C2C SVN Changelog

I have a favor to ask, someone pointed it out to me.
Simple look and 'copy and pasta', for the GEM maps, can you make sure these lines are present.
Code:
	GameTurn=0
	MaxTurns=0
	MaxCityElimination=0
	NumAdvancedStartPoints=2520
	TargetScore=0
	StartYear=-12000

In the 'Begingame' section, essentially right at the beginning of the file.

Much appreciated if someone would kindly fix that... unless you want to start in 4000 BC which someone pointed out to me in the GEM topic.

Also, my apologies for this happening.
 
I have a favor to ask, someone pointed it out to me.
Simple look and 'copy and pasta', for the GEM maps, can you make sure these lines are present.
Code:
	GameTurn=0
	MaxTurns=0
	MaxCityElimination=0
	NumAdvancedStartPoints=2520
	TargetScore=0
	StartYear=-12000

In the 'Begingame' section, essentially right at the beginning of the file.

Much appreciated if someone would kindly fix that... unless you want to start in 4000 BC which someone pointed out to me in the GEM topic.

Also, my apologies for this happening.

Ok, I've just fixed these in SVN. Noty sure if SO had already created a V23 bundle though prior to this...
 
Just pushed a small tweak to the barbarian AI (which probably won't make v23 since I think SO has already packaged it, so will be the first post-v23 change).

This is a signficant speedup on large maps during eras where barbarian cities are prevalent (saved 25% of the turn time in my GEM game, currently early ancient).
 
Updates:

-Renamed the Maceman to the Flailman.
-Redid some early unit Upgrade chains.
-Added the Brute, Spiked Clubman, Stone Maceman, Maceman, and Heavy Axeman.

Note that these changes are NOT in V23.
 
Just a head up - I'm goign to have very little C2C time for a few weeks. I'm out of town for a week from next Wednesday, then my parents are here for 2 weeks after that, so it'll probably be about 3 weeks before I'm significantly active again.
 
Just a head up - I'm goign to have very little C2C time for a few weeks. I'm out of town for a week from next Wednesday, then my parents are here for 2 weeks after that, so it'll probably be about 3 weeks before I'm significantly active again.

No problem, as i always say "Just Have Fun." Besides v 23 is just out, it will take a few weeks to get more complaints, i mean bug/crashes:lol::mischief:


Added the Goth Civ
 
Updates:

-Fixed a stupid duplicate tag from yesterday's commit.
-Removed the Castle as a prereqbuilding for the City Guard (It should only require the Garrison now).
 
No problem, as i always say "Just Have Fun." Besides v 23 is just out, it will take a few weeks to get more complaints, i mean bug/crashes:lol::mischief:


<snip>

Oh! Famous Last Words!!! :lol:

JosEPh ;)
 
Update: Added Unlimited National Wonders option. It's been fairly well playtested but to give it some polish I might need a bit of aid from the Python modders to get the National Units left to build count that shows when you select the unit for building from displaying if the option is selected. I've exposed the option to python according to the tutorial on adding game options.
 
UPDATE:

Version 23, 13 May 12, 12:30 P.M.

There are 2 parts, part 1 of 2 and Part 2 of 2. See d/l area. For now.

Had to update part 1 again, missed a modules i left out, sorry everyone, but you'll will have to re-download, and again sorry.
 
Updates:

-Changed Clubman prereq tech to Tool Making.
-Changed the Upgrade paths for Culture Units to match the new Early unit progression.
-Fixed the Riot Control promotion line.
-Added Banditry I-III, and Fire Ship promotions.
-Clockwork Golem now Forceobsoletes at Modern Warfare.
 
Pushed a possible fix for a CTD that was reported (I couldn't reproduce it however, so awaiting confirmation that it worked)
 
Updates
- Changed Parking Meters to go Obsolete at Teleportation tech.
- 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 tech.
- Changed Plastic Surgery Clinic to go Obsolete at Mind Uploading tech.
- Changed Step Reckoner Manufactory to go Obsolete at Computers tech.
- Changed Mad Scientist's Castle to go Obsolete at Thought Scanning tech.
- Updated my FPK.
- Added Potter's Workshop, Ceramics Factory, Comicbook Store, Book Store and Coffee Shop.
- Tweaked Books, Ice Cream, Tires and Bricks resources.
 
Changed/Tweaked

Alchemy (TECH_ALCHEMY) was named Invention
Location: X37 Y9
Cost: 800
Req Techs: Drug Trade AND Glass Blowing AND Philosophy AND Engineering

Invention (TECH_INVENTION)
Location: X38 Y15
Cost: 1050
Req Techs: Alchemy AND Civil Service AND Guilds

Tweaked the existing techs ...

Engineering
Location: X35 Y17

Optics
Required Techs: Alchemy

Paper
Required Techs: Guilds AND Civil Service AND Theology

Stained Glass
Required Techs: Alchemy AND Architecture

Education
Required Techs: Paper AND Stained Glass
 
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