C2C SVN Changelog

Looked at the fix and so far so I can tell it isn't really a fix - it'll prevent the crash but leave the AIs researching nothing so far as I can see. You just removed a log in the case where the first tech to research is NO_TECH. Since that shouldn't legitimately arise it just hides the bug...

...so - I need the save game please...

Yeah, that's what I was trying to alude to... that it was just a bypass but still indicated a bigger problem. Glad you were able to fix it! Sorry I wasn't here to re-provide the save though.
 
Update

- Minor changes to Story Teller line outcomes.

New
- Added test version of phillipschall's modmod to slow down the early religion spread.
@phillipschall you will need to test that this does what you wanted. I just took your XML, got rid of things you weren't changing and made sure the XML was not falling over. You will need to edit the MLF file in the Assets/Modules folder to turn your modmod on. If it is working as you want I suggest you put a thread in the C2C modmods forum telling people what it is about and how to activate it.

@everyone else you should ignore this modmod until it is released. ;)
 
Update

- newer version of pillipschall's Slow Early Religion Spread modmod. I believe it is ready for people to play with but there may still be a few tweaks. I'll leave it to pillipschall to advertize and explain. ;)
 
Just pushed to SVN (4757):
  • Fixed a fairly long standing bug with the AI for barbarian attack stacks, which would result in them hanging around not doing much if there was no target city within a fairly small range
  • Optimized unit validity/upgrade existence somewhat to improve performance
 
How do I update my current C2C version to the most recent svn version?sorry im new to this.

All you need is listed and on the 1st Post, thx.

EDIT: Added an "S" to the word (HeroicPromotion)which was Wrong!, DUH!! thx DH
 
Just pushed to SVN (4762):
  • Fixed occasional crash on city conquest
  • Fixed some issues with worker escort logic
 
Just pushed to SVN (4765):
  • Fixed bug that could cause AI transports to get stuck
  • Significantly reworked optimization of AI city production choice

The second of these is quite complex and far-reaching (I under-estimated how hard it would be, and it's ended up taking me 3 days), but significantly improves the efficiency of the AI city production choice routines. This shaves about another 12 seconds off the turn time in the save Spoon kindly supplied me last week. However, because it's complex there is scope for mistakes, so please be on the lookout for AI cities that don't seem to be building sensible buildings.
 
However, because it's complex there is scope for mistakes, so please be on the lookout for AI cities that don't seem to be building sensible buildings.

I almost always have it turned ON, because i really like it now, so thx.;)
 
Updates

- Fix the unlimited power event to subtract the cost.
Edit
- A few of hale_9204's latest Italian translations (more to come).
- Spices now only improved by Orchard not Orchard and Plantation.
 
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