C2C SVN Changelog

@Koshling:


OK even with the latest pushed SVN, just recently, i get this error trying to get a regular autosave from the NEW dll you just pushed.

Stick to max compat for now. I'll look into this as soon as I am able to
 
I've been looking in detail at the Civic tags and came across one I'm confused about.

This tag

<iCivicPercentAnger>100</iCivicPercentAnger>

Is explained in the Wiki as:

A weight for unhappiness in every city of the empire, per every known civilization that is adopting this civic while you aren't.

My reading if this is that is applies an Anger penalty of +100% to your cities if another nation is using that Civic and you aren't (and that is multiplied if several nations are using it). However, in C2C, is that a Relations penalty instead?

The above example is from M.A.D. Interestingly enough, the setting under Slavery is

<iCivicPercentAnger>-100</iCivicPercentAnger>
 
I have added in the new terrains we (AIAndy, Hydromancerx and myself) are working on. they are currently turned off for general use. I wanted to get them in a shared place.
 
Added quotes to the SVN for the following Techs:

Spoiler :
Modern Warfare
Mountaineering
Shelter Building
Basketry
Tool Making
Prehistoric Dance
Flint Knapping
Trapping
Carving
Boat Building
Bone Working
Deep Sea Exploration
Surrealism
Wormhole Communications
Drug Trade
Poison Crafting
Megalith Construction
Carpentry
Personal Adornment
Sewing
Tattoos
Bead Making
Tanning
Obsidian Weapons
Shamanism
Axe Making
Megafauna Domestication
Stargazing
Spear Making
Copper Working
Romanticism
Astrology
 
Updates
- Added New C2C Terrain text.
- Added Marsh text.
- Added Barren button/icon and Tweaked Terrain Stats.
- Moved Earth Wall from Stone Building to Megalith Construction.
- As requested by DH, changed FEATURE_BONES to FEATURE_FOSSIL for fossil related buildings.
- Tweaked Scrub Terrain to allow cities to be founded on it.
- Tweaked Scrub Terrain not to give Terrain Damage.
 
Put two representations for volcano in the terrain features. Note: they can't be placed via World Builder but appear OK if done in map scripts or by events. rats - forgot the event update.

Added Zebra unit and buildings to the Alternate Timeline mod so when we get buttons we can release the Zebra Chariot and Knight.
 
@Hydro (mostly, but FYI everyone)

I have just pushed to SVN changes to add a new building tag. The tag is <FreeTradeRegionBuilding> and has the same semantics as <FreeAreaBuilding> except that it provides its free building in all trade-connected cities (same ones free bonuses would apply in). I have updated the AfforessCiv4buildingsSchema.xml in assets/xml/buildings - copy that one if you use this in a module.

I suggest we move goods over to this tag, at which point they should entirely mimic bonuses apart from not being tradeable.

Note - for existing games the asset switch (assuming we go ahead and change goods) will not be 100% smooth but also won't do anything too nasty to the in-progress game (basically any goods the game already had in cities under the old system won't go away, so they'll be 'sticky'). For new games of course everything should be smooth.
 
Quick question. Will the new terrains SVN revision be compatible with old saves? My understanding is that max compat is mostly to allow savegames over DLL changes, so I'm thinking that the map might be fubar'd or something. I'd like to know before I update.:p
 
Quick question. Will the new terrains SVN revision be compatible with old saves? My understanding is that max compat is mostly to allow savegames over DLL changes, so I'm thinking that the map might be fubar'd or something. I'd like to know before I update.:p

I think it might mess up old games. When I tried to load mine it said it could not load it.
 
Quick question. Will the new terrains SVN revision be compatible with old saves? My understanding is that max compat is mostly to allow savegames over DLL changes, so I'm thinking that the map might be fubar'd or something. I'd like to know before I update.:p

Should be fine. max compat is about everything. It started off being about XML changes and went from there.
 
New terrains are in module and currently they aren't set to be loaded as default, so errors pop up when game is loaded.
To avoid errors, change this in Modules/Resources/MLF_CIV4ModularLoadingControls.xml
Code:
				<Module>
					<Directory>NewTerrains</Directory>
					<bLoad>0</bLoad>
				</Module>

to this.
Code:
				<Module>
					<Directory>NewTerrains</Directory>
					<bLoad>1</bLoad>
				</Module>

I think it would be better to make new promotions be in module, not in a core file, or to use dependency tag.
 
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