C2C SVN Changelog

Added the Nazi Civ (as an Alt Timeline) with Hitler Hero this is for you WWII buffs.

Changed MLF_CIV4ModularLoadingControls.xml (You can put the now default 1 to 0 if you dot want it in-game)

This civ took me ONE whole day about 15 hours to do, but i am still not too pleased with some of the units??

Did you take the units from the other WWII mods?

Wolfhanze enhancement mod
http://forums.civfanatics.com/showthread.php?t=249129

Wolf revolution
http://forums.civfanatics.com/showthread.php?t=292578

World War II 1939
http://forums.civfanatics.com/showthread.php?t=207724

Hearts of Iron
http://forums.civfanatics.com/showthread.php?t=427691

Spain 1936
http://forums.civfanatics.com/showthread.php?t=191582

or

WWI mod
http://forums.civfanatics.com/showthread.php?t=414406

just curious :)
 
Did you take the units from the other WWII mods?


just curious :)

Actually none of them.

You got to remember i have been here alot longer than most of those mods were ever built.:p
 
I hope you can find inspiration there (if not it could be a big time saver). I remember that one of those mods had a good WWII fully developed Germany Civ. Not to mention great ideas for tech and units.

I really need to make time to go through these mods for ideas for C2C:)
 
Lots of changes today:
  • Fixed some issues with AI civic evaluation
  • Enabled AI logging in standard builds
  • Added AI logging level control to BUG options logging screen (see below)
  • Fixed pathing issue with routes
  • Fixed triggering of new civic consideration on acquisition of new tech
  • Expanded AI logging of civic choice decisions
  • Implemented unit tendering process for all unit production
  • Fixed AI logic that sometimes allowed the last defender to leave a city when it shouldn't

The unit production tendering/bidding system is basically just being used for those units that cities would have previously built for themselves at the moment. The effect is simply to have the most appropriate city build the units. Right now this system is pretty basic, and I intend to tweak it somewhat over the next week or so, as well as to make better use of it (it's much more flexible than the old system, and there are lots of ways I want to leverage that). However, I wanted to push it to SVN so that it could be exposed to wider testing than I am able to provide alone.

I have also enabled the AI logging in the final release build, rather than requiring a special build for it. By default it is turned off (so no change), but I've added control over it to the BUG options 'Logging' tab (scroll right on the BUG screen tabs). In the top row you'll see a new drop-down called 'BBAI Logging Level'. The default value is 0 (off), but I recommend anyone running the SVN builds sets it to 3 (full detail) unless you have disc performance issues from trying to log. With any value apart from 0 it will write to BBAI.log in the usual logging directory. This file is only accessible after BTS is closed down, and will be over-written on each run, so if you think something interesting happened make a copy of it after you close the game.

The BBAI log is moderately readable, so you may be able to spot issues yourselves (or just find it interesting!). It may also be useful for diagnosis.
 
Added the Nazi Civ (as an Alt Timeline) with Hitler Hero this is for you WWII buffs.

Changed MLF_CIV4ModularLoadingControls.xml (You can put the now default 1 to 0 if you dot want it in-game)

This civ took me ONE whole day about 15 hours to do, but i am still not too pleased with some of the units??

What makes it an "alt timeline"?
 
The fact that it makes C2C illegal in some countries.:rolleyes:

Yeah, that would mean it would be illegal for Ori or DRJ to work on/play C2C, maybe the Hitler should be removed. There are plenty of WWII mods out there, so I don't think that just having a Nazi civ is a problem.
 
Just pushed to SVN:
  • Fixed incorrect (over) evaluation of some resources' values
  • Tweaked city founding location values to favour coasts a bit more under some circumstances
 
Yeah, that would mean it would be illegal for Ori or DRJ to work on/play C2C, maybe the Hitler should be removed. There are plenty of WWII mods out there, so I don't think that just having a Nazi civ is a problem.

I have to agree. I would not want to alienate our player base by having illegal content. Especially on something so trivial as a single add-on civilization.
 
After recent updates(today's, 23rd) I am getting bunch of xml modular loading errors and kick in the back..... picture below from initial error screen

Edit: Fixed. Looks like my RAID0 4x finally gives up. There was checksum error detected when I tried to revert to earlier versions,needed fresh checkout which helped. I am back and running.
 

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Just pushed fixes for crashes when building auto-repeat units, and Python errors related to unit production to SVN.
 
I installed your SVN a few days ago and tried to play a test game. I think I've founded a bug as I don't think that treasure unit is supposed to finish classical age wonders in one turn. It would be very much OP, as I, actually, have lots of them.
I tried to nerf it myself by reducing iBaseHurry value in an XML-file, but even after I put it to zero, I was still able to finish in one turn the most expansive building which I had available. I tried to experiment in WB, but after I added treasure the game freezed.
For now I put zeros for both iBaseHurry and iHurryMultiplier and turned off this ability entirely (they still can build museum and treasury, so I kept engineer AI). Bit it looks like that there are some deeper problems with iBaseHurry and iHurryMultiplier functions. Are they really supposed to work this way?
Interesting mod, btw, its fun to explore it.
 
I installed your SVN a few days ago and tried to play a test game. I think I've founded a bug as I don't think that treasure unit is supposed to finish classical age wonders in one turn. It would be very much OP, as I, actually, have lots of them.
I tried to nerf it myself by reducing iBaseHurry value in an XML-file, but even after I put it to zero, I was still able to finish in one turn the most expansive building which I had available. I tried to experiment in WB, but after I added treasure the game freezed.
For now I put zeros for both iBaseHurry and iHurryMultiplier and turned off this ability entirely (they still can build museum and treasury, so I kept engineer AI). Bit it looks like that there are some deeper problems with iBaseHurry and iHurryMultiplier functions. Are they really supposed to work this way?
Interesting mod, btw, its fun to explore it.

Post a save game with a treasure in a city building said Wonder please, and I'll look into it.
 
Just pushed to SVN:
  • Fixed AI tendency to place units on good defensive terrain near cities even if it is suicidal to do so
 
Post a save game with a treasure in a city building said Wonder please, and I'll look into it.

I think on harder difficulty levels (emperor and above) you don't get treasure, at least I haven't, but i've had them on monarchy. If I see AI with treasure sitting in a city with only a couple of defenders :eek: its war time :)
Even better if you can nab them while they are in transit with bandit riders its happy days :cool:
 
Updates:

-Added the button for the Imperial Guard promotion. (it works better with the button:p)

Important Update:

-With BlueGenie's help I figured how to use the BBAI techcost tag, and so have made MAJOR changes to the tech progression by era. It is as follows:

Prehistoric: 100% time to research things (same as before).
Ancient: 150% time to research things.
Classical: 200% time to research things.
Medieval: 200% time to research things.
Rennaisance: 250% time to research things.
Industrial: 300% time to research things.
Modern: 400% time to research things.
Transhuman: 400% time to research things.
Galactic: 500% time to research things.

I would appreciate feedback, preferably on the Balance thread, on this change, as it is pretty huge, and it is still subject to change.
 
Updates
- New unit combat group for Nomad units. So we can have promotions for these units only.
- Fix art for Indigenous Peoples. Part of the new diplomacy I am working on.
- Mushrooms, tungsten, natural gas and geothermal sea vent now usable.

Edit: more updates
- Reduce the combat strength of all healer units.
- Preliminary promotions for nomad units.

Edit 2: more updates
- Baha'i and Sikh religion building changes.
 
Are we in an SVN freeze right now? I would like to add Via Appia and the Golden Spike wonders if we are not frozen.
 
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