C2C SVN Changelog

Just pushed to SVN (4946):
  • Corrected a typo in the code for chipotle-revealed info pointed out on the boards
  • More experimental great commander AI changes

The GC changes should cause them to form small stacks and go hunting until they reach about level 4 experience if they are not urgently needed elsewhere.
 
Update:

-Implemented Strategic Rivers.
 
Update:

-Implemented Strategic Rivers.

Wha? I was not aware we had anyone working on this!

PLEASE! We need a new thread to introduce and discuss in detail what you mean by this I think! Sounds like a lot of implications going on here!
 
Wha? I was not aware we had anyone working on this!

PLEASE! We need a new thread to introduce and discuss in detail what you mean by this I think! Sounds like a lot of implications going on here!

I believe HE's messing with us??:mischief: :nono::spank:
 
Navigable/ strategic rivers does make for a good potential candidate for a notable group focus 'this year' feature while multi-maps is being worked out.. Something that hinges on figuring out unit and river placement and could be a 'relatively' easy improvement that doesn't take a world of time.

Even if he's messing, it's not a bad suggestion.
 
Update:
-Attempt to solve inflation glitch

Hi, first of all, love your work guys, tyvm.

The inflation glitch corrupts the savegames played with it, though it improves over the time (after the editing of Civics.xml to 0), but it takes eons, i.e. from 1380% to "normal" at a rate of 10-15% (more or less) per turn.

Edit: Sry 4 wrong allocation. How do i remove a post or push it to the appropriate thread?
 
Wha? I was not aware we had anyone working on this!

PLEASE! We need a new thread to introduce and discuss in detail what you mean by this I think! Sounds like a lot of implications going on here!

I died. :lmao:

Navigable/ strategic rivers does make for a good potential candidate for a notable group focus 'this year' feature while multi-maps is being worked out.. Something that hinges on figuring out unit and river placement and could be a 'relatively' easy improvement that doesn't take a world of time.

Even if he's messing, it's not a bad suggestion.

Someone will need to fix the river graphics as SR messes up the look of deltas and three-way junctions. I would also recommend getting rid of the movement restrictions entirely unless the team is willing to change the gameplay to suit that (assuming they do, it should be an option).
 
Hi, first of all, love your work guys, tyvm.

The inflation glitch corrupts the savegames played with it, though it improves over the time (after the editing of Civics.xml to 0), but it takes eons, i.e. from 1380% to "normal" at a rate of 10-15% (more or less) per turn.

This needs to be in the Bugs/Crashes thread, thx, btw Welcome to CFC and trying this great mod.

http://forums.civfanatics.com/forumdisplay.php?f=460

Update:

-Implemented Strategic Rivers.

I died. :lmao:

Someone will need to fix the river graphics as SR messes up the look of deltas and three-way junctions. I would also recommend getting rid of the movement restrictions entirely unless the team is willing to change the gameplay to suit that (assuming they do, it should be an option).

OK No more posting in this section for [offtopic] stuff, thx.
 
Hey, is it necessary to get v28 before downloading the SVN? What is does it mean when files and trees are "conflicting?"
 
Hey, is it necessary to get v28 before downloading the SVN? What is does it mean when files and trees are "conflicting?"

No idea on what you are talking about on the latter*, but the initial download of the SVN will contain everything (and will take 30 minutes to several hours depending on your connection and sourceforge's quirks). The updates afterward will only have the new stuff.

* DO NOT TRY TO DOWNLOAD IT ON TOP OF YOUR EXISTING MOD!!!
 
Hey, is it necessary to get v28 before downloading the SVN? What is does it mean when files and trees are "conflicting?"

Conflicting would imply there are local edits to your local copy. You should never edit you local image that the SVN is updating unless you are a modder (export and then edit that image is fine if you want to make private changes). To get ou of it you need to resolve the conflicts, which requires telling SVN to ignore local changes and overwrite them on each conflicting file individually. If you have a lot at this point it'll be easier to delete everything and re-get from the SVN probably.
 
Update

- Fix Salavery world view buildings - main problem was that I called them all the same thing which confused the pedia. Hopefully I will get time today to get the removal working and the Cannibalism and sacrifice in.
 
Wha? I was not aware we had anyone working on this!

PLEASE! We need a new thread to introduce and discuss in detail what you mean by this I think! Sounds like a lot of implications going on here!

I sort of figured out that he was joking with us when I checked the SVN logs last night. I personally laughed a bit at it.

Edit: Also, here are my Updates:

-Added gametext, AI, and schemas for the new Terrain Work tags.
 
I haven't looked into the reason, but I have a captive military, took him to my capital, and all he can do is hurry production, or be ransomed back (I think - the text for the latter is broken). I have researched slavery. What else do I need for the active to be able to build the worldview?
 
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