C2C SVN Changelog

Serious question: I got the SVN version; but it seems to be an awful lot of hard-drive space (about 7 gig, between the Tortoise copy and the Working copy). As I don't have tons of hard-drive space (the drive is due for a replacement and OS upgrade next year), I'd rather not keep them both to hand for an extended period to do continual updates.

(dusckr87's linked insturctions in the OP said "3. Extract the entire folder to a second temp folder, copy that folder to the BTS\mods folder, and zip the mod. This step is of course optional." Zip which bit? The base folder (i.e. the contents of the folder that you use Checkout/Update on? The bit in the BTS mods section (I assume the former more likely than the latter?) If zipping whatever compresses it to a reasonable size, then the following might be moot, but I don't want to sip the wrong folder!)

So, then, as a first-time player, would I be better using the V27 from moddb, or using the SVN version (as of the time I actually start a game) as the "release" (and then clearing the "checkout update folder" for the course of that game, essentially using the SVN release on the particular day as a "locked" version to play that game with.

I ask since, I'm not sure which would be more stable or whatever; rather, being a newbie, I don't know how much of the SVN stuff is just bug/error fixes or additional whatevers; the last page or so of the thread seems to indicate the former more than the latter, but some clarification from One O' Them As Knows would be helpful!
 
Don't know if this thread is the right place, but since I got the embassy visibility thing fixed, I thought I might as well get the visibility-increasing tower buildings working. Frontier Outpost, Watch Tower, etc. are supposed to increase city line-of-sight -- it's in the help text, they have iLineOfSight XML entries for it, and the AI even values it -- but they don't. There is just no code referencing it at all, besides the AI valuation. Fixing it won't be hard.

So I had a question for you guys -- how exactly is this meant to work? If it just adds to the line-of-sight distance from the city square itself, it seems IMO relatively worthless. Currently the increases are all either 1 or 2, depending on the building. And a city nearly always has a ring of owned tiles around it, usually much more than that, all of which it can see from. So only in rare circumstances would a line-of-sight bonus of +1 or +2 from the city have any effect. For a city on open plains, a +1 bonus would give it (presumably) a line-of-sight of 2 spaces, but it starts with a ring of owned tiles with a line-of-sight of 1, so the +1 bonus would have no effects the player could see at all. The +2 would uncover another another ring of tiles, but only if the city still hadn't popped a culture level and if there were not obstacles to vision. I think only if the city were on a mountain would this way of doing things have any significant effect.

What I was thinking would work would be to add the line-of-sight bonus to all owned squares within the city's cultural radius. Probably it should be limited to squares not occupied by an enemy, or perhaps even to enemy-unoccupied squares within the city's workable radius. This would be as if the towers were built along the border regions rather than in the city. That would have a much larger effect, and players would pretty much always see a difference from building the tower, by expanding the visible ring of tiles around their territory.

Any thoughts on this?

-damgo

Usually this sort of discussion would go in the discussion thread not here.

I agree with your analysis.

Serious question: I got the SVN version; but it seems to be an awful lot of hard-drive space (about 7 gig, between the Tortoise copy and the Working copy). As I don't have tons of hard-drive space (the drive is due for a replacement and OS upgrade next year), I'd rather not keep them both to hand for an extended period to do continual updates.

(dusckr87's linked insturctions in the OP said "3. Extract the entire folder to a second temp folder, copy that folder to the BTS\mods folder, and zip the mod. This step is of course optional." Zip which bit? The base folder (i.e. the contents of the folder that you use Checkout/Update on? The bit in the BTS mods section (I assume the former more likely than the latter?) If zipping whatever compresses it to a reasonable size, then the following might be moot, but I don't want to sip the wrong folder!)

So, then, as a first-time player, would I be better using the V27 from moddb, or using the SVN version (as of the time I actually start a game) as the "release" (and then clearing the "checkout update folder" for the course of that game, essentially using the SVN release on the particular day as a "locked" version to play that game with.

I ask since, I'm not sure which would be more stable or whatever; rather, being a newbie, I don't know how much of the SVN stuff is just bug/error fixes or additional whatevers; the last page or so of the thread seems to indicate the former more than the latter, but some clarification from One O' Them As Knows would be helpful!

The SVN folder includes information about the changes to all the files which is why it is much bigger. I have a cold and am still a bit fuzzy headed so I wont comment on the zip bit :).

It depends on what you mean by stable. If you mean does not change then the download is more stable. The SVN will have fixes that stop crashes in the download version so may be considered more stable but at any time there is a good possibility that the current SVN is not playable at all. We try hard not to have that happen but there have been times when the SVN has been broken for a day or two. As long as you keep up with the threads you can usually avoid downloading/updating to such a version.
 
Right, so SVN is probably the better bet, then; with the proviso that if I do clear the "base" copy to save disk space and there happens to be major frack-ups that get in, I might have to refresh/reaquire the whole "checkout/update" folder to fix it. I'm understanding, yes, that the fixes in the SVN are mostly "live", i.e. that they are (within a reasonable order of magnitude) save-game compatible?

I ask, since the only other thing I play in this vein (OpenTTD) locks you into whatever version (with whatever twiddly bits) you are in when you start a new game, so you can't add/change bits to an ongoing game. (Of course, in their case, this is due to the modular nature of the bits you add in, which, naturally, could very easily play merry hell with your save game if you changed them!)
 
Almost all changes to C2C are save game compatible across versions including SVN changes. You may be prompted to run a "recalculation of assets" but once that is done you can continue playing the game.

If you turn a module off then play and save a game, exit, turn the on and load the save then that module will be available in the newly loaded game. If you turn one off then load a save you will be informed of units etc which are no longer available, they will be removed and you can continue the game.
 
Updates
- Fixed Ranger, Game Hunter and Big Game Hunter from having a dog unit graphic since they are not a canine unit.
- Tweaked Costs of Bicycle Shop, Velodrome, Marine Biology Lab, Aquarium, Ranger Station, Camp Grounds, State Park and Poacher's Camp.
- Tweaked Costs of National Weather Service and National Park.
- Added Ornithopter Aerie (aka Clockpunk Airport) building.
 
(dusckr87's linked insturctions in the OP said "3. Extract the entire folder to a second temp folder, copy that folder to the BTS\mods folder, and zip the mod. This step is of course optional." Zip which bit? The base folder (i.e. the contents of the folder that you use Checkout/Update on? The bit in the BTS mods section (I assume the former more likely than the latter?) If zipping whatever compresses it to a reasonable size, then the following might be moot, but I don't want to sip the wrong folder!)

The SVN folder includes information about the changes to all the files which is why it is much bigger. I have a cold and am still a bit fuzzy headed so I wont comment on the zip bit :).

It's been a while since I posted that, and I'm not sure when it was added to the OP, but I meant it was optional to zip the folder (working copy folder*) and archive it, so you didn't need to download later. I in no way meant you to do so to save HDD space, as I assume that in this day and age 7GB is trivial. I suppose in this day and age downloading multiple times is trivial as well, but it isn't in my case.

*zipping the SVN folder won't allow you to update it; even unzipping it later probably wouldn't work though I never tried it
 
It's been a while since I posted that, and I'm not sure when it was added to the OP, but I meant it was optional to zip the folder (working copy folder*) and archive it, so you didn't need to download later. I in no way meant you to do so to save HDD space, as I assume that in this day and age 7GB is trivial. I suppose in this day and age downloading multiple times is trivial as well, but it isn't in my case.

*zipping the SVN folder won't allow you to update it; even unzipping it later probably wouldn't work though I never tried it

Right.

I've "only" got a 465GB hard drive, and it's getting sufficiently full (mostly with games that are in various stages of use) that it's already reached the point where I had to have a major clearing out session to provide the 15% space for doing a de-frag. (Hense the other reason why when I shall have to do the OS upgrade, I shall have a new, larger hard drive, wherein it will be trivial again. But it isn't at the moment.)
 
Right.

I've "only" got a 465GB hard drive, and it's getting sufficiently full (mostly with games that are in various stages of use) that it's already reached the point where I had to have a major clearing out session to provide the 15% space for doing a de-frag. (Hense the other reason why when I shall have to do the OS upgrade, I shall have a new, larger hard drive, wherein it will be trivial again. But it isn't at the moment.)

I really don't want to continue to hijack this thread, but have you considered an external USB HDD? That's what I use in addition to my internal drive (in fact, anything not OS related/helping the OS is on the external drive).
 
I really don't want to continue to hijack this thread, but have you considered an external USB HDD? That's what I use in addition to my internal drive (in fact, anything not OS related/helping the OS is on the external drive).

Very quickly - because I don't either! - we do have one for an additional back-up, but we don't really have space to keep it up permenantly (and I don't think it's especially reliable for continuous use, being a fairly cheap one (Western Digital, which my mate, himself a tech, described as somewhat unreliable - at the time, anyway, I dunno, maybe they are better now) I bought with the computer in 2007). But like I say, we've really got to upgrade the OS next year anyway (when i can scrape the pennies together), so I plan to buy a new HDD to install Win 7 on (I'm still on XP at the moment), and either dual-boot or use the older drive as storage in the short to medium term (simply because it means I don't have to spend a solid week installing all our of numerous (non-game) programs, and can space it out a bit more!)

From my experiments earlier today (and Dancing Hoskuld said on another thread), there is a possibility that C2C may be a just a touch beyond my machine anyway at any size of note anyway. (The iron idiot is seven years old, after all, and while it's quite capable of running all the games I play - like ME3 or Witcher 2 (some newer game's incompatibility with XP problems notwithstanding), it's my understanding that Civ IV mainly uses other resources than the graphics card, which I'm not going to be able to update (as that would pretty much require a new, well, everything, nearly!) in the near future.)
 
Updates:
-Readded Totalitarianism
-Presidential Monument can now be constructed with Democracy
 
Updates

Units:
  • Ancient Rocketeer, Ballista, Ballista Elephant require Siege Warfare (requirement syncs with tech requirement for Siege Weapons Workshop)
  • Cree Tracker goes obsolete at Feudalism
  • Cuirassier upgrades to Dragoon (in addition to Carabinier and Lancer)
  • Phak'ak upgrades to Heavy Pikeman
  • Swiss Pikeman changed to a Heavy Pikeman variant (cost 135, Strength 9, requires Armor Crafting tech, upgrades to Musketman, starts with Guerrilla III instead of Mountaineer, iConscription 6, iPower 17)
 
Update:

New Transhuman Era wonder Zurich-Orbital and associated building Zurich-Orbital Uplink.
 
What does the Zurich-Orbital do?:confused:

Zurich-Orbital is a corporate space station. Here's the post where I presented it: http://forums.civfanatics.com/showpost.php?p=12002280&postcount=468

Z-O gives the following:
  • Building city gets +25% gold and espionage
  • Building city gets +2 gold, science, and espionage per Orbital Infrastructure building in play, but no more than the city's population. This is the Orbital mechanic.
  • Any of your cities at size 6 can build Zurich-Orbital Uplink for +10% gold and +20% espionage (I originally had the gold bonus at +20%, but decided that was too much)
  • It's eventually supposed to give +25% gold from all Corporation Headquarters you control, but that's an XML tag that does not exist yet.
 
Zurich-Orbital is a corporate space station. Here's the post where I presented it: http://forums.civfanatics.com/showpost.php?p=12002280&postcount=468

Z-O gives the following:
  • Building city gets +25% gold and espionage
  • Building city gets +2 gold, science, and espionage per Orbital Infrastructure building in play, but no more than the city's population. This is the Orbital mechanic.
  • Any of your cities at size 6 can build Zurich-Orbital Uplink for +10% gold and +20% espionage (I originally had the gold bonus at +20%, but decided that was too much)
  • It's eventually supposed to give +25% gold from all Corporation Headquarters you control, but that's an XML tag that does not exist yet.

Sounds like a really good wonder. And it will become better once the XML tag for the last effect gets added.
 
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