C2C SVN Changelog

ok so just to let you know i made in my spare time a building called a clockpunk robot factory. i uploaded the files i modded here for all to see please review and tell me if i did a good job, this is my first time modding after all :p:lol::D
 

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Updates:

-Fixed buttons for the Flamethrower units.
-Updated Marathon to new my new timeline/gamespeed settings. It should now be balanced and playable.:p
-Many, many small tweaks to Snail and Eternity, I would appreciate feedback on these ones.
 
Updates:

-Fixed buttons for the Flamethrower units.
-Updated Marathon to new my new timeline/gamespeed settings. It should now be balanced and playable.:p
-Many, many small tweaks to Snail and Eternity, I would appreciate feedback on these ones.

could we get some more info on the marathon change. i ask because i remember it was already changed some time ago
 
could we get some more info on the marathon change. i ask because i remember it was already changed some time ago

It was not, I only converted Snail, Epic, and Eternity. Marathon is now about 1.7 times as fast as Snail. For comparison, Epic is 2.5 times as fast as Snail.
 
@DH - current SVN still has the LOOPSTEP_SPACESHIP issue I posted about a couple of days ago. That and ENDSTEP_SPACESHIP are not defined, but are used in the new terrain.

@Whoever - it also refers (in the main techs file) to several undefined techs:
TECH_CHIVARLY (just mis-spelt??)
TECH_ASYMMETRICALARCHITECTURE
TECH_NANOGERATORS
TECH_RAPIDPROTOTYPING
TECH_EXOCORTEXNETWORK
TAEMSIMULATION (should be TECH_TAEMSIMULATION???)
TECH_ANIMILIAEXOSKELETON
TECH_NANOGENERATORS
TECH_MODERNWARFARE (been renamed??)
TECH_COMMUNICATIONNETWORKS
TECH_3DPRINTING
TECH_VIRTUALREALITY
TECH_WEARABLECOMPUTERS
TECH_NUEROTECHNOLOGY
TECH_REPLACEMENTORGANS
TECH_CONTROLLEDPLASMA
TECH_AUTOMATEDTRAFFIC
TECH_MILITARY_ROBOTICS
TECH_MESHNETWORKS
EVOLUTIONARYALGORITHMS (should be TECH_EVOLUTIONARYALGORITHMS?)
TECH_GENE_ENHANCEMENT

In short - it's a bit of a mess currently!!
 
@DH - current SVN still has the LOOPSTEP_SPACESHIP issue I posted about a couple of days ago. That and ENDSTEP_SPACESHIP are not defined, but are used in the new terrain.

@Whoever - it also refers (in the main techs file) to several undefined techs:
TECH_CHIVARLY (just mis-spelt??)
TECH_ASYMMETRICALARCHITECTURE
TECH_NANOGERATORS
TECH_RAPIDPROTOTYPING
TECH_EXOCORTEXNETWORK
TAEMSIMULATION (should be TECH_TAEMSIMULATION???)
TECH_ANIMILIAEXOSKELETON
TECH_NANOGENERATORS
TECH_MODERNWARFARE (been renamed??)
TECH_COMMUNICATIONNETWORKS
TECH_3DPRINTING
TECH_VIRTUALREALITY
TECH_WEARABLECOMPUTERS
TECH_NUEROTECHNOLOGY
TECH_REPLACEMENTORGANS
TECH_CONTROLLEDPLASMA
TECH_AUTOMATEDTRAFFIC
TECH_MILITARY_ROBOTICS
TECH_MESHNETWORKS
EVOLUTIONARYALGORITHMS (should be TECH_EVOLUTIONARYALGORITHMS?)
TECH_GENE_ENHANCEMENT

In short - it's a bit of a mess currently!!

What does this mean exactly, when I start the game everything works perfectly? What can I do to eliminate that issue?

I will double check those techs..CNTR-F is my new best friend
 
- Fixed Pedia Grammatical Errors for some Transhuman Era Techs and added new text content to New Transhuman Era Pedia
- Added Sophisticated Lasers and Virtual Society Techs to Transhuman Era
- Added missing quote to Gene Jurisprudence
-Moved some x84 Techs Y positions for greater presentation
 
What does this mean exactly, when I start the game everything works perfectly? What can I do to eliminate that issue?

I will double check those techs..CNTR-F is my new best friend

I caught that too. You have a lot of small mistakes in your technology prerequisites. Here's the list of what I caught:

  • Advanced Computers: Nanogenerators is not appearing (replace NANOGENERATORS with NANOGENERATOR)
  • Affective Algorithms: Automated Traffic is not appearing (replace AUTOMATEDTRAFFIC with AUTOMATED_TRAFFIC)
  • Asymmetrical Architecture: Mesh Networks is not appearing (replace MESHNETWORKS with MESH_NETWORKS)
  • Biomimetics: Asymmetrical Architecture is not appearing (replace ASYMMETRICALARCHITECTURE with ASYMETRICALARCHITECTURE)
  • Bionics: Exocortex Networks in not appearing (replace EXOCORTEXNETWORK with EXOCORTEXNETWORKS)
  • Cloud Computing: Modern Warfare is not appearing (replace MODERNWARFARE with MODERN_WARFARE)
  • Conglomerates: Derivatives is not appearing (replace DERITATIVES with DERIVATIVES)
  • Gesture Recognition: 3D Printing is not appearing (replace 3DPRINTING with 3D_PRINTING)
  • Graphene: Controlled Plasma is not appearing (replace CONTROLLEDPLASMA with CONTROLLED_PLASMA)
  • Holographics: Evolutionary Algorithms is not appearing (replace EVOLUTIONARYALGORITHMS with TECH_EVOLUTIONARYALGORITHMS)
  • Invisibility: Nanogenerators is not appearing (replace NANOGERATORS with NANOGENERATOR)
  • Machine Binaurals: Replacement Organs is not appearing (replace REPLACEMENTORGANS with REPLACEMENT_ORGANS)
  • Machine Learning: Neurotechnology is not appearing (replace NUEROTECHNOLOGY with NEUROTECHNOLOGY)
  • Media Psychology: 3D Printing is not appearing (replace 3DPRINTING with 3D_PRINTING) and Communication Networks is not appearing (replace COMMUNICATIONNETWORKS with COMMUNICATION_NETWORKS)
  • Modular Armament: Military Robotics is not appearing (replace MILITARYROBOTICS with MILITARYROBOTS)
  • Neurotechnology: Virtual Reality is not appearing (replace VIRTUALREALITY with VIRTUAL_REALITY)
  • Photorealism: Virtual Reality is not appearing (replace VIRTUALREALITY with VIRTUAL_REALITY)
  • Rapid Recuperation: Gene Enhancement is not appearing (replace GENE_ENHANCEMENT with GENEENHANCEMENT) and Mesh Networks is not appearing (replace MESH_NETOWRKS with MESH_NETWORKS)
  • Romanticism: Chivalry is not appearing (replace CHIVARLY with CHIVALRY)
  • Skyroads: Animilia Exoskeletons is not appearing (replace ANIMILIAEXOSKELETON with ANIMILIAEXOSKELETONS) and Nanogenerators is not appearing (replace NANOGENERATOR with NANOGENERATORS)
  • Speech Recognition: Wearable Computers is not appearing (replace WEARABLECOMPUTERS with WEARABLE_ELECTRONICS)
  • Stratosphere Warfare: Asymmetrical Architecture is not appearing (replace ASYMMETRICALARCHITECTURE with ASYMETRICALARCHITECTURE)
  • Universal Translator: Animilia Exoskeletons is not appearing (replace ANIMILIAEXOSKELTONS with ANIMILIAEXOSKELETONS)
  • Wireless Electricity: Nanogenerators is not appearing (replace NANOGERATOR with NANOGENERATOR)

This is what was on Koshling's list that was not on mine:

  • Hypersonic Flight: TAEM Simulation is not appearing (replace TAEMSIMULATION with TECH_TAEMSIMULATION)
  • Replacement Organs: Rapid Prototyping is not appearing (replace RAPIDPROTOTYPING with RAPID_PROTOTYPING)

I don't think there is an easy way to avoid this. It looks to me that what Civ4 does with bad XML prerequisites is to just skip them and move on without any kind of message. What I do when I add anything is to immediately go into the game and make sure it matches what I intended. I usually check the Civilopedia first and then try to build whatever I was trying to create. WorldBuilder is a huge asset, but I notice crashes happen when I have no rival civilizations (which I can do with Mastery Victory and like to use for testing).
 
- Fixed Pedia Grammatical Errors for some Transhuman Era Techs and added new text content to New Transhuman Era Pedia
- Added Sophisticated Lasers and Virtual Society Techs to Transhuman Era
- Added missing quote to Gene Jurisprudence
-Moved some x84 Techs Y positions for greater presentation

Quick fix to Wireless Electricity: you have SOPHISTICATEDLASERS where you need TECH_SOPHISTICATEDLASERS in the prerequisites.
 
I caught that too. You have a lot of small mistakes in your technology prerequisites. Here's the list of what I caught:

  • Advanced Computers: Nanogenerators is not appearing (replace NANOGENERATORS with NANOGENERATOR)
  • Affective Algorithms: Automated Traffic is not appearing (replace AUTOMATEDTRAFFIC with AUTOMATED_TRAFFIC)
  • Asymmetrical Architecture: Mesh Networks is not appearing (replace MESHNETWORKS with MESH_NETWORKS)
  • Biomimetics: Asymmetrical Architecture is not appearing (replace ASYMMETRICALARCHITECTURE with ASYMETRICALARCHITECTURE)
  • Bionics: Exocortex Networks in not appearing (replace EXOCORTEXNETWORK with EXOCORTEXNETWORKS)
  • Cloud Computing: Modern Warfare is not appearing (replace MODERNWARFARE with MODERN_WARFARE)
  • Conglomerates: Derivatives is not appearing (replace DERITATIVES with DERIVATIVES)
  • Gesture Recognition: 3D Printing is not appearing (replace 3DPRINTING with 3D_PRINTING)
  • Graphene: Controlled Plasma is not appearing (replace CONTROLLEDPLASMA with CONTROLLED_PLASMA)
  • Holographics: Evolutionary Algorithms is not appearing (replace EVOLUTIONARYALGORITHMS with TECH_EVOLUTIONARYALGORITHMS)
  • Invisibility: Nanogenerators is not appearing (replace NANOGERATORS with NANOGENERATOR)
  • Machine Binaurals: Replacement Organs is not appearing (replace REPLACEMENTORGANS with REPLACEMENT_ORGANS)
  • Machine Learning: Neurotechnology is not appearing (replace NUEROTECHNOLOGY with NEUROTECHNOLOGY)
  • Media Psychology: 3D Printing is not appearing (replace 3DPRINTING with 3D_PRINTING) and Communication Networks is not appearing (replace COMMUNICATIONNETWORKS with COMMUNICATION_NETWORKS)
  • Modular Armament: Military Robotics is not appearing (replace MILITARYROBOTICS with MILITARYROBOTS)
  • Neurotechnology: Virtual Reality is not appearing (replace VIRTUALREALITY with VIRTUAL_REALITY)
  • Photorealism: Virtual Reality is not appearing (replace VIRTUALREALITY with VIRTUAL_REALITY)
  • Rapid Recuperation: Gene Enhancement is not appearing (replace GENE_ENHANCEMENT with GENEENHANCEMENT) and Mesh Networks is not appearing (replace MESH_NETOWRKS with MESH_NETWORKS)
  • Romanticism: Chivalry is not appearing (replace CHIVARLY with CHIVALRY)
  • Skyroads: Animilia Exoskeletons is not appearing (replace ANIMILIAEXOSKELETON with ANIMILIAEXOSKELETONS) and Nanogenerators is not appearing (replace NANOGENERATOR with NANOGENERATORS)
  • Speech Recognition: Wearable Computers is not appearing (replace WEARABLECOMPUTERS with WEARABLE_ELECTRONICS)
  • Stratosphere Warfare: Asymmetrical Architecture is not appearing (replace ASYMMETRICALARCHITECTURE with ASYMETRICALARCHITECTURE)
  • Universal Translator: Animilia Exoskeletons is not appearing (replace ANIMILIAEXOSKELTONS with ANIMILIAEXOSKELETONS)
  • Wireless Electricity: Nanogenerators is not appearing (replace NANOGERATOR with NANOGENERATOR)

This is what was on Koshling's list that was not on mine:

  • Hypersonic Flight: TAEM Simulation is not appearing (replace TAEMSIMULATION with TECH_TAEMSIMULATION)
  • Replacement Organs: Rapid Prototyping is not appearing (replace RAPIDPROTOTYPING with RAPID_PROTOTYPING)

I don't think there is an easy way to avoid this. It looks to me that what Civ4 does with bad XML prerequisites is to just skip them and move on without any kind of message. What I do when I add anything is to immediately go into the game and make sure it matches what I intended. I usually check the Civilopedia first and then try to build whatever I was trying to create. WorldBuilder is a huge asset, but I notice crashes happen when I have no rival civilizations (which I can do with Mastery Victory and like to use for testing).

The DEBUG build throws up a assertion failure dialog for each such missing reference in the XML, which is why I always find (since I generally am running the DEBUG version much of the time).

I can probably make a modification so that the non-DEBUG version makes the same checks and just includes any errors it finds in a log so that it's easier for all the other modders to find these themselves. All it tells you is that some name is referred to (e.g. - as a tech pre-req, but it could be any element that is a reference to another entity) but not defined. What I do then is search for that name in all the XML and see where it crops up, which makes the error fairly obvious. In the cases above the strings I listed crop up in preReq tags but are never defined as TechInfos.
 
Just pushed to SVN:

Fixed bug in the AI that caused it to build sea workers on the opposite coast to where they are needed (when the same body of water is preent on both sides of a land mass), find it couldn't get them to path to anywhere useful (no safe route around the land mass) and immediately scrap them when they completed building. It would then rinse and repeat indefinately!

It now checks that the tiles it wants to improve (and therefore build sea workers for) are reachable by sea (previously it made the check but it allowed it to include land!!)
 
Update
--The Great Koshing Tech Error Find ( all tech errors found by koshing have been edited)
 
ok so just to let you know i made in my spare time a building called a clockpunk robot factory. i uploaded the files i modded here for all to see please review and tell me if i did a good job, this is my first time modding after all :p:lol::D

you need to upload your Modules/anunknownmanArt/robot.dds file lol..
Just copy your whole Modules/anunknownman folder and upload it
 
Update

  • Added the King's Tournament national wonder.
  • Added the Pocket Monsters building suite (Breeding Facility, Store, Dueling Arena, League HQ).
  • Removed the Motorized Infantry.
 
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