Azurian
The Azurian
Revisions
For those that are curious to know the revisions that have occurred in Caveman2Cosmos in a summarized manner but you don't use the SVN, or want to look back posts in the SVN Thread this page is for you! This thread should be updated at least once a week. This is simply copied from the SVN Log when you use SVN Updates.
Caveman2Cosmos Revisions 1-2499
http://pastebin.com/GUpGSQti
For current Revisions please check out the SVN Discussion Thread
http://forums.civfanatics.com/showthread.php?t=429816
2538 and up = pre 24 release
2500-25XX
May 5th 2012-May 14th
r2568
Added Highwayman to Outlaw upgrade path.
---------------------
r2567
-Tweaked the Culture Units to be in line with the new Swordsman Upgrades.
---------------------
r2566
-Tweaked the Heavy Cavalry.
---------------------
r2565
-Replaced the buttons for the Bandit and Fire Ship promotions.
---------------------
r2564
-Tweaked the Early Units some more.
---------------------
r2563
Moved Leonardo Di Vinci's Workshop to TECH_INVENTION.
---------------------
r2562
Tweaked Furniture Workshop and Artesian Well.
---------------------
r2561
Fixed date exceptions (confusion in the code between 1-based and 0-based months) Fixed CTD when clicking on a human automated unit that is mid-mission
---------------------
r2560
Added two new units: Highwayman and Motorized Infantry. Added 221B Baker Street wonder.
---------------------
r2559
Added Jivaro Civ (Head Hunters) even to this day and age!!
---------------------
r2558
Changed/Tweaked
---------------------
r2557
Tweaked Bricks resource.
---------------------
r2556
Tweaked Books, Ice Cream and Tires resources.
---------------------
r2555
Added Potter's Workshop, Ceramics Factory, Comicbook Store, Book Store and Coffee Shop.
---------------------
r2554
Updated my FPK.
---------------------
r2553
- Changed Mad Scientist's Castle to go Obsolete at Thought Scanning tech.
---------------------
r2552
- Changed Step Reckoner Manufactory to go Obsolete at Computers tech.
---------------------
r2551
- Changed Plastic Surgery Clinic to go Obsolete at Mind Uploading tech.
---------------------
r2550
- Changed Brick Mason to go Obsolete at Organic Cities tech. - Changed Mattress Store to go Obsolete at Homo Superior tech. - Changed Seal Maker to go Obsolete at Compulsory Education tech. - Changed Tire Factory to go Obsolete at Skyroads ...
---------------------
r2549
Changed Parking Meters to go Obsolete at Teleportation tech.
---------------------
r2548
-Made the Clockwork Golem forceobsolete at Modern Warfare.
---------------------
r2547
-Fixed the Riot Control promotion line. -Added Banditry I-III, and Fire Ship promotions.
---------------------
r2546
Attempt to fix CTD reported with indicative minidump but not reproducible
---------------------
r2545
-Changed the Upgrade paths for Culture Units to match the new Early unit progression.
---------------------
r2544
-Changed Clubman prereq tech to Tool Making.
---------------------
r2543
changed Conglomerates from Trans to Modern Era
---------------------
r2542
Added Unlimited National Units game option.
---------------------
r2541
-Removed the Castle as a prereq for the City Guard.
---------------------
r2540
-Fixed stupid XML error.
---------------------
r2539
Added Goth Civ and new MLF_CIV4ModularLoadingControls.xml
---------------------
r2538
changed name from pre 23 to pre 24 release
---------------------
r2537
-Added the Brute, Spiked Clubman, Stone Maceman, Maceman, and Heavy Axeman.
---------------------
r2536
-Changed the Maceman to the Flailman. -Redid some early unit Upgrade chains.
---------------------
r2535
Fixed incompatible save games when assets remove best extant land unit
---------------------
r2534
Barbarian AI efficiency tweak (big one)
---------------------
r2533
Fixed GEM start dates/turn length
---------------------
r2532
new GEM maps
---------------------
r2531
Moved National TV Station to Television tech.
---------------------
r2530
Put units into core
---------------------
r2529
deleted duplicate Cunhambee/Alaric/Babur/Ewuare Heroes.
---------------------
r2528
-Tweaks to the City Guard, Supply Train, and Freight units.
---------------------
r2527
Fixed the Lean-To.
---------------------
r2526
Updated to latest GEM
---------------------
r2525
Fixed incorrect setting of worker/military trade for deer riders
---------------------
r2524
Some extra AI logging Tweak to AI hunter and explorer building Tweak to AI attack plans against higher difficult setting opponents
---------------------
r2523
Fixed crash due to incorrect calculation of NULL best defender in some sequences
---------------------
r2522
---------------------
r2521
Added Heroes: ALFRED BONUS_SAXON ALP_ARSLAN BONUS_PERSIAN CAO_CAO BONUS_CHINESE AGUEYBANA BONUS_AMERICAN ALARIC BONUS_GOTH EWUARE BONUS_BENIN ABAOJI BONUS_CHINESE BABUR BONUS_TURKMEN Moved terrain into core LST.FPK
---------------------
r2520
Fixed incorrect opportunity fire Changed handling of one-off production additions when the city is running a process to credit the process outputs
---------------------
r2519
Harbormaster Quest now requires Optics instead of Compass and expires at Metallurgy - This should make it actually solvable... Independent Fishers Event now works.
---------------------
r2518
-Forgot the tech prereqs for some Heroes, DUH.
---------------------
r2517
Tweaked things to try to address the AI's fetish for trained dogs
---------------------
r2516
Fixed (control over) showing of defensive buildings Fixed AI city razing bug (when cultural victory disabled)
---------------------
r2515
Had wrong era for Calculus should have been RENAISSANCE
---------------------
r2514
Fixed Stone Tools resource.
---------------------
r2513
New Prehistoric Techs cost
---------------------
r2512
- Moved Sand Pits to Natural Pigments tech. - Tweaked Flint Knapper. - Added Fire Dance, Smoke Signals, Stone Tool Maker and Sand Paintings.
---------------------
r2511
Updated my FPK.
---------------------
r2510
- Moved Stone Tools resource to Hard-Hammer Percussion tech. - Moved Sand resource to Natural Pigments tech.
---------------------
r2509
Changed SHOW_BUILDING_LEVEL to be a bitmask Performance improvements for AI target city determination Performance improvements for barbarian city attack strategy
---------------------
r2508
---------------------
r2507
---------------------
r2506
Fix to DP on Choose Religion and added Infinite XP game option. Will not take effect until a clean rebuild on the dll.
---------------------
r2505
Move the nomad stuff I was working on into the NomadDemo module.
---------------------
r2504
Game Migration events no linger occur on a plot with a city trippled iWeight for the five fire events
---------------------
r2503
put in promotions/units btns to core FPK
---------------------
r2502
-Deleted some leftover art folders.
---------------------
r2501
Remove all non essential Barbarian Diplomacy files.
---------------------
r2500
Ensure that reptiles and amphibians can't enter tundra, snow or permafrost terrains.
For those that are curious to know the revisions that have occurred in Caveman2Cosmos in a summarized manner but you don't use the SVN, or want to look back posts in the SVN Thread this page is for you! This thread should be updated at least once a week. This is simply copied from the SVN Log when you use SVN Updates.
Caveman2Cosmos Revisions 1-2499
http://pastebin.com/GUpGSQti
For current Revisions please check out the SVN Discussion Thread
http://forums.civfanatics.com/showthread.php?t=429816
2538 and up = pre 24 release
2500-25XX
May 5th 2012-May 14th
r2568
Added Highwayman to Outlaw upgrade path.
---------------------
r2567
-Tweaked the Culture Units to be in line with the new Swordsman Upgrades.
---------------------
r2566
-Tweaked the Heavy Cavalry.
---------------------
r2565
-Replaced the buttons for the Bandit and Fire Ship promotions.
---------------------
r2564
-Tweaked the Early Units some more.
---------------------
r2563
Moved Leonardo Di Vinci's Workshop to TECH_INVENTION.
---------------------
r2562
Tweaked Furniture Workshop and Artesian Well.
---------------------
r2561
Fixed date exceptions (confusion in the code between 1-based and 0-based months) Fixed CTD when clicking on a human automated unit that is mid-mission
---------------------
r2560
Added two new units: Highwayman and Motorized Infantry. Added 221B Baker Street wonder.
---------------------
r2559
Added Jivaro Civ (Head Hunters) even to this day and age!!
---------------------
r2558
Changed/Tweaked
---------------------
r2557
Tweaked Bricks resource.
---------------------
r2556
Tweaked Books, Ice Cream and Tires resources.
---------------------
r2555
Added Potter's Workshop, Ceramics Factory, Comicbook Store, Book Store and Coffee Shop.
---------------------
r2554
Updated my FPK.
---------------------
r2553
- Changed Mad Scientist's Castle to go Obsolete at Thought Scanning tech.
---------------------
r2552
- Changed Step Reckoner Manufactory to go Obsolete at Computers tech.
---------------------
r2551
- Changed Plastic Surgery Clinic to go Obsolete at Mind Uploading tech.
---------------------
r2550
- Changed Brick Mason to go Obsolete at Organic Cities tech. - Changed Mattress Store to go Obsolete at Homo Superior tech. - Changed Seal Maker to go Obsolete at Compulsory Education tech. - Changed Tire Factory to go Obsolete at Skyroads ...
---------------------
r2549
Changed Parking Meters to go Obsolete at Teleportation tech.
---------------------
r2548
-Made the Clockwork Golem forceobsolete at Modern Warfare.
---------------------
r2547
-Fixed the Riot Control promotion line. -Added Banditry I-III, and Fire Ship promotions.
---------------------
r2546
Attempt to fix CTD reported with indicative minidump but not reproducible
---------------------
r2545
-Changed the Upgrade paths for Culture Units to match the new Early unit progression.
---------------------
r2544
-Changed Clubman prereq tech to Tool Making.
---------------------
r2543
changed Conglomerates from Trans to Modern Era
---------------------
r2542
Added Unlimited National Units game option.
---------------------
r2541
-Removed the Castle as a prereq for the City Guard.
---------------------
r2540
-Fixed stupid XML error.
---------------------
r2539
Added Goth Civ and new MLF_CIV4ModularLoadingControls.xml
---------------------
r2538
changed name from pre 23 to pre 24 release
---------------------
r2537
-Added the Brute, Spiked Clubman, Stone Maceman, Maceman, and Heavy Axeman.
---------------------
r2536
-Changed the Maceman to the Flailman. -Redid some early unit Upgrade chains.
---------------------
r2535
Fixed incompatible save games when assets remove best extant land unit
---------------------
r2534
Barbarian AI efficiency tweak (big one)
---------------------
r2533
Fixed GEM start dates/turn length
---------------------
r2532
new GEM maps
---------------------
r2531
Moved National TV Station to Television tech.
---------------------
r2530
Put units into core
---------------------
r2529
deleted duplicate Cunhambee/Alaric/Babur/Ewuare Heroes.
---------------------
r2528
-Tweaks to the City Guard, Supply Train, and Freight units.
---------------------
r2527
Fixed the Lean-To.
---------------------
r2526
Updated to latest GEM
---------------------
r2525
Fixed incorrect setting of worker/military trade for deer riders
---------------------
r2524
Some extra AI logging Tweak to AI hunter and explorer building Tweak to AI attack plans against higher difficult setting opponents
---------------------
r2523
Fixed crash due to incorrect calculation of NULL best defender in some sequences
---------------------
r2522
---------------------
r2521
Added Heroes: ALFRED BONUS_SAXON ALP_ARSLAN BONUS_PERSIAN CAO_CAO BONUS_CHINESE AGUEYBANA BONUS_AMERICAN ALARIC BONUS_GOTH EWUARE BONUS_BENIN ABAOJI BONUS_CHINESE BABUR BONUS_TURKMEN Moved terrain into core LST.FPK
---------------------
r2520
Fixed incorrect opportunity fire Changed handling of one-off production additions when the city is running a process to credit the process outputs
---------------------
r2519
Harbormaster Quest now requires Optics instead of Compass and expires at Metallurgy - This should make it actually solvable... Independent Fishers Event now works.
---------------------
r2518
-Forgot the tech prereqs for some Heroes, DUH.
---------------------
r2517
Tweaked things to try to address the AI's fetish for trained dogs
---------------------
r2516
Fixed (control over) showing of defensive buildings Fixed AI city razing bug (when cultural victory disabled)
---------------------
r2515
Had wrong era for Calculus should have been RENAISSANCE
---------------------
r2514
Fixed Stone Tools resource.
---------------------
r2513
New Prehistoric Techs cost
---------------------
r2512
- Moved Sand Pits to Natural Pigments tech. - Tweaked Flint Knapper. - Added Fire Dance, Smoke Signals, Stone Tool Maker and Sand Paintings.
---------------------
r2511
Updated my FPK.
---------------------
r2510
- Moved Stone Tools resource to Hard-Hammer Percussion tech. - Moved Sand resource to Natural Pigments tech.
---------------------
r2509
Changed SHOW_BUILDING_LEVEL to be a bitmask Performance improvements for AI target city determination Performance improvements for barbarian city attack strategy
---------------------
r2508
---------------------
r2507
---------------------
r2506
Fix to DP on Choose Religion and added Infinite XP game option. Will not take effect until a clean rebuild on the dll.
---------------------
r2505
Move the nomad stuff I was working on into the NomadDemo module.
---------------------
r2504
Game Migration events no linger occur on a plot with a city trippled iWeight for the five fire events
---------------------
r2503
put in promotions/units btns to core FPK
---------------------
r2502
-Deleted some leftover art folders.
---------------------
r2501
Remove all non essential Barbarian Diplomacy files.
---------------------
r2500
Ensure that reptiles and amphibians can't enter tundra, snow or permafrost terrains.