<bLoad>0</bLoad>
				</Module>
This is why it was put there and not in say my Hydro folder like I normally do.

Hopefully in the future we can set up a custom game option that disables all content in the Alt_Timelines folder.
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Old Jan 31, 2012, 06:04 PM   #1379
Koshling
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Just pusghed to SVN (for Flinx's latest crash):
  • Fixed crash when a stack of not-full health subdued animals reaches the safety of the owner's borders
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Old Jan 31, 2012, 06:34 PM   #1380
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Update
- Added Steampunk Culture Wonder.
- Fixed spelling error for Tlaloc's Altar.

Last edited by Hydromancerx; Jan 31, 2012 at 07:12 PM.
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