C2C SVN Changelog

Update
- Changed Mob Car to Require BONUS_DIESEL instead of BONUS_OIL like the other wheeled units do.

I have added three balloon units to the SVN.

You should make the Blimp/Zeppelin units require "BUILDING_GOOD_HYDROGEN" since I made it like you requested. The Hot Air Balloons would not need hydrogen.
 
Just a bit more detail than I put in the one-liner in the patch thread.

This week I've been concentrating on performance again, since turn times were starting to bother me once more in my game. Today's update has a substantial improvement, which took my turn times down from 47 seconds to 34 seconds (about 28% reduction). For reference that's a GIANT map, 24 civs (at this point - some minors have sprung up so it's higher than the original count), snail speed, late industrial era.

I'll be continuing with this tomorrow, and hope to have further gains by the weekend. After that I plan to add the capability for same-area free buildings from other buildings (as opposed to global free buildings which is all we have now).

Bug-fixes for serious problems (crashes, hangs, things that lots of people are complaining about) will continue to take precedence of course.
 
I forgot to say I upgraded balloon strength and made some require hydrogen. i still need to change the airship and I just realised that I have not changed the obsolete tech on hunting instruction building.
 
Fixed it so you can capture crocs - blasted dyslexia ;)

Added DuneWar terrain features to desert and polar regions. 6 new terrain features for each. The temperate ones are there just not used. May need to change the yield on the polar ones to give a hammer?

Increased the chance of fossils slightly.
 
I forgot to say I upgraded balloon strength and made some require hydrogen. i still need to change the airship and I just realised that I have not changed the obsolete tech on hunting instruction building.

Why's the Barrage Balloon have the same icon as the Blimp? Did you just not like the Barrage Balloon icon/button I provided you?

Fixed it so you can capture crocs - blasted dyslexia ;)

Added DuneWar terrain features to desert and polar regions. 6 new terrain features for each. The temperate ones are there just not used. May need to change the yield on the polar ones to give a hammer?

Increased the chance of fossils slightly.

Yay! Will they generate for C2C Perfect World map script?

Why should the a hammer given for polar landmarks? What's your reasoning?
 
Why's the Barrage Balloon have the same icon as the Blimp? Did you just not like the Barrage Balloon icon/button I provided you?



Yay! Will they generate for C2C Perfect World map script?

Why should the a hammer given for polar landmarks? What's your reasoning?

I must have missed the icon. Edit No I didn't I only have one art define for bilmp and barrage balloon since they used the same animations. I will fix it.

No not in C2C_PerfectWorld yet.

Trees give +1 hammer why shouldn't rocks in polar and desert conditions.?

I have just tested my conversion of the DuneWars resources into terrain features. Seems to work fine except I forgot the game text.
 
I must have missed the icon. Edit No I didn't I only have one art define for bilmp and barrage balloon since they used the same animations. I will fix it.

No not in C2C_PerfectWorld yet.

Trees give +1 hammer why shouldn't rocks in polar and desert conditions.?

I have just tested my conversion of the DuneWars resources into terrain features. Seems to work fine except I forgot the game text.

1. Ah ok.

2. Aww nuts. :(

3. I suppose would make sense for the landmarks, in addition to the commerce given from say tourism.

3/4. Well I was hoping that you could add the 2 types cactus (prickly pear and barrel) as a new "forest" terrain feature for the desert terrain. Perhaps that could give hammers and/or food.

4. Which ones did you convert? Do you have screenshots?
 
What features can be placed on maps without updating mapscript?
I used planet generator mapscript and I couldn't find any reef, fossil, tar pit.

Edit: Okay, I tried tectonic mapscript instead, then tar pit and fossil were on. It's certainly a matter of mapscripts. I wish I could modify mapscript :(
Edit: Dunewars features and mammoth resource are placed. I'll use this mapscript. On the other hand, reef seems really rare?

@Hydro
Sacrificial Altar is too weak to be a world wonder. It would be better making it a regular building or adding more bonus to it. Personally, I think it should be a regular building.
 
@Hydro
Sacrificial Altar is too weak to be a world wonder. It would be better making it a regular building or adding more bonus to it. Personally, I think it should be a regular building.

Hmm. I think this may need an overall makeover to make it more unique. Perhaps limited to Divine Cult or something. Might be nice to give it something more.
 
It would be useful if someone could post a summary of which maps that appear in the mod's standard start-game choice set are fully supportive of the new terrain/resoyurces and which are not
 
It seems that tectonic doesn't like cold tiles much. But I like this map script.
I really loved planet generator but it doesn't place mammoth and new features.
And I want to adjust sealevel of Perfect World (Too small land in spite of big map size. I don't use it only because of that.).
I certainly have to learn a way to tweak map scripts..
I'll try more various map scripts.
 
It seems that tectonic doesn't like cold tiles much. But I like this map script.
I really loved planet generator but it doesn't place mammoth and new features.
And I want to adjust sealevel of Perfect World (Too small land in spite of big map size. I don't use it only because of that.).
I certainly have to learn a way to tweak map scripts..
I'll try more various map scripts.

Get with cephalo, he might help you, or anyone else that has a map in the Mapscripts area of CFC.
 
Some map scripts tests (I didn't check the maps thoroughly and there are so many sub-options in map scripts so it may be wrong)

RoM_Planet_Generator_0_68 : No mammoth, No reef, No new features. Plenty of kelps
RoM_Tectonics : All
RoM_SmartMap : rare kelp, No reef, No new features
RoM_Terra : No mammoth, No Fossil
 
Some map scripts tests (I didn't check the maps thoroughly and there are so many sub-options in map scripts so it may be wrong)

RoM_Planet_Generator_0_68 : No mammoth, No reef, No new features. Plenty of kelps
RoM_Tectonics : All
RoM_SmartMap : rare kelp, No reef, No new features
RoM_Terra : No mammoth, No Fossil

Thx this does help.:)
 
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