C2C SVN Changelog

Does that affect already constructed buildings or only new?

Changes to definitions for already-built buildings have partial effect. For MOST things the game only stores the aggregate efefcts of all the modifiers against the city (or player for gloabl stuff), so changes to the definitions are not 'noticed' against the already-built-up aggregates. This isn't true of EVERY attribute of the building but is for most. It also has the unfortunate effect that if you build a building under one set of assets, and then lose/disable/replace it under another, the aggregate sees the old asset's values added into the totals when it is built, but the NEW asset's values subtracted when it is removed, leading to an erronious eventual total. This also applies to things like civic effects.

I'm thinking of adding a command to force-rebuild all the aggregate values on demand from the current asset values. The problem with this is:
1) It'll take a while so it's not something you could really do on every load automatically
2) It will lose any contributions in the aggregate totals that come from one-off events (basically changes Python code has made for things like events), since there is nowhere to rebuild those from. However, I think these are somewheer between non-existant and very rare, so it shouldn't be a major problem.
 
;Um - where do I find the extra LHs now in order to test this? I'd like to find out why it causes a CTD (as opposed to an XML error)

HECK YES, definitely, oh ya baby, good for you, of course. . . hows that for an answer!! Again if you can find better ones for the name that is attached to them, go for it also.
First post right under the regular download.
http://forums.civfanatics.com/showthread.php?t=288570

@ Koshling
Any news on this?
I experimented more:
I quick patched Zenobia into the core files of the latest svn, and the mod starts up without problems (pic). It crashes only if I want to load a LH modularly.
It crashes also if I put the LH into another module folder eg. Custom_Civilizations, or Hydro (and adjust the file contents as well). (Schema siles are up to date.)
I also tried to patch Curtin OUT to a module, and the mod also crashes at initialization stage.
With Curtin outpached, the initialization crash also appears if I turn Curtin off in the MLF, or rename the folder to something like "klghsdglkreg" so it should not load, because there is no such enry in the mlf. If I remove the Curtin folder completely, no crash.
So it seems WOC modular loading is somewhat broken. The strange thing is, the the other modules work well, only LH-s crash.
Maybe WOC and Firaxis modular loading somehow are working at the same time?
(The crash came with the 691 dll, 690 could load all the lhs without problems.)
 

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@ Koshling
Any news on this?
I experimented more:
I quick patched Zenobia into the core files of the latest svn, and the mod starts up without problems (pic). It crashes only if I want to load a LH modularly.
It crashes also if I put the LH into another module folder eg. Custom_Civilizations, or Hydro (and adjust the file contents as well). (Schema siles are up to date.)
I also tried to patch Curtin OUT to a module, and the mod also crashes at initialization stage.
With Curtin outpached, the initialization crash also appears if I turn Curtin off in the MLF, or rename the folder to something like "klghsdglkreg" so it should not load, because there is no such enry in the mlf. If I remove the Curtin folder completely, no crash.
So it seems WOC modular loading is somewhat broken. The strange thing is, the the other modules work well, only LH-s crash.
Maybe WOC and Firaxis modular loading somehow are working at the same time?
(The crash came with the 691 dll, 690 could load all the lhs without problems.)

I haven't looked into it I'm afraid. If someone can give me instructions on what I need to do to the SVN vanilla assets to reproduce it (ideally in the form of a ZIP of the extras to add into the assets) then I'll do so.
 
I haven't looked into it I'm afraid. If someone can give me instructions on what I need to do to the SVN vanilla assets to reproduce it (ideally in the form of a ZIP of the extras to add into the assets) then I'll do so.

1. Export fresh svn.
2. Download the LH pack:
http://www.megaupload.com/?d=K0YUPO8C

3. Extract to: ....Beyond the Sword\Mods\Caveman2Cosmos\Assets\Modules\
Allow overwriting of the CIV4ModularLoadingControlsSchema.xml, and the MLF_CIV4ModularLoadingControls.xml and you are done.

4. Launch the mod, and it should crash at init.

(You can export svn 690, do tha same, and see that the mod loads up with the extra lh-s.)
 
1. Export fresh svn.
2. Download the LH pack:
http://www.megaupload.com/?d=K0YUPO8C

3. Extract to: ....Beyond the Sword\Mods\Caveman2Cosmos\Assets\Modules\
Allow overwriting of the CIV4ModularLoadingControlsSchema.xml, and the MLF_CIV4ModularLoadingControls.xml and you are done.

4. Launch the mod, and it should crash at init.

(You can export svn 690, do tha same, and see that the mod loads up with the extra lh-s.)

The download appears to be corrupt. WinRAR gives me 'unexpected end of archive' when I try to unpack it.

Edit - re-downloaded - still same error. What do you use to unpack .7z files? (I have always used WinRAR in the past without issues)
 
The download appears to be corrupt. WinRAR gives me 'unexpected end of archive' when I try to unpack it.

Edit - re-downloaded - still same error. What do you use to unpack .7z files? (I have always used WinRAR in the past without issues)
- 7-Zip v9.22 beta
- 7-Zip v9.20 portable
- WinRAR v4.01

CRC32 should be: AC6ABBAB
MD5 should be: 651687aba2e5ddc0a1abab5860246012
SHA-1 should be: 300b92e4ec04934d9a5b5c359177981150d6b7fb
 
- 7-Zip v9.22 beta
- 7-Zip v9.20 portable
- WinRAR v4.01

CRC32 should be: AC6ABBAB
MD5 should be: 651687aba2e5ddc0a1abab5860246012
SHA-1 should be: 300b92e4ec04934d9a5b5c359177981150d6b7fb

Thanks - 7-Zip worked for me.

Fix to the CTD pushed to SVN (rev 768). There are also two asset errors in the leaderhead pack you may want to fix:

De Witt - in his leaderhead def XML file is a typo - FLAVOR_GOLDY should be FLAVOR_GOLD

Sennacherib - similarly in his FLAVOR_COMMERCE should also be FLAVOR_GOLD
 
Thanks - 7-Zip worked for me.

Fix to the CTD pushed to SVN (rev 768). There are also two asset errors in the leaderhead pack you may want to fix:

De Witt - in his leaderhead def XML file is a typo - FLAVOR_GOLDY should be FLAVOR_GOLD

Sennacherib - similarly in his FLAVOR_COMMERCE should also be FLAVOR_GOLD
You are GREAT! Thanks!
And for the typo warnings too.
 
Code added to the DLL to calculate and store national culture based on culture generated by the cities of a player.
 
Code added to the DLL to calculate and store national culture based on culture generated by the cities of a player.

Presumably not used by anything yet? Surfacing in the XML as a pre-req going to be the next step?
 
Presumably not used by anything yet? Surfacing in the XML as a pre-req going to be the next step?
A later step. First I will add a new Info XML to store the cultural ages that you progress through with that accumulated culture. Then the pre-req will be a cultural age (instead of just a number).
 
Code added to the DLL to calculate and store national culture based on culture generated by the cities of a player.

Could this potentially be used in some way for an idea discussed on the forums awhile back regarding purchasing some Techs with Culture Points?
 
I have realised in the course of other work that event ids are NOT currently remapped by max compat save/loads.

This means funny things might happen with events across asset changes that add or remove events for a continued game.

I am addressing this shortfall now, but until the fix is in it would be best to try to add new events strictly at the end of the XML files.
 
I have realised in the course of other work that event ids are NOT currently remapped by max compat save/loads.

This means funny things might happen with events across asset changes that add or remove events for a continued game.

I am addressing this shortfall now, but until the fix is in it would be best to try to add new events strictly at the end of the XML files.

Could you more elaborate on this subject in the events thread, thx.;)
 
Updates
- Changed it so Cities can found on Sword Grass. (Just did not seemed right that you could found on trees but not grass).
- Changed Horse and Camel resources to be revealed at Scavenging tech.
- Changed Stone Spearman and Stone Axeman to no longer require Hunting tech.
- Removed Hunting tech requirement from Quechua unit.
- Removed Hunting tech requirement from Impi unit.
 
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