C2C SVN Changelog

Just pushed a fix to the food in cities calculation bug. Recalculating modifiers (with the latest SVN) should now cure it.

Edit - also fixes for DH's CTD, and the double highlighting of stacked units SO reported.

Edit 2 - also fixed a bug with AI city defensive pointed out by Sgtslick
 
Update:

-Increased the cost for all of the Law Enforcement units.
-Tweaked the Clockwork Golem slightly.

@SO: What day does the Freeze start? Have we decided for sure yet?
 
Update:

-Increased the cost for all of the Law Enforcement units.

@SO: What day does the Freeze start? Have we decided for sure yet?

As soon as Koshling says he has all his stuff ready.
 
As soon as Koshling says he has all his stuff ready.

I'm way behind due to spending all last week on the memory issue. At a minimum I need to:
  • Look at some of the reported slowdowns
  • Finish the AI unit build changes (not that much more to do now, just have to find time)
  • Add AI to handle the (positive) crime units (should be pretty easy)

Hopefully all will be done around the end of this week, but it all depends on the bug reporting rate.
 
I'm way behind due to spending all last week on the memory issue. At a minimum I need to:
  • Look at some of the reported slowdowns
  • Finish the AI unit build changes (not that much more to do now, just have to find time)
  • Add AI to handle the (positive) crime units (should be pretty easy)

Hopefully all will be done around the end of this week, but it all depends on the bug reporting rate.

Again, PLEASE do NOT rush, on our counts. Your RL is more important than this. But its helps "us." "I'm just Sayin.":p
 
1. Removed Transistors tech.

2. Changed the following techs ...

Electronics
Required Techs: Radio AND Plastics AND Advanced Metallurgy

Television
Required Techs: Motion Pictures AND Electronics

Computers
Required Techs: Modern Physics AND Electronics

Adjusted the first 3 few columns to ...

X1 = 5
X2 = 5
X3 = 5
 
2. Changed the following techs ...

Computers
Required Techs: Modern Physics AND Electronics

I am against that. Th first prorammable computers, that were already used to great effect ( german development of jet fighters if i remember corectly) did well without electronics, worked mecahnical.

So I propose to cahne it to require Machine Tools instead of the above two and movin it to x66.
But have all buildings related to it nerfed down a bit, with boni from electronics and modern physics that would bring them up to the original values again. That would reflect real world development a bit more.
 
I am against that. Th first prorammable computers, that were already used to great effect ( german development of jet fighters if i remember corectly) did well without electronics, worked mecahnical.

So I propose to cahne it to require Machine Tools instead of the above two and movin it to x66.
But have all buildings related to it nerfed down a bit, with boni from electronics and modern physics that would bring them up to the original values again. That would reflect real world development a bit more.

"Computers" in the sense it would be huge vacuum tube computers that take up an entire room. Note that there is Stepped Reckoner under Clockpunk tech which may be similar to what you were talking about.
 
Update
- Moved a few long movies into the extras and replaced them with short movies in core.
- Movie for Mt Rushmore should now play.

This is one of my ongoing tasks that I get to as time permits. Ie finding movies for the various wonders and national wonders. Short ones for the core so that the down load is small as possible and long ones for those of us who like the movies. ;) I am currently pillaging Platyping's short movies. ;)

See you in a couple of weeks, bad real life has me away from the internet for awhile.
 
With the latest SVN, I lost the ability to train trackers after learning the hunting tech. Has this happened to anyone else?

Also I think it's kinda weird to have moved cooking up so early in the tech tree so now carrion and termite mounds can be obsoleted even before you get a chance to build them.
 
Just pushed to SVN:
  • Performance improvements for missionary processing (bottleneck in Sgtslick save game)
  • Performance improvements for spy processing (bottleneck in Sgtslick save game)
  • Performance improvements for odds calculations (problem identified by Sleeeper)
 
With the latest SVN, I lost the ability to train trackers after learning the hunting tech. Has this happened to anyone else?

Also I think it's kinda weird to have moved cooking up so early in the tech tree so now carrion and termite mounds can be obsoleted even before you get a chance to build them.

cooked bugs. yeah, tasty^^

I know that aboriginals roast ants/termites, so it should become obsolete with sedentary maybe? And the cooked/roasted carrion has less bacteria so it could lose a :yuck: instead of becoming obsolete with cooking(instead obsolete with hunting techniques?)?
 
Also I think it's kinda weird to have moved cooking up so early in the tech tree so now carrion and termite mounds can be obsoleted even before you get a chance to build them.

it depends upon which tech path you take. If you put off cooking to research other areas of the tree then it can be worth building those. However if you beeline to cooking then it may not be worth it.
 
it depends upon which tech path you take. If you put off cooking to research other areas of the tree then it can be worth building those. However if you beeline to cooking then it may not be worth it.

True, but they are certainly somewhat marginalised. I liked the suggestions given earlier for not obsoleting them until slightly later (I think sedentary was suggested).

For anyone new coming to the mod, things that obsolete really fast after you get access to them (or in this case even before on some tech paths!), just adds to confusion (and potentially frustration)

Do you see a downside to moving the obsoleting out slightly as suggested?
 
True, but they are certainly somewhat marginalised. I liked the suggestions given earlier for not obsoleting them until slightly later (I think sedentary was suggested).

For anyone new coming to the mod, things that obsolete really fast after you get access to them (or in this case even before on some tech paths!), just adds to confusion (and potentially frustration)

Do you see a downside to moving the obsoleting out slightly as suggested?

Well the Bug Catcher obsoletes at Sericulture. This is ment to represent the "cooked" bugs. Carrion should defiantly go obsolete at Cooking and the Termite Mount is just too much work/to little benefit to get from once you have reached cooking.

Juicy grasshoppers and grubs can be cooked up for a long time. So I am not really sure what the complain is about since the Bug Catcher was added recently to compensate for the early obsoletion of the Termite Mound.
 
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