C2C SVN Changelog

AIANDY I will edit those pics to fit more nicely, expect them done in an hour

There is no XML for them and there does not need to be. I will add them to the Python code later today.

Sorry, I should have said this before, but it would be better if those icons went in a specific place eg Art/Interface/Buttons/CityScreen or something which would make maintenance a bit easier.
 
Sorry, I should have said this before, but it would be better if those icons went in a specific place eg Art/Interface/Buttons/CityScreen or something which would make maintenance a bit easier.

I completely agree here, otherwise you'd have a mod like Thomas_war was, cant find anything because it was everywhere and anywhere. Just a mess.


OK, anyone got anything else before midnight let me know, PLEASE!! via PM
 
-Updated showfire and showcrime buttons to fit perfectly

they are all set to work, and can be moved wherever you guys want, but make sure AIandy fixes the python for wherever you move them too!
 
-Updated showfire and showcrime buttons to fit perfectly

they are all set to work, and can be moved wherever you guys want, but make sure AIandy fixes the python for wherever you move them too!

Maybe its just me but i like the other flammability one with the RED flames better?? Its harder to distinguish them now??
 
Maybe its just me but i like the other flammability one with the RED flames better?? Its harder to distinguish them now??

The flame on the red one is much smaller and has finer flame points, plus the text.
Is becomes a red diamond with a white blur in the middle, unrecognizable. Otherwise I would have just gone with that one too. Thats the problem with 32 px... it sucks lol.
or were you refering to something else?
 

Attachments

  • tn_flammability.jpg
    tn_flammability.jpg
    23.6 KB · Views: 416
  • fire-warning-.jpg
    fire-warning-.jpg
    20.9 KB · Views: 470
Updates
  • Inverted building sorting order for crime and flammability.
  • Changed Obsidian to spawn on rocky and barren terrain with features (forest, savanna, ...) and on flatlands (instead of hills only).
 
Updates
  • Inverted building sorting order for crime and flammability.
  • Changed Obsidian to spawn on rocky and barren terrain with features (forest, savanna, ...) and on flatlands (instead of hills only).

Did I forget to put that fix up, :blush: The only feature that occurs on barren is sword grass.:mischief:
 
The flame on the red one is much smaller and has finer flame points, plus the text.
Is becomes a red diamond with a white blur in the middle, unrecognizable. Otherwise I would have just gone with that one too. Thats the problem with 32 px... it sucks lol.
or were you refering to something else?

I agree with you, the second icon looks much better than the first.
 
The flame on the red one is much smaller and has finer flame points, plus the text.
Is becomes a red diamond with a white blur in the middle, unrecognizable. Otherwise I would have just gone with that one too. Thats the problem with 32 px... it sucks lol.
or were you refering to something else?

Yeah i keep forgetting about those 32 dds files, nvm:blush:
 
Is everyone done now with adding stuff to the SVN, because it going to take me around 8 hours, just to get it going for uploading.

If you dont responded in 2 hours, than i will take that as a yes, so no need for a post. and thx guys.
 
Update

Version 22 is out

28 Mar 12, 1:00 a.m.

WARNING for people with mature games from earlier versions, that after upgrade you are likely to be overrun with crime (unless they built a lot of the buildings people mostly used to avoid before). Capitals and large cities will quickly head for 1000+ crime levels due to lack of crime fighting (that WOULD be there in a game played under v22 from the start), at which point they will more or less be in a state of effective revolution and probably incapable of building the crime fighting buildings until half their population has died off.
 
Updates
  • Property manipulators can now apply to other objects than the one they are defined on. RelationType now specifies which objects (NO_RELATION is the old behavior), iDistance can be used for RELATION_NEAR. GameObjectType specifies the type of object. Example: A source on a building with RELATION_SAME_PLOT and GAMEOBJECT_UNIT will apply the source to any unit on the city plot in which the building is.
  • Renamed old RelationType on propagators to TargetRelationType and iDistance to iTargetDistance.
 
Update
Removed the functionality of the BUG option that turns Fortified until healed into a Sentry until healed because it is pointless with the separate Sentry until healed action and can be accidentally activated.
 
Updates
  • Property manipulators can now apply to other objects than the one they are defined on. RelationType now specifies which objects (NO_RELATION is the old behavior), iDistance can be used for RELATION_NEAR. GameObjectType specifies the type of object. Example: A source on a building with RELATION_SAME_PLOT and GAMEOBJECT_UNIT will apply the source to any unit on the city plot in which the building is.
  • Renamed old RelationType on propagators to TargetRelationType and iDistance to iTargetDistance.

No offense, BUT did you use the NEW dll when you did your stuff on your NEW dll, because the behavior that was corrected by Koshling is happening to my NEW game, i left my city W-I-D-E open and the enemy just took a step backwards and never attacked, infact it has done it twice now, and i have nothing in the city at all?? And i know the enemy has Spearman so he can take over the city?????
 
Updates:

-Reduced inflation for ALL gamespeeds.

I am in favor of removing inflation altogether, as are others, but I'm doing this now as a test, to see if reducing inflation has a significant effect on balance. This will probably require a new savegame to test, although existing saves will still work fine, existing inflation will not go away is the only issue.
 
Update
- All animals that are subdued now return to the nearest city instantly.
- Animals that were in experimental are now merged into main files.
 
Back
Top Bottom