• Our friends from AlphaCentauri2.info are in need of technical assistance. If you have experience with the LAMP stack and some hours to spare, please help them out and post here.

C2C SVN Changelog

Update

- New terrain features - Ancient, Burnt and New Forest. Not integrated yet. Someone needs to add the pollution properties. I need to finish fixing the python - in Any Fun Mod features upgrade as well as improvements. We don't have that feature so I need to use improvements that upgrade and when they do upgrade the terrain feature also. There is no way to get Ancient Forest. We may need to redo the yields for all forest types. The event Forest Fire will need to be redone - I'll describe what needs to be done on the event thread.
- Tweaks to Bonuses.
- Lawyer unit now provides some anti-crime.
 
Updates:
Anarchism Changes:
  • 200 Distance Maintenace -> 150
  • 300 # of cities modifier -> 200
  • War :mad: 100 -> 50
  • + 3 Civic :mad: -> 2

Chiefdom Changes:
  • 150 Distance Maintenace -> 100
  • 150 # of Cities Maintenance -> 125
  • + 2 Civic :mad: -> 1
  • War :mad: -20 -> -10
  • :mad: per 20% Tax -> 35%
Despotism Changes:
  • -30% War :mad: -> -20% War :mad:
  • +1 :) per Military Unit -> 0
  • +3 Civic :mad: -> +1
  • :mad: per 20% Tax -> 35%
  • Military Production Modifier 0 -> 15%
  • 30% Distance Maintenance -> 0%
  • 50% # of Cities Maintenance -> 20%
  • 50% overseas maintenance -> 0%
  • +5% :hammers: -> 7% :hammers:
  • -15% :culture: -> -10%
 
Update

- Fix Basic Forestry - when a Tree Nusery is built the New Forest terrain feature is placed on the plot. When the Nusery upgrades to Young Forest the Young Forest improvement is removed and the Forest terrain feature is put on the plot.
- Tweaks to subdue animals including animals able to build zoo or aquarium.
- Normal worker can build Railroad and not Jump lane.
 
Update

- Merge Praetyre custom religioun building requirements into my Custom Religions and update schemas.
- Merge Praetyre subdue animals building requirements into my subdue animals.
- Merge Praetyre religious building requirements into core.
- Remove obsolete techs for Druid and Shaman religion buildings because Custom religions is still an option.

Yes this means I removed them from your mod Praetyre. I decided that since I am in charge of the religions I could do this and I agree with the changes anyway.
 
Updates
  • Bugfixes (very minor ones probably unnoticed mostly)
  • Expansions to the Developing Leaders option (Negative Trait Selections, distinguishing between core traits and traits for the Developing Leaders option, Starting without a predefined Negative Trait if using the No Positive Traits on Gamestart option (I think I may have renamed the option No Traits on Gamestart now too...))
  • ALL Leaders updated to those new Developing Leaders design elements
  • Numerous new Traits tags (announced in the Traits thread)
 
Updates
  • Bugfixes (very minor ones probably unnoticed mostly)
  • Expansions to the Developing Leaders option (Negative Trait Selections, distinguishing between core traits and traits for the Developing Leaders option, Starting without a predefined Negative Trait if using the No Positive Traits on Gamestart option (I think I may have renamed the option No Traits on Gamestart now too...))
  • ALL Leaders updated to those new Developing Leaders design elements
  • Numerous new Traits tags (announced in the Traits thread)
Do you upload said changes in the near future?
 
Do you upload said changes in the near future?

It's there now... it just took my internet about 6 hrs from the time I started to get it uploaded properly since it quit on me in the middle of the process about 4 times. I'm trying now to get the debug archive uploaded too.
 
Back
Top Bottom