AND SVN Build Thread

Ooh, so this is why I got all pink blocs? I thought I had to clear cache.

No, it was my mistake. The art path in the event trigger XML was to "event_images", but the folder name in the FPK was "eventimages".
 
Wow. That's one hell of an update, Vokarya! :)
 
Rev 1013

Minor fixes
  • Hittites, Sumer use UNIT_ARTSTYLE_BABYLON
  • Fix art definition for Capital Administration
  • Destroyer defends first against Submarine, Attack Submarine
  • Fix button for Buddhism
  • Fix buttons for Magistrate, Great Diplomat specialists
  • Japanese Yamato (cosmetic-only name and art definition) properly replaces Battleship, not Fast Battleship
 
Rev 1014
More cosmetic changes.
  • Town Watch is renamed Watchtower (new name, button, building artwork)
Unit art changes:
  • Asian and Mongol Pikeman use UNIT_PIKEMAN_CHINA, not UNIT_PIKEMAN_ASIAN (UNIT_PIKEMAN_ASIAN is deleted)
  • Asian and Mongol Heavy Pikeman use UNIT_HEAVY_PIKEMAN_CHINA (was unassigned)
  • Asian and Mongol Elephant Rider use UNIT_WAR_ELEPHANT_ASIAN (was unassigned)
  • Asian and Mongol War Elephant use UNIT_WAR_ELEPHANT_CHINA (was UNIT_WAR_ELEPHANT_ASIAN)
  • Mongol Heavy Swordsman uses UNIT_SWORDSMAN_CHINAHEAVY (was unassigned)
  • ART_DEF_UNIT_BATTLESHIP_YAMATO is properly assigned to UNIT_WW2_BATTLESHIP (current Battleship)
 
Revision 1015
Heavy changes to Industrial Era tech tree.
  • Deleted techs: Thermodynamics, Machine Tools, Public Health, Agricultural Engineering, Refining, Labor Union, Repeating Weapons, Public Schooling, Mass Transit, Submarine Warfare, Modern Art, Armored Vehicles, Guerrilla Warfare, Naval Aviation, Advanced Rocketry (Rocketry moved to Modern Era)
  • Renamed techs: Marxism to Socialism, Amphibious Warfare to Combined Arms
  • Great Spy moved to Cyberwarfare; Great Merchant moved from Conglomerates to Applied Economics

Many things moved around because of deleted techs.
  • Deleted units: Early Destroyer, Heavy Cruiser, Landing Ship Tank
  • Deleted Wonders: Modern Art Theatre, Rubber Plant
  • Buildings moved: Bauhaus School (Industrialism), Cannery (Steam Power), Cereal Mills (Organic Chemistry), Cement Mill (Assembly Line), Cristo Redentor (Propaganda), Drydock (Screw Propeller), Grain Silo (Biology), Gun Turret (Automatic Weapons), Ironworks (Steel), Labor Union (Socialism), Moonbeam Coffee (Counterculture), National Redoubt (Fascism), Oil Refinery (Combustion), Peace Movement (Socialism), Public Transportation (Automobile), Rubber Factory (Combustion; added Chemicals option), School (Psychology), Standard Ethanol (Plastics), Water Treatment Plant (Organic Chemistry), Welfare Office (Socialism)
  • Building change: Fertilizer Plant no longer requires Chemicals
  • Civics moved: Atheist (Psychology), Socialized (Socialism), Subsidized (Medicine)
  • Improvements moved: Well (Explosives), Highway (Mass Transit)
  • Improvement bonuses moved: Farm/Orchard/Plantation/Winery (Organic Chemistry), Camp (Automatic Weapons), Lumbermill (Logistics)
  • Units moved: Armored Car (Automobile), Carrier (Combined Arms), Destroyer (Automobile + Radio; has stats of Early Destroyer), Gatling Gun (Artillery), Howitzer (Combined Arms), Missile (Aviation), Paratrooper (Combined Arms), Submarine (Radio), Transport (Combined Arms; has stats of Landing Ship Tank)
  • Promotions moved: Trench I (Automatic Weapons), Sonar (Radar), Ambush I (Mechanized Warfare)
  • iTechCost in Civ4EraInfos.xml raised from 30 to 45 for Industrial Era; should make Industrial techs harder to research
Revolution changes:
  • Village Hall line and upgrades give +3 stability
  • Maximum stability from garrison raised to 15 (was 10)/20 (was 15) depending on nationality
Other:
  • Cathedrals now require appropriate Temple in city to build (was just counting Temples across civilization)
  • Fixed Provincial Hall art definition (was using Town Hall)

These changes will require feedback. Is Industrial Era research too fast or too slow? Should the later techs be more expensive? Are Revolutions too infrequent? It should require a very heavy long-term troop commitment to take advantage of the higher maximum stability. Garrisons are not more effective at lower numbers.
 
We need to fix MCP too according to the changes.
Techs involved are: Modern Sanitation, I suggest we use Biology
Modern Art, I suggest Acoustics
Guerrilla Warfare, I suggest we use Combined Arms
Advanced Rocketry, I suggest we use Rocketry

Finally, about tech costs, I think we can go up to 100, maybe even more. From a quick test it looks like techs are still being discovered too quickly in industrial era.
 
45°38'N-13°47'E;14299599 said:
We need to fix MCP too according to the changes.
Techs involved are: Modern Sanitation, I suggest we use Biology
Modern Art, I suggest Acoustics
Guerrilla Warfare, I suggest we use Combined Arms
Advanced Rocketry, I suggest we use Rocketry
45°38'N-13°47'E;14299599 said:
Thank you for reminding me. I put together a hotfix in the MCP thread. In my defense, it was very late and I was just happy to get the thing done and the F6 screen straightened out. It proved more complex than I thought. (I had a line from Radar to Electronics that crossed a couple of other lines and I didn't want to rewrite the whole Modern Era).

As far as changes go, actually the Public Health change got dropped (I thought I would give those UB's a bit of a break by making them never go obsolete); the Modern Art changes got dropped (I decided to drop all those bonuses when I got rid of Modern Art); Advanced Rocketry is used on a SAM Infantry replacement and the main unit is at Jet Propulsion (spreading out the tricks so that Rocketry doesn't eat all of them); and yes, the Guerrilla Warfare units do get moved to Combined Arms.

45°38'N-13°47'E;14299599 said:
Finally, about tech costs, I think we can go up to 100, maybe even more. From a quick test it looks like techs are still being discovered too quickly in industrial era.

You know more about that than I do. I can only go so far under the hood. But I can fix the things that I do know.
 
I absolutely trust you on MCP changes.
As for tech costs, I've tried 180 and it looks good. I'm running some test with values above 200 because Renaissance is at 220, but it's probably not necessary to push this value so high for industrial.
 
Rev 1017
Cutting back on the genetics technologies.

Renames
  • Gene Manipulation -> Genetic Engineering
  • Cloning Laboratory -> Genetics Laboratory
  • Cloning Factory -> Cloning Tanks
Tech Tree Changes
  • Deleted techs: Biomaterials, Replacement Organs, Regenerative Medicine
  • Genetics moved to Biological Warfare + Ecology + Networking
  • Genetic Engineering moved to Genetics + Knowledge Management
  • Cloning moved to Transhuman; requires Genetic Engineering + Micromechanics
  • Cyberwarfare drops Nanotechnology requirement
  • Ecological Engineering requires Aquaculture
  • Great Engineer moved to Modern Seismology
  • (Added Organic Chemistry as prerequisite for Plastics; left out of previous changes)
Buildings/Wonders/Projects/Improvements
  • Genetics Laboratory moved to Genetics tech; adds +8 science
  • Organ Bank is now a regular building, not a National Wonder; moved to Genetic Engineering; no GPP, requires Power, Hospital and Genetics Laboratory, cost lowered to 600, health bonus changed to city only
  • Biofuel Refinery moved to Genetic Engineering
  • First Cloned Mammal moved to Genetic Engineering
  • Cloning Tanks requires First Cloned Mammal
  • Longevity moved to Cloning
  • Regenerator moved to Nanobotics
  • Auxiliary Body Exchange, Body Exchange Clinic requires Cloning Tanks
  • Pleistocene Park, Dinosaur Park drop Genetics Laboratory in city requirement (require Cloning Tanks, which also requires Genetics Laboratory)
  • Improvement bonuses from Genetic Engineering and Biomaterials moved to Genetics
Units
  • Automatons require Computer Network and Semiconductors resource instead of Cloning Tanks
  • Genetic Soldier moved to Cloning and requires Cloning Tanks
  • Super Soldier requires Cloning Tanks
 
Rev 1018

Cut a couple of technologies, fix a couple bugs, add Charles V as multi-civ leader and a few other changes.

Tech Tree Deletions:
Deleted technologies: Tourism, Hypersonic Flight
Moved tricks from deleted techs: Vacation Resort (Jet Propulsion), Las Vegas Strip (Laser), Adventure Tours (Ecology), MileHigh Travels (Supersonic Flight), Dig Site bonus (Modern Seismology), Aurora Scramjet (Skyroads), Aerospace Complex (Orbital Flight)

Other Changes:
All Guilds and founding Halls (not Guild Hall civic building) obsolete with Corporation
Bug fix: TV Station properly replaces Press Agency
Bug fix: Worker units can build Dome Farms
Charles V can serve as Holy Roman, Dutch, or Spanish leader
Artwork: Several Mediterranean unit styles use definitions from other Med styles instead of generic

The Charles V ability is the change that I want to see if there are any weird effects from.
 
Rev 1019

Updated translations (no support for Estonian or Esperanto yet).
 
Rev 1020

Tech Tree changes
Deleted techs: Nanoelectronics, Smart Dust, Homo Superior
Renamed techs: Nanobotics to Nanomachines, Smart Drugs to Nanomedicine

Content moves for deleted techs
Regenerator to Nanomedicine
Nanite Lab to Nanomachines
Utility Fog to Nanomining
Nanite Defuser to Nanomachines
Nanite Spy moved to Nanomachines
ACV moved to Advanced Computers
ACV SAM moved to Advanced Computers
Super Soldier moved to Artificial Evolution
Nanoids promo moved to Nanomedicine
Power Source Upgrade MK 1 promo moved to Nanobotics
Sensors I promo moved to Cybernetics
SS Life Support moved to Organic Cities
SS Docking Bay moved to Space Colonies
Universal Translator moved to Quantum Computing

Other building changes
Museum is +2 culture instead of +1/+10%
No GPP from Grove, Castle Garden, City Park, Paradise Garden, Art Gallery, Salon, Advanced Quality Control, Omnifactory
Art Gallery, Salon gives +10% culture instead of +4; requires Sculptor's Workshop, Artists Guild, Painter's Studio or Photographer's Studio; no Artist slot
Theatre only gives 1 happy/20% culture slider
Opera House increased to +5 culture and replaces Theatre
Movie Theatre adds +1 happiness, culture reduced to +4, removed free Celebrity
Red Curtains Theatre adds +1 happiness, removed free Celebrity
Holotheatre adds +1 happiness, culture reduced to +8, removed free Celebrity

Other changes
Fix off-by-one error in slave unit designator
Recalibrate movement rates for Railroad, Electric Railroad, Highway, Maglev; delete all movement bonuses from techs (upgrading handles this now)
 
What exactly are the new movement rates now?

Railroad is movement 30/flat movement 15. Most units get 8 tiles per turn. Speed 3 units get 12.
Highway is movement 15/flat movement 15. Speed 1 units get 8 tiles per turn. Speed 2 units get 16. Speed 3 units get 24.
Electric Railroad is movement 20/flat movement 10. Most units get 12 tiles per turn. Speed 3 units get 18.
Maglev is movement 15/flat movement 6. Most units get 20 tiles per turn. Speed 3 units get 24.
Other routes were not changed, except that Road doesn't get a benefit from Automobile any more. (I am letting route upgrades do all the work of faster movement, not tech bonuses.)
 
Rev 1021
Checking a few things off my list. Mostly changes to the space projects.

  • Apollo Program project name changed to Space Program; does not require Space Race Victory to be enabled to be available
  • Hubble Space Telescope, International Space Station require Space Program built by player, not anyone (changed <AnyonePrereqProject> to <PrereqProject>); cost of both increased to 3200
  • New Apollo Program world project; requires Space Flight tech, Space Program project; base cost 3200; provides +2 happiness and +5% culture to all cities
  • Trade Route bonus deleted from Internet
  • Lowered Heroic Epic unit level requirement to 5
  • Omnifactory increased to +350% production and +50% commerce
  • Changed advisors for many technologies
  • Changed free Galley event to Ship Building
 
rev1022

  • Fixed text from "No Future Era" to "No Transhuman Era"
  • Workers are not tradeable anymore
  • Reduced enslavement rate from 10% to 3%
  • Rearranged techs costs from Industrial onwards to make them always increasing

You should always be able to gift workers by moving them on the other civ's territory
Please let me know if techs costs are better now; from some tests I've made, they should (no more huge drops in techs costs). This has been made possible by Vokarya's great job with the tech tree.
 
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