C2C SVN Changelog

Possible NEXT Freeze period: 7 Jun - 11 Jun 12. I want it out on my Birthday, 13 Jun.

I'm going to be leaving for a week on the 9th, so that may not work too well for me. I would agree with Koshling and would like to see some multi-map stuff as well in V24, it has really been hard waiting.:mischief:
 
Ok, it's still another week before I can get back to c2c, so that's close enough that there is no chance at all I'll be able to get major multi map stuff done in the time, so I guess I'll put that on hold until the following cycle in that case.

Poop:sad: Well there goes my Birthday wish[party] I would rather WAIT till YOU get the Multi-Map started in C2C before the next release, so we will do like like month and hold off till LATE Late Jun then, hows that?
 
Why not make this release a balance release where we still have a bit more content but we get some/most of the balance issues done. Like making it so that I can't build a wonder in 4 turns when I first get the tech that lets you build the wonder. Looks at Hydro since he has taken most of the buildings and forced over write on them so that he is the only one who can do the changes.:mischief:

I am not going to get to the nomad stuff at this rate. I am also not convinced that nomads as a unit is going to work, but then it needs a lot of work.
 
Fire event changes:
removed python check for cando event, now uses xml tags for triggering.
HighestFire: requires Flammability of >=200, iWeight 7200
HighFire: requires Flammability of >=150, iWeight 1600
MediumFire: requires Flammability of >=100, iWeight 400
LowFire: requires Flammability of >=50, iWeight 100
LowestFire: requires Flammability of >=25, iWeight 25

Industrial Fire event now requires Flammability of >=100
Cigarette Smoker (Theater) Event now requires Flammability of >=50
 
i had a game from march and today i updated and it wont let me open it bc it is missing barrel cactus feature. is there any way to open my game
 
Update

  • Added the Augur building.
  • Moved all of my Wonders to the Vokarya/Wonders folder.

If moving the Wonders causes any problems, please let me know.
 
Just as an experiment i am changing the AI Weight of the invisible/Camo units per Koshling to see if it has any effect on units made in this category.

Please let me know if this helps, thx.

NOT the units. The enabling buildings is what need the AIWeight
 
I can't offer a fix to the terrain incompat issue... couldn't even figure out how to repair it for my OWN savegame (so its a bit annoying that I couldn't completely check my own fixes here against my current saved game.)

Anyhow, I've just updated the SVN with the following:

1) Fixed Divine Prophet ai issues with how to handle prophets (which religion to found and when to found it.) They shouldn't be stuck on holding more than one prophet (a rare Limited Religions scenario anyhow) anymore.

2) Fixed Divine Prophet Can Spread issues. Repaired the break in my coding that was allowing any religion to be founded at any time by a prophet when Choose Religions was NOT on.

3) Fixed All Divine Prophet/Limited Religions/Choose Religions compatibility and bug issues.

4) Repaired Limited Religions without Divine Prophets, both with and without Choose Religions on. (no more pesky games getting stuck due to repeating religion selection popup!)

5) Repaired fix to Nukefix as per Koshling's instructions, which opened up a lot more compatible modding understanding (thanks Koshling!) - note... not fully tested yet so COULD have a bug somewhere... we shall see once the SVN can get back to full savegame compat.

NOTE: PY modders should know that ANY and all referrences in Python to CyGame::isNukesValid should be changed to CyPlayer::isNukesValid. There may be impending errors until these are rectified.

6) Added a tag to unitclassinfos and propagated the capacity for that tag to be utilized in many of the modules. Tag is bUnlimitedException and it can be used (just after the National Unit limit tag) in UnitClassInfos to cause this particular unit to ignore the Unlimited National Units option and remain limited. Thus, for some units that are critical to limit such as farmers, tribes, bands, 007, etc, you can put <bUnlimitedException>1</bUnlimitedException> just after the National Unit limit tag and it will retain its limitation.

7) Fixed the Unlimited National Unit unit count display on the Unit Help mouseover. Now, when Unlimited National Units is ON it will only keep track of how many you have left to build if the national unit has been given the Unlimited Exception. It won't show or indicate any limit on all other units that are normally National Units.


I think that's all for this update.
 
Back
Top Bottom