C2C SVN Changelog

Also you play on blitz? :eek:

I highly recommend you don't do this. I have only balanced Epic, Marathon, Snail, and Eternity. Anything faster than that is simply too fast for the amount of stuff we have in C2C. If you want to get the best C2C experience, play one of those four speeds.
 
Well, I don't care so much about "balance".
Also, I hate to play games for a week.
So, I'm now trying to PEACEFULLY conquer the WHOLE pre-Columbian world - and I do it on both Blitz and Settler.
I've always liked/preferred the warless way of conquering civs - and I can do so only on easy difficulties.
The fastest game speed is just to have a game in a day or two, not a few weeks.
You can sue me for being a lazy cheating coward. :lol: :lol: :lol:
 
Just pushed to SVN (3197):
  • Fixed a viewport centering issue
  • Fixed the domestic advisor click-on-city focus issue (and reinstated the city bring into view code that AIAndy had temporarily commented out pending this fix)
  • Fixed the transient showing of unrevealed tiles when viewports switch sometimes (I think - the game engine is being extremely ornary in this area, so more tweaks might be needed, but a solution is coming together at least)
  • Fixed an issue with resource labels being displaced across a viewport switch (if you have resource labels showing)

Any testing and feedback of especially the changes for the transient showing of unrevealed terrain would be welcome.
 
Well, I don't care so much about "balance".
Also, I hate to play games for a week.
So, I'm now trying to PEACEFULLY conquer the WHOLE pre-Columbian world - and I do it on both Blitz and Settler.
I've always liked/preferred the warless way of conquering civs - and I can do so only on easy difficulties.
The fastest game speed is just to have a game in a day or two, not a few weeks.
You can sue me for being a lazy cheating coward. :lol: :lol: :lol:

That is absolutely fine, I just wanted you to know that you were getting into. As SO says repeatedly, "just have fun!".

@Koshling: Great job, I can't wait to get back to try out the new fixes!:goodjob:
 
ls
Thanks.
I'm now friends with all 30+ Euro-Asia-African civs and waiting for first vassals to appear, though it might take a lot of time.
I'm yet to contact America and Australia...
I bought already some 4 cities by trading techs and contacts, which is a part of how I meant to play.
Next step shall be gathering enough EPs to insta-buy neighboring civs.
Yup, the key there, is to buy the ENTIRE civ in one turn, or they'll backfire a war on me, that I so don't want... :D
I had to think a bit how to get around seeing just 30 civs through scoreboard - but it simply meant using F4.
Well, only on those that "left the caves" and stopped being "minors". :lol:
Anyways, I really enjoy the GEM, it makes much more fun to play the WORLD, not just some random meaningless map. :D
THANKS TO ALL OF YOU MODDERS!!! :D
 
Just pushed a small correction to the viewport centering, which wasn't working correctly in non-wrapping coordinates (rev 3198).
 
Can you please fix the GEMs?
Or why don't they work???
I even downloaded the latest version from the log, but the best one, pre-Columbian, is crashing on turn 2 always.

RS
I'll wait until it gets fully fixed, cause I don't understand what you mean by initial auto-save...

Spiral :D :D :D
I'll try and reply in a few minutes.
Hopefully - a GOOD reply.

SUCCESS!!! :goodjob:
Now if anyone can EXPLAIN this...
Not that I need it, but it is so weird.
Also, I experimented with the guardian - and no crash!

THANK YOU VERY MUCH!!! :goodjob:

Anyways, I'm extremely glad to be able to play GEM with REAL world and LOADS of civs. :D
Thanks again! :goodjob:

Spiral
Your solution also removed the speed problems I had before.
Don't remember, maybe it was v23 and WAS solved, but I do remember same-type crashes on faster speeds.
I'm now on Blitz, and it didn't crash after I RELOADED it.
But there IS a problem (or seems to be) - all previous-game auto-saves get deleted.
So, if I play one game, then want to play another - I must save manually, cause auto-saves just disappear.
I don't thing it should be so, right?

Well, I don't care so much about "balance".
Also, I hate to play games for a week.
So, I'm now trying to PEACEFULLY conquer the WHOLE pre-Columbian world - and I do it on both Blitz and Settler.
I've always liked/preferred the warless way of conquering civs - and I can do so only on easy difficulties.
The fastest game speed is just to have a game in a day or two, not a few weeks.
You can sue me for being a lazy cheating coward. :lol: :lol: :lol:

ls
Thanks.
I'm now friends with all 30+ Euro-Asia-African civs and waiting for first vassals to appear, though it might take a lot of time.
I'm yet to contact America and Australia...
I bought already some 4 cities by trading techs and contacts, which is a part of how I meant to play.
Next step shall be gathering enough EPs to insta-buy neighboring civs.
Yup, the key there, is to buy the ENTIRE civ in one turn, or they'll backfire a war on me, that I so don't want... :D
I had to think a bit how to get around seeing just 30 civs through scoreboard - but it simply meant using F4.
Well, only on those that "left the caves" and stopped being "minors". :lol:
Anyways, I really enjoy the GEM, it makes much more fun to play the WORLD, not just some random meaningless map. :D
THANKS TO ALL OF YOU MODDERS!!! :D

No offense to you, but this is what goes INTO the SVN, not for comments, so can you please move your COMMENTS to a thread that has something to do with your ideas/suggestions/questions, i know your new but . . . anyways at least thx for writing. Just not here!
 
Updates:

-Increased Unit and Building build times.

The building train times are still much too slow. Please put the buildings back to where they were. Also the unit train times could be a bit faster as well. Note I am testing on Snail speed and I am getting techs a lot faster than buildings or units.

Due to how many buildings we have we should be able to build many of them and units. They are buildings so slow now that they are obsoleting before I can even build them. Please fix when you return or someone else fix it.

Note that I balanced them as I have made the buildings so you can get most buildings as you advance. Now they are all thrown off and out of wack. Please do not mess with building or unit build times.
 
How far are you in that test game of yours? I also play with snail speed, and I'm a few SVN versions behind so still using the adjusted speeds. I'm in the classical period and can make multiple units (not the cheapest available, but the culture-specific ones) per turn in my capital and building the Colossus took a measly 5 turns. If anything, imo the build times should be increased - progression is too fast already.
 
How far are you in that test game of yours? I also play with snail speed, and I'm a few SVN versions behind so still using the adjusted speeds. I'm in the classical period and can make multiple units (not the cheapest available, but the culture-specific ones) per turn in my capital and building the Colossus took a measly 5 turns. If anything, imo the build times should be increased - progression is too fast already.
To properly evaluate the case you mention you should maybe elaborate what the source of your production is. Slaves?
 
Of course - slavery is a no-brainer to use at that point. Which of course makes it too strong in itself too, but in general I don't think bumping down the production times is the answer, either.
 
Of course - slavery is a no-brainer to use at that point. Which of course makes it too strong in itself too, but in general I don't think bumping down the production times is the answer, either.
Well, slavery in that form makes your cities far too strong production wise as soon as you can get it and the production slider on the gamespeeds is the wrong place to tackle that.
 
How far are you in that test game of yours? I also play with snail speed, and I'm a few SVN versions behind so still using the adjusted speeds. I'm in the classical period and can make multiple units (not the cheapest available, but the culture-specific ones) per turn in my capital and building the Colossus took a measly 5 turns. If anything, imo the build times should be increased - progression is too fast already.

I played up to mid Ancient before I changed the settings. My main worry about prehistoric since it is the most tested and thus the one I can balance the easiest. Not being able to build prehistoric buildings before they go obsolete ment either the tech speed is too fast or the building rate was too slow. Since the tech rates have been much better I went with restoring the old production settings.

With it restored you should have a ton of buildings to build but you will be able to build a lot more of them again. There is no doubt that more will be built in the future so there should not be a need to make them cost more.

As long as the AI can build them too I do not see a problem. It would be nice if some of the more industrious or economic civs would spend time building more buildings and less units.

Also with the addition of more crimes, diseases and other negative things it should balance out any abundance of :), :health: and possibly even :gold:.
 
A number of tweaks and fixes for viewports to address concerns. SVN rev 3202.

Summary:
  • Fixed a bug that caused features and rivers to not reveal correctly when moving units to reveal terrain
  • Modified the code to not spoof unrevealed territory to the game engine at all if viewports are disabled
  • Modified the ocean spoofing to not spoof unrevealed tiles adjacent to revealed tiles (see below)

Details:

The bug fix is self-explanatory, and doesn't need more detailed discussion.

The change to not perform any spoofing (to the game engine) if viewports are not enabled, is to eliminate any performance overhead it might have when it's not needed. However, since it has been reported that unit moves seem to have slowed down even when they are not revealing new territory, this may not make any difference (but at least it eliminates this as a potential cause of any slow downs)

The change to ocean spoofing is a bit more subtle. The problem I'm trying to solve here, is that when tiles are UNrevealed, the game engine fades them (that is their graphics) out over an extended period of about 5-10 seconds. Because a viewport shift changes the underlying tiles for the game-engine's perceived coordinate system, this means it sees coordinates that change from being revealed tiles to unrevealed tiles (and that also change their terrain and feature types most likely since they are actually totally different plots). This means that it displays their tile art (which will reflect the new plot mapping) and fades it down because it is now unrevealed. The net effect for the user is that when the viewport switches, they transiently see the graphics for what should be unrevealed terrain.

What the spoofing code does to combat this is claim that unrevealed tiles are featureless, riverless, plots with a base terrain that displays as a black tile (TERRAIN_SPACE), so essentially what you see fading to black is..well...black anyway (so you don't see anything fading). The problem is that water tiles have an additional graphic, in the form of a texture overlay for the waves. It turns out that this layer is imposed directly by the game engine on ANY tile that is water, so we cannot stop it except by claiming that a tile is not water.

In the previous SVN I simply claimed that all unrevealed tiles are not water to get around this, but that causes artifacting at the edges of the revealed map in oceans, because water/land transitions ALSO get (coastal) waves applied (and there are some subtle height effects too) by the game engine, in a way we again cannot influence. The net result was something that looked like an unrevealed landmass on the edge of your view wherever your reveal boundary was in the ocean, as well as some strange 'bumps' where the ocean appeared not to be flat.

Today's change backs off a bit and uses a slight compromise. It only spoofs water that is both unrevealed and not adjacent to anything revealed. The effect of this is to move all the artifacts out one tile into the unrevealed area, where you don't see them anyway. The (minor) downside is that the transient fade-out of unrevealed terrain on a viewport switch will now show you unrevealed water tiles adjacant to revealed tiles. However, this doesn't really give away much information you didn't know anyway (since examination of the edges of the revealed tiles would have told you there was water there anyway).

Let me know how this works out for you...
 
How many crimes are there now:eek: every time I look at the SVN updates it seems that five new crimes have been added:lol:

40 so far. I still have some more planned too. They range from small crimes to big crimes and are spread out across the tech tree. Some are easy to get such as Graffiti while others need a huge crime level like Organized Crime. And not all are a simple as :mad:, :yuck: or -:gold:, some pollute or increase flammability others reduce unit production while others even create instability if you play with Revolutions on.

If you want an extremely challenging game try to not used any anti-crime buildings or units. And see how high your crime rate will soar!
 
Updates:

-Fixed a couple tech issues reported by Hydro and Vokarya.
-Fixed the Riot Control promotions on Police Mechs and Dogs.
-Added some entries in the Pedia for Viewports, Crime, and Pollution.
-Moved my art into the Core.
 
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