C2C SVN Changelog

Siounds like a hover text bug or something. Can you clarify where in the UI the various inconsistent numbers are displayed please. It migth also be a pedia issue if you are getting one of your numbers from there, since the pedia displays in a context-free manner and so doesn't incorporate modifiers.
yeah, hovering the tech that is being researched at the top of the screen shows unmodified cost at the bottom left of the screen , or when choosing a new tech to research etc.

http://imageshack.us/f/824/techcostdisplay.jpg/
 
changed some event texts to hopefully fix the civ displayed as triggering the event.
changed the volcano events, removed requirement to have the plot visible, but it now needs to be owned, also slightly upped the chance of some of the volcano events - overall volcanos will now only erupt in land a player owns but do so a lot more often. The python check that allowed it to act outside the owned lands effectively reduced the odds of the event firing by some magnitudes and I see no good way to overcome that dor now.
 
-Added alot of new Techs to Transhuman Era
-Reorganized future techs to make room.

Please report any pink buttons! =)
 
When your done adding your new techs can you send me an updated tech tree list/diagram so I can update my online tech tree? Everything is moving around so much I cannot keep up.

Oh definitely:lol:..ill do it tommarrow, im going to a party tonight and running late lol.
Funny how a week and a half ago adding Techs was so foreign and "hard" to me.

Also usual let me know any changes you recommend..a second opinion is really useful.
 
Oh definitely:lol:..ill do it tommarrow, im going to a party tonight and running late lol.
Funny how a week and a half ago adding Techs was so foreign and "hard" to me.

Also usual let me know any changes you recommend..a second opinion is really useful.

EDIT
-moved first response robotics one to the right
-fixed specialized police quote
-fixed A.U.r.a command quote
 
Updates
- New Kelp art.
- Yoruba Shrine now gives Great Prophet points.
- Sea Animals included in Hunter promotions.
- Art only for new feature Sea grass - XML still to come.
 
General point on SVn access, since several people have requested it recently, I wanted to clarify the position.

Anyone can use it to read the latest version and play it.

Only modders get write access to change it. Since it's Strategyonly's mod, I only add people when he gives me the ok to do so. In general, we normally ask people to initially make contributions by submitting changes through one of the existing modders, whichever is mostly working in the relevant area, or to make a modular mod mod containing their ideas. After a probationary period like this SO makes the decision to promote people to core modder status and give them direct write access to the SVN.

In terms of who is best to submit your changes through initially (if you don't want to go the modular mod mod route), it best to start a thread about what you intend to do and ask who you should submit through once the ideas have been talked over a bit.
 
General point on SVn access, since several people have requested it recently, I wanted to clarify the position.

Anyone can use it to read the latest version and play it.

Only modders get write access to change it. Since it's Strategyonly's mod, I only add people when he gives me the ok to do so. In general, we normally ask people to initially make contributions by submitting changes through one of the existing modders, whichever is mostly working in the relevant area, or to make a modular mod mod containing their ideas. After a probationary period like this SO makes the decision to promote people to core modder status and give them direct write access to the SVN.

In terms of who is best to submit your changes through initially (if you don't want to go the modular mod mod route), it best to start a thread about what you intend to do and ask who you should submit through once the ideas have been talked over a bit.

hmmmm i see thanks for the info :goodjob: guess i'll start on that mod mod then! :)
 
storing stuff - I am fed up with losing all the stuff I am working on so I am putting it on the SVN but inactive. the last time I needed to revert to the SVN version I made sure to copy all my current work onto my back up drive which had a head crash the next day. :(
 
storing stuff - I am fed up with losing all the stuff I am working on so I am putting it on the SVN but inactive. the last time I needed to revert to the SVN version I made sure to copy all my current work onto my back up drive which had a head crash the next day. :(

If I were you make a .zip file in your Modular folder and stole stuff in it.
 
If I were you make a .zip file in your Modular folder and stole stuff in it.

I did, but then I moved the whole thing to the backup drive to get a clean install, but did not copy my compressed folder(s) back while I tried to find where the problems in my version was. Then after reconsilling the two versions I deleted the one on my hard disk. When I realised that I had not got those working files it was too late.
 
Updates
-deleted Saturn Exploration Tech
-renamed Jupiter Tech to Jovian
-renamed Horizontal skyscrapers to exotic architecture
-Added Molecular Consortium TECH
-Added Simulated Society TECH

Finished Watching Gattaca
Finished watching The Island (2005)
Finished Watching Speed Racer (the 200x version)
Finished Watching IRobot
 
storing stuff - I am fed up with losing all the stuff I am working on so I am putting it on the SVN but inactive. the last time I needed to revert to the SVN version I made sure to copy all my current work onto my back up drive which had a head crash the next day. :(

This is the prudent approach. Putting stuff in SVN whenever you can is (a) safetest; and (b) gives you older versiosn to revert to/see what you changed from. For modular stuff it can be done without impacting anyone else by not including the module in teh SVN modular control file (as DH says).

If you have really large scale non-modular stuff you want to treat this way you can always create a branch in the SVN, though that's somewhat more complicated.
 
This is the prudent approach. Putting stuff in SVN whenever you can is (a) safetest; and (b) gives you older versions to revert to/see what you changed from. For modular stuff it can be done without impacting anyone else by not including the module in the SVN modular control file (as DH says).

If you have really large scale non-modular stuff you want to treat this way you can always create a branch in the SVN, though that's somewhat more complicated.

So more or less what DH did for the LH/s and the Movies?
 
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