AND SVN Build Thread

45°38'N-13°47'E;13306134 said:
rev744

  • Text files updated with dbkblk latest changes
  • Specialists tweaked (especially magistrates which were overpowered)
  • Number of wonders per city scaled with cultural level

:goodjob:

Looking forward to trying a [new] game out with the new changes :)
 
Let you know new Super Spy mod is out today. Here. In case you are interested in melding it.
 
Update: SVN 745
Added in Vokarya's CivEffects fix. http://forums.civfanatics.com/showpost.php?p=13312562&postcount=2105

But I forgot to update the Mod.py file for updating the Mod version. Drat! So 745 on hover over flag will still read 744. If I can remember where that file is I'll update it.

JosEPh

EDIT: Update 746 Update Mod version to correct my previous slip up.
 
I was wondering, is there a reason why for maps to be traded only one civ has to know Cartography? IMO, both should have cartography in order to trade maps. If I'm not mistaken, it's an easy change from

Code:
if (GET_TEAM(getTeam()).isMapTrading() || GET_TEAM(GET_PLAYER(eWhoTo).getTeam()).isMapTrading())

to

Code:
if (GET_TEAM(getTeam()).isMapTrading() && GET_TEAM(GET_PLAYER(eWhoTo).getTeam()).isMapTrading())

I've always felt that world map is being discovered too quickly, and this is important especially since trading maps you can "cheat" and be the first to prove the world round.
What do you think about it?
 
That seems sensible to me.
 
Same thing applies to tech trading as well, in my opinion.
 
Same thing applies to tech trading as well, in my opinion.
You mean both should have alphabet? Mmmm, sounds more radical, but you might be right. Other opinions?
 
45°38'N-13°47'E;13320361 said:
I was wondering, is there a reason why for maps to be traded only one civ has to know Cartography? IMO, both should have cartography in order to trade maps. If I'm not mistaken, it's an easy change from

Code:
if (GET_TEAM(getTeam()).isMapTrading() || GET_TEAM(GET_PLAYER(eWhoTo).getTeam()).isMapTrading())

to

Code:
if (GET_TEAM(getTeam()).isMapTrading() && GET_TEAM(GET_PLAYER(eWhoTo).getTeam()).isMapTrading())

I've always felt that world map is being discovered too quickly, and this is important especially since trading maps you can "cheat" and be the first to prove the world round.
What do you think about it?

Totally fine with this.
 
Personally, I think that Trading Techs is weird game mechanic. Technologies in the game is not necessarily technologies always. They are sometimes concepts or understandings that a civ come to in their growth. So I always have Tech Diffusion do the job. That was why I was very interested in improved Tech Diffusion discussion and its implementation here.
 
45°38'N-13°47'E;13320402 said:
You mean both should have alphabet? Mmmm, sounds more radical, but you might be right. Other opinions?

I remember a time when Alphabet was a completely optional tech :lol:
Could win a Space Race without ever getting it.


On topic though, I wouldn't mind Tech Trading being restricted to both civs requiring Alphabet. Map Trading both requiring Cartography is indeed a good idea to me though. :)
 
Revision 748

  • Add national defense automation
  • Fix AI combat odds evaluation
 
Revision 749

Replace National Defense automation button artwork with improved button art

Revision 750

Automatically set the CAMERA_CITY_ZOOM_IN_DISTANCE to 5300 if a city with 3 radius is created by any player
 
Rev 752
Mostly XML and artwork changes, some Python

Artwork
  • Merged standalone art into my FPK.
  • New artwork for Envoy (4 ethnic arts), Battlecruiser, Early Destroyer (slight size decrease), Orbital Fighter, Orbital Bomber.

New things
  • Buildings: Textile Mill, Cotton Gin, Regenerator
  • National Wonders: Federal Reserve, National Redoubt, Deep Core Mine
  • World Wonders: Hill of Tara, Via Appia, Venetian Arsenal, Golden Spike, Willow Run
  • Units: Ballista, Ambassador

Tech Tree Changes
  • Deleted Neural Networks tech
  • Added Archeology and Romanticism techs
  • Explosives moved to Industrial Era and prerequisites adjusted
  • Remapped Tech Tree extensively to remove line crossing problems
  • Some techs changed costs (Polytheism, Priesthood, Elephant Riding, Metal Casting, City Planning, Papacy, Submarine Warfare, Micromechanics, Vertical Farming, Invisibility)
  • Great Artist moved from Photography to Romanticism, Great Diplomat from Globalization to Imperialism, Great Merchant from Applied Economics to Conglomerates

Resource Changes
  • Obsidian obsoletes with Metallurgy
  • Pottery now obsoletes with Assembly Line

Improvement Changes
  • Shaft Mine moved to Metallurgy
  • Bunker moved to Artillery

Building Changes
  • Potter's Hut obsolete at Assembly Line, no longer requires Lead or Copper, no additional unhealth from Lead
  • Candlemaker's Shop obsolete with Electricity
  • Tailor Shop no happiness from Cow
  • School of Scribes lowered to cost 50 and +10% science; now obsoletes at Scientific Method and is replaced by Printer, Press Agency, Publishing House
  • Printer increased to +15% science, +10% culture, +10% espionage
  • Press Agency increased to +20% espionage
  • Publishing House increased to +20% science
  • Museum +10% science moved back to Archeology
  • Hospital, Medical Clinic no health bonus from Lead/Obsidian
  • Mining Inc moved to Explosives
  • Bunker moved to Artillery
  • Royal Tournament obsolete at Military Tradition
  • Flak Tower obsolete at Hypersonic Flight
  • Magellan's Expedition never obsoletes, deleted unnecessary help text, promotion changed to Maneuvering I
  • Rosetta Stone moved to Archeology
  • Neuschwanstein moved to Romanticism

Unit Changes
  • Knight increased to Strength 12
  • Mailed Knight renamed Noble Knight; is now a National Unit (limit 5), Strength 15, starts with Led by Warlord, requires Monarchy or Nobility or Vassalage civic, no unit upgrades to Noble Knight
  • Musketman can upgrade to Mounted Rifleman
  • Grenadier moved to Absolutism + Matchlock
  • Rifleman does not upgrade to Mounted Rifleman
  • Mounted Rifleman reduced to Strength 24
  • Cannon moved to Nationalism
  • Gatling Gun, Machine Gun, Minigun bonuses vs. Archery, Melee, Animal units removed
  • Early Tank gets -50% against other Tracked units
  • Light Tank reduced to speed 3
  • Panzer reduced to speed 3
  • Tank attack bonuses against other tanks removed
  • EMP SAM Infantry is no longer invisible
  • Caravel upgrades to Brigantine
  • Brigantine upgrades to Frigate
  • Ship of the Line upgrades to Ironclad Battleship
  • Early Destroyer moved from Artillery to Explosives
  • Modern Battleship renamed Fast Battleship
  • Quechua can upgrade to Light Swordsman
  • Light Swordsman UU's with promotions can upgrade to Heavy Swordsman in addition to Swordsman
  • Samurai is now a Heavy Swordsman class instead of a Maceman class
  • Camel Archer upgrades to Cuirassier or Lancer
  • Musketman UU's with promotions can upgrade to Infantry in addition to Rifleman
 
45°38'N-13°47'E;13320361 said:
I was wondering, is there a reason why for maps to be traded only one civ has to know Cartography? IMO, both should have cartography in order to trade maps. If I'm not mistaken, it's an easy change from

Code:
if (GET_TEAM(getTeam()).isMapTrading() || GET_TEAM(GET_PLAYER(eWhoTo).getTeam()).isMapTrading())

to

Code:
if (GET_TEAM(getTeam()).isMapTrading() && GET_TEAM(GET_PLAYER(eWhoTo).getTeam()).isMapTrading())

I've always felt that world map is being discovered too quickly, and this is important especially since trading maps you can "cheat" and be the first to prove the world round.
What do you think about it?

For consistency I'm doing the same for Tech, Maps and Gold (both civs will need Currency).
 
rev754

  • Fixed resolution text for civics vote (english only)
  • Increased gold required for Tax Collector Event
  • Tech, Map and Gold trading now requires that both civs possess the right tech

[rev753 included some minor C++ fix by Afforess]
 
Shouldn't that apply to open borders, defensive pacts etc
 
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