C2C SVN Changelog

Hey, I haven't played for about a year, want to start a new game starting in Renaissance, anything I should be aware of?
Is there an IRC chat or something for C2C players?

Well, the first thing to be aware of is that no starting era apart from prehistoric really works (at least is anything but completely unbalanced at the start as you don't have the infrastructure in place that the era is balanced for)
 
XML errors in the current SVN:

These are the ones flagged immediately when a debug build is run:

HILL_WORKER1 used in PROMOTION_HILL_WORKER2, but not defined (should be PROMOTION_HILL_WORKER1 I think). Similarly HILLWORKER2 used in PROMOTION_HILL_WORKER3

BUILDING_MERCANTILISMSILVER and BUILDING_MERCHANTILISMGOLD are both incorrectly defined outside of the <BuildingInfos> tag in the file 'Assets\Modules\CIVPlayer8\Buildings\CP8_CIV4BuildingInfos.xml' and hence are undefined (someone cut & pasted one line too far into the file after the </BuildingsInfos> tag)

UNIT_SLAVE referred to in two Traits, but not defined (and shouldn't be referred to outside of the captives module anyway)

BUILD_BEACON referred to from a trait, but doesn't exist

IMPROVEMENT_SEED_FARM referred to from a trait, but doesn't exist

IMPROVEMENT_PLANT_PICKING_CAMP referred to from a trait, but doesn't exist

'doRemoveWVCannibalism' is mis-used as if it were an Event trigger rather than (I assume) a Python function in various mission definitions in Assets\Modules\DancingHoskuld\Captives\GP_CIV4UnitInfos.xml (<EventTrigger> specifies the id of an EVENTTRIGGER for an EVENT that is to go off as a result of that outcome, not a Python function to be called)

Two civ prefix definitions refer to CIVIC_CLERGY (which does not exist) in Assets\XML\Civilizations\CIV4CivNameInfos.xml

CIVIC_SLAVERY (does no exist) is referred to from 2 event triggers, a captive mod OUTCOME and a Project Hades building

CIVIC_MANORIALISM (does not exist) is referred to from one of Hydro's buildings in 'Assets\Modules\Hydro\Tweaks\Tweaks_CIV4BuildingInfos.xml'

@MODDERS - please tick these off in replies as you fix them, or we'll lose track of which remain to be done.
IMPROVEMENT_SEED_CAMP referred to from a trait, but doesn't exist
 
Just pushed to SVN (5033):

Fixed a bug that could cause loss of vicinity bonuses during recalc
 
XML errors in the current SVN:

These are the ones flagged immediately when a debug build is run:

HILL_WORKER1 used in PROMOTION_HILL_WORKER2, but not defined (should be PROMOTION_HILL_WORKER1 I think). Similarly HILLWORKER2 used in PROMOTION_HILL_WORKER3

One would think that I would have learned better after making this mistake many times before. But apparently not. :rolleyes: Should be fixed now on the SVN.
 
XML errors in the current SVN:

These are the ones flagged immediately when a debug build is run:
'doRemoveWVCannibalism' is mis-used as if it were an Event trigger rather than (I assume) a Python function in various mission definitions in Assets\Modules\DancingHoskuld\Captives\GP_CIV4UnitInfos.xml (<EventTrigger> specifies the id of an EVENTTRIGGER for an EVENT that is to go off as a result of that outcome, not a Python function to be called)

CIVIC_SLAVERY (does no exist) is referred to from 2 event triggers, a captive mod OUTCOME and a Project Hades building

I have fixed all but the two events, I gave SO the code to fix them yesterday (my time which would be today your time:mischief:). If he wants me to fix them I probably can as I am much better today. Changes will be on the SVN as soon as I test they don't cause problems.
 
Updates

- many updates to captives but almost no new functionality
  • XML fixes al la Koskling's post
  • Tech unhappiness for Cannibalism and Slavery
  • Human Sacrifice buildings but they can't be built yet.
  • When you capture a city with specialists eg Generals and Military Instructors you now get messages saying you killed them all. Except for settled slaves which may become "Captives - Freed Slaves" who will be happy to become workers in your nation if you outfit them with the tools.
 
I can stand some lack of balance, as long as it isn't completely broken, I'm fine with that. Though it is funny that Renaissance starts in the year 50000+ AD...
Played 50 turns and no animals and the sea is black, is that normal?

we have other places for this but i have also a similar issue with things being black when i just updated and running it for the first time for me restarting C2C solves it so i'm not that concerned about my issue
 
As I suggested, and DH agreed (unless you object??) I am going o change the DLL anyway today, so hat anything with a civic prereq implicitly gets the need for the required civic to be active, and remove the <bRequiresActiveCivics> from being interpreted (and mark it in the schema in a comment as obsolete for now - down the road we can actually remove it if we can be bothered from all the schema and building files).

Are you OK with this, or do you need the extra flexibility the separate tag gives?

I would normally say Ok but I wonder if there would ever be an instance where it should have them separate. Such as requires a civic to be built but then doesn't go inactive because you change civics. I would say leave it for now.
 
SVN 5061 : French Translation Update

*Translation of new game options
*Translation of Captives actions
*Translation of new traits (to be verify)
*other misc texts / corrections
 
Updates

- Change events to use te slavery world view buildings rather than the old civic.
- Changed the pedia and strategy text for Silk tech. (Note to modders: the strategy text is supposed to be short. In this case it was so long it was pushing all the important information off the screen. I moved the old text into the pedia entry where it belonged.)
 
Just pushed to SVN (5065 - thanks Snofru1 and Stormwind for the key save and minidump):

Fixed load/save bug that could result in very large saves and large memory usage
 
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