C2C SVN Changelog

Who is ls512? ;) :D

In what file number of threads Can be configurated?
 
Update:

-Changed unit upgrade prices to be dependent on the level of the unit in question.

In my view this should have only been applied to games where "Infinite exp" is on. Without it on the unit gos back to 25 exp so is not likely to get any more promotions. Unless you are basing the level of the unit on its current exp not the number of promotions.

edit updates

- Update Natural Wonders so volcanoes give air pollution.
- First release of the NewCityFree modmod. You can find it in the My_Mods (unloaded) folder. Move it to the My_Mods folder if you want to try it out. This is part of the balancing era starts project.
New cities get some buildings free when they are built. Which buildings depend on your tech level as well as the building requirements.

This does have a few problems.
1) The auto build buildings are done at the end of the turn where as the requirements for this mod are checked when the city is built. This means you can't get a building that requires the storage pit free in your city. We may be able to get around this by making the storage pit free at tech also.

2) The order the buildings are defined is probably the order that they are checked for being given free. This means that if the building required is defined after building A and both should be free then building A probably wont be given free.

3) The current set of buildings is a first cut based on buildings that upgrade. I have also done some production buildings that don't upgrade. I still need to look at culture, happiness, health and commerce buildings that don't upgrade.

4) I have not split out the buildings which have negative effects yet.​

Edit more updates

- Three new Hunting based Traditions for your Great Generals to build.
- Fix Mt Sinai building.
- More Spanish translations
 
UPDATE

A few miscellaneous code tweaks and a building schema update for Hydro that works with my last changes in regards to the new FreePromos tag.
 
2) The order the buildings are defined is probably the order that they are checked for being given free. This means that if the building required is defined after building A and both should be free then building A probably wont be given free.
NewCityFree calls the construction requirement check with a special flag that ignores normal building to building dependencies.
So this problem only exists if the dependency between the buildings is done in a construction condition.
 
Updates
  • 2 new building tags (iLocalDynamicDefense & iRiverDefensePenalty)

  • Coded AI for all of the building tags I've included

  • Updated Hydro's Building Schemas so he can utilize the new iRiverDefensePenalty on his Bridge buildings

@Hydro: We discussed this dynamic on bridges previously and now I've got it enabled for you. A positive # on the iRiverDefensePenalty tag makes things easier for attackers to cross a river if they suffer a penalty for doing so normally. You can't make things easier to attack from a river than not so the most you can really accumulate in a city from this tag is 50 (normally 50% penalty for attacking for a river so a 50 means no penalty) BUT you CAN go into the negative with this tag if you want to have Bridge attachment buildings that make it HARDER to attack from a river - though note that doing so will only affect those units that are NOT already immune to river modifiers when attacking as that is all this tag will affect.

@Koshling: when you get a chance you may wish to quickly review this commit and all the AI I did on the building tags I've worked out. Note that some of the building tags I've done are purely for the disease thing and since that'll be vastly reworked anyhow I left those alone for now. Otherwise, I THINK I got all building tags I've ever added to be included appropriately into the AI evaluations. I know you'll be out for a bit so I'm not sure you'll even see this note so I may bring it up again with you down the road. It all seemed to make pretty clear sense to me as I was looking through it.


EDIT: having some trouble with the SVN at the moment... I may have to commit this later. This is now on my 4th try to commit.
 
Update

Ok, so the last commit went forward finally, along with the code archive commit.

And another:
-Added charlesb96's Command and General Staff promotions to PromotionInfos.xml, PromotionLineInfos.xml and some supportive text references.
 
Update

- More Spanish translations by Kroji. Still many to do but I have some free time in the next day or to so hope to get them all done.

Edit

- More Spanish translations by Kroji (end of part 2). @ls612 and @Kroji I had a bit of trouble with the file ls612_CIV4GameText.XML but I think I got it all right, please check, thanks.
 
Update

- Add World View to concept page
- Fix civic changes to capture mechanism
- New slavery related buildings and specialists - neither can be used yet. You will only be able to have 3 pop as slaves until I get these buildings in to the game properly.

@SO I have found a better icon for the Great Statesman so please remove the one in the C2C.FPK file.

Note: something went wrong with a lock while I did the commit but it appears to have worked.
 
Update
@SO I have found a better icon for the Great Statesman so please remove the one in the C2C.FPK file.

Added in new interface items to core C2C.FPK
 
Updates

- Changes to Slavery World View. Updates what captives can do
  • Captives - Civilians
    • Can build World Views and slave market
    • Can join city with pop <= 7
    • Can hurry production
    • Can upgrade to Immigrant a in City with no anarchy
    • Can upgrade to Settler only in capital
  • Captives - Military
    • Can build World Views and Slavery Buildings
    • Can only upgrade to units in cities with the requisite infrastructure and no anarchy.
  • Captives - Neanderthal
    • Can build World Views and Slavery Buildings
    • Can only upgrade, in a city with no anarchy, to Neanderthal Warrior or Gatherer/Worker

The new slavery buildings are useful in themselves and are required to settle captives as the new slave specialists. The settling has not yet been done. I also need to make a military specialist but I am not sure what they should do yet.

Sorry SO, I have redone the buttons because the identifying bit was too small for me to see clearly.
 
Are the 'free', 'sell', and 'hurry production' abilities still available to be used on captives?
 
Are the 'free', 'sell', and 'hurry production' abilities still available to be used on captives?
Yes. I started out listing everything they could do then then decided to only list the changes but forgot to reread what I wrote.

Edit updates

- Fix game text for captives upgrading plus a new slave specialist.
 
Back
Top Bottom