C2C SVN Changelog

Well there isn't another copy elsewhere and it is working. I just want to get rid of it so no complications occur later.

I just looked and i dont see it??
 
thanks hydro !!!! seems simple enough :goodjob:

but if thelopez tech editor is outdated is there a guide for techs too?????

edit: i'm afraid the actual modding will have to wait because of my final exams so guess i'll start modding a bit later :(

Its better for ALL XML is to CUT/PASTE from something that is working correctly, and going on from there, at least thats even today what i do.
 
Its better for ALL XML is to CUT/PASTE from something that is working correctly, and going on from there, at least thats even today what i do.

well in that case:

goodbye social life, hello caveman to cosmos modding:lol:
 
Would be trivial for someone to write a generator that runs as a dialog and requests parameters (unit strength, AI Types, etc., etc.) and spits out the correct XML for the unit. Its all down to having the time.

Ideally we'd have a tool that reads the schema, generates a list of parameters from the schema, loads a baseline unit template (i.e. - you give it an existing unit type to base the new one on), and uses that to fill in all the starting values, then you just edit a few changes and it spits out the new uni XML for you. The reading-the-schema part makes this a bit harder, but no rocket science. Obviously it could also apply (in fact an app that was schema riven would 'just work') to buildigs, civics, etc...

There might even be decent freeware XML editors out there that pretty much do this based off of a schema anyway - I'll search around a bit and see if I can find anything.
 
changed fire events again with increased chance and reduced thresholds, also changed theater event to require flammability of only 25 and industrial fire now at 50.
There is also rudimentary code for a global warming event - that code is still under construction and thus set to be inactive. It shouldn't cause any errors currently.
 
changed fire events again with increased chance and reduced thresholds, also changed theater event to require flammability of only 25 and industrial fire now at 50.
There is also rudimentary code for a global warming event - that code is still under construction and thus set to be inactive. It shouldn't cause any errors currently.

Cool! We might actually get the fire events to trigger for once! :goodjob:
 
Would be trivial for someone to write a generator that runs as a dialog and requests parameters (unit strength, AI Types, etc., etc.) and spits out the correct XML for the unit. Its all down to having the time.

Ideally we'd have a tool that reads the schema, generates a list of parameters from the schema, loads a baseline unit template (i.e. - you give it an existing unit type to base the new one on), and uses that to fill in all the starting values, then you just edit a few changes and it spits out the new uni XML for you. The reading-the-schema part makes this a bit harder, but no rocket science. Obviously it could also apply (in fact an app that was schema riven would 'just work') to buildigs, civics, etc...

There might even be decent freeware XML editors out there that pretty much do this based off of a schema anyway - I'll search around a bit and see if I can find anything.

I just copy/paste similar unit/promotion/whatever XML and use mass find/replace to change things faster. Notepad++ is really the best tool for this IMO, but there may be others out there that I'm unaware of.
 
Updates:

-Added three new Flamethrower units.
-Reorganized my module somewhat.
-Edited the unit upgrade trees for modern units.
-Fixed the GameText for the Armored Car.
 
Updates
- Move Poultry map resource into core.
- Second attempt at getting bonuses a bit more balanced. This will be ongoing for awhile as I move things about tweaking the various resources.
- Fixed spelling error (BONUS_NARURAL_GAS now BONUS_NATURAL_GAS) since this is a new resource it should have little effect except remove the old one from the map. Nothing is using it yet.
 
Updates
- Fixed Natural Gas Power Plant.

Updates
- Fixed spelling error (BONUS_NARURAL_GAS now BONUS_NATURAL_GAS) since this is a new resource it should have little effect except remove the old one from the map. Nothing is using it yet.

Not true. My Natural Gas Power Plant did. However you cannot see it in civpedia since its City Vicinity and Civpedia is dumb and doesn't like showing City Vicinity requirements for resources.
 
Updates
- Remove Tungsten and H2O Ice since I can't get them working. I figure it is best to just get rid of the lot so as to start with a clean slate.
- Move CO2 Ice and Helium3 resources into core.
- Add Cashed Probe as goody hut for space terrains.
- Some minor balance to resource placement.
 
I have decided to not make new loading screens. I have fallen in love with the ones already in the game, and they play tribute to Empire Earth, one of the greatest games i have ever had the pleasure of conquering the world with.
 
Updates
- Fixed tag error for Cloning tech.

I have decided to not make new loading screens. I have fallen in love with the ones already in the game, and they play tribute to Empire Earth, one of the greatest games i have ever had the pleasure of conquering the world with.

Glad you came around. It would not be C2C without those loading screens. In fact the Brentalfloss song has become C2C's theme song too. So much so that some people associate the song without ever seeing Brentalfloss's YouTube video.
 
Duplicate Techs were added. Fixed the techs, Hopefully i got all of them, but HYDRO pls check to make sure thx,
Also deleted duplicate Geronimo LH, thx Hydro.



BUT still getting the Black Terrain again.



DH


can you pls check your stuff you loaded/deleted, something in there is causing a bad effect.
 
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