C2C SVN Changelog

@AIAndy - this was a bit of a 'merge from hell' with CvInfos.cpp since you and I changed it concurrently. I think I preserved all your changes correctly but I'd appreciate if you'd diff the changes and check it looks ok to you in regard to your spawnInfo stuff.
No relevant diff in that part so it should be fine.
 
Updates
Reduced chance for subdued animals will produce a resource instead of being captured.
Can now subdue Sabretooth Tigers.
New wild animals Cobra and River Crocodiles. They can be subdued.
New reptile buildings for subdued animals to build.​
 
Update

- Reduced Neanderthal City Attack to -75% and turned off free promotion of Combat I.

AI civs were still being quickly wiped out.
 
Which reminds me, you "promised" sharks and whales, so all I get is mermaids;). You wont let me have ostriches either.:rolleyes:

When did I promise this? I requested them before though. And I tried to extract some models from Zoo Tycoon 2, however all I could get out were the textures and not the meshes. :( If I could make them you know I would. I have been wanting them for a long time.

EDIT: Here are the textures. :(
 
Is that on NEW games or games that have already been started for awhile?

I investigated it, and it is related somehow to custom lh-s.
Base r697 starts up without problems, but with extra lhs, it is crashes on initialization, with attched.
With the r690 dll, it works fine, so it is probably the "Improved id allocation algorithm" "Runtime memory footprint reduction" change introduced with r691.
It still crashes if I use only 1 (one) extra LH. (turned off all, but one in the MLF_MLC)
 

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I investigated it, and it is related somehow to custom lh-s.
Base r697 starts up without problems, but with extra lhs, it is crashes on initialization, with attched.
With the r690 dll, it works fine, so it is probably the "Improved id allocation algorithm" "Runtime memory footprint reduction" change introduced with r691.
It still crashes if I use only 1 (one) extra LH. (turned off all, but one in the MLF_MLC)

Yeah thats probably the truth, it either had to e the LH you have or the custom civ, the huns, so you narrowed it down to the LH, there were alot of schema changes since i put those up so more than likely they are OUT of date, best thing to do is just, either put them in another folder, or delete them completely.
 
Yeah thats probably the truth, it either had to e the LH you have or the custom civ, the huns, so you narrowed it down to the LH, there were alot of schema changes since i put those up so more than likely they are OUT of date, best thing to do is just, either put them in another folder, or delete them completely.

I don't use the CLHs, but nothing you do in the XML should lead to an all-out crash, so I'll try adding tem just so I can diagnose the cause in more detail.
 
changed all old UU from
<iMaxGlobalInstances>15</iMaxGlobalInstances> to
<iMaxPlayerInstances>15</iMaxPlayerInstances>

making them more

Elite Units
- National Unit
- Limit 15 (can be rebuilt if they die)
- Can get special elite promotions (not the same as heroic).(haven't gotten that far yet)
- Example: Samurai
 
Just pushed to SVN a small fix for AI civic evaluation that was leading to civic switches far more often than should have been the case. Will need to keep an eye on things and check they don't FAIL to switch often ENOUGH now, but it should help the reported issue with AIs switching every few turns.
 
Just pushed to SVN a small fix for AI civic evaluation that was leading to civic switches far more often than should have been the case. Will need to keep an eye on things and check they don't FAIL to switch often ENOUGH now, but it should help the reported issue with AIs switching every few turns.

Oh, thank goodness :whew:

Hydro, i am going to send you a bunch of jpegs for promotions i am doing, can you make them better buttons, and if so better icons if you want to also, thx.

Just PM me when you get them, and not post it here, wasted space otherwise, that way i can get my attachments down again, i haven't much space left.:sad:
 
I read on the SVN that Koshling had reduced the memory footprint for the mod (yay!):goodjob:. Does this apply mostly to gfx memory or normal RAM? (I have lots of one and not so much of the other.)

Also, would it be possible (when someone gets some gets some spare time, this is low priority) to reduce the poly count on some models, to help the graphics card? I (and probably many others *looks at DH*) would appreciate this very much.
 
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