C2C SVN Changelog

All I did was restore the Cultural Levels we has forever.

Did you enable New Culture Ranks in Modules / MrAzure it's Off by Default. Did you enable it?

He might not of cleared his cache, which will hold onto last info received, i believe??
 
He might not of cleared his cache, which will hold onto last info received, i believe??

I started a game in SVN 6309 - it was bugged for me.
At SVN 6310 (after MrAzure restored original culture ranks) game went without any bug (this was the last game I played).
Now, after starting new game on SVN 6313, I get bug again.
 
I started a game in SVN 6309 - it was bugged for me.
At SVN 6310 (after MrAzure restored original culture ranks) game went without any bug (this was the last game I played).
Now, after starting new game on SVN 6313, I get bug again.

Go to Modules\MrAzure\New Culture Ranks and delete CIV4CultureLevelInfo.

Then Delete your Cache.

Did that fix your problem?
 
Yeap, problem solved. Thanks :)
SVn 6315,6316
Deleted All Properties Enabled and New Cultural Ranks from my Modular folder.They are inside now inside .zip files. If you want to enable them,paste them in XMl/Gameinfo at you own experimental risk/ needed for your savegame.
 
6317 update

- Fix Deer unit and building pedia entries.
- Update Bad Karma MLF for future work (still not included in game or even near ready)
- Moved Super Forts work into my modules. You can see them but not build them yet. This is so artists can start work on them.
- Added Italian Captives text - thanks Hale_92-04
- Put back adaptive costs on upgrading captive units even though no matter what value put in there it charges you zero gold to upgrade. ls612 to fix.
 
6319
Added XXTAGXX(single).zip and XXTAGXX(multi-5).zip to Modules/MrAzure/XXTAGXX.


XXTAGXX is a Tag for Buildings that it easy to replace with your Building Tag on relevant Building XML with Grepwin. This saves me a good 2-5 minutes a building. Now I just focus on editing values instead copying and pasting building tags over and over. I only need to do it once.


DO NOT SAVE THE UNZIPPED XXTAGXX FOLDER IN MODS. SAVE IT SOMEWHERE OUTSIDE.

0.. Edit the Buttonpath to your own button path in the XMLs,
It' s set to:ModulesMrAzure\XML\Buildings\Art\ARTPATH.dds
Edit your Art Path on unmodified XXTAGXX then zip up your XXTAGXX files.

00. It uses Azurian_CIV4ArtDefinesSchema and Azurian_CIV4GameInfoSchema. If you want to use your own Schema, edit them on unmodified XXTAGXX and then zip up the XXTAGXX files to a .zip.


1. Grepwin:
Search In: The XXTAGXX Folder.

3.Under Search:
Search: XXTAGXX

4.If your using the Single version:
Replace the key XXTAGXX with your building tag, (example MERCENARY_CAMP).


5.If you using the Multi 5 version:
Replace the key XXTAGXX1 the first time for Building 1.
Replace the key XXTAGXX2 the second time for Building 2.
Replace the key XXTAGXX3 the third time for Building 3.
Replace the key XXTAGXX4 the fourth time for Building 4.
Replace the key XXTAGXX5 the fifth time for Building 5.

5. Then open the XXTAGXX Files and copy the code to the bottom of your building files, and edit as you wish.

7. Delete the XXTAGXX files, and unzip the XXTAGXX.zip or XXTAGXX(multi5).zip again.

8. I can create a Multi 10 or Multi 20 Version if you want.


DO NOT SAVE THE UNZIPPED XXTAGXX FOLDER IN MODS. SAVE IT SOMEWHERE OUTSIDE.

Art Defines
XXTAGXXmulti
Code:
Civ4ArtDefines xmlns="x-schema:[COLOR="Red"]edit your own[/COLOR]Azurian_CIV4ArtDefinesSchema.xml">
	<BuildingArtInfos>
		<BuildingArtInfo>
			<Type>ART_DEF_BUILDING_[COLOR="Blue"]XXTAGXX1[/COLOR]</Type>
			<LSystem>LSYSTEM_1x1</LSystem>
			<bAnimated>0</bAnimated>
			<fScale>0</fScale>
			<fInterfaceScale>0</fInterfaceScale>
			<NIF>Art/empty.nif</NIF>
			<KFM/>
			[COLOR="Red"]edit your own[/COLOR]<Button>Modules\MrAzure\XML\Buildings\Art\ARTPATH.dds</Button>
		</BuildingArtInfo>
		<BuildingArtInfo>
			<Type>ART_DEF_BUILDING_[COLOR="Blue"]XXTAGXX2[/COLOR]</Type>
			<LSystem>LSYSTEM_1x1</LSystem>
			<bAnimated>0</bAnimated>
			<fScale>0</fScale>
			<fInterfaceScale>0</fInterfaceScale>
			<NIF>Art/empty.nif</NIF>
			<KFM/>
			[COLOR="Red"]edit your own[/COLOR]<Button>Modules\MrAzure\XML\Buildings\Art\ARTPATH.dds</Button>
		</BuildingArtInfo>
			<BuildingArtInfo>
			<Type>ART_DEF_BUILDING_[COLOR="Blue"]XXTAGXX3[/COLOR]</Type>
			<LSystem>LSYSTEM_1x1</LSystem>
			<bAnimated>0</bAnimated>
			<fScale>0</fScale>
			<fInterfaceScale>0</fInterfaceScale>
			<NIF>Art/empty.nif</NIF>
			<KFM/>
			[COLOR="Red"]edit your own[/COLOR]<Button>Modules\MrAzure\XML\Buildings\Art\ARTPATH.dds</Button>
		</BuildingArtInfo>
			<BuildingArtInfo>
			<Type>ART_DEF_BUILDING_[COLOR="Blue"]XXTAGXX4[/COLOR]</Type>
			<LSystem>LSYSTEM_1x1</LSystem>
			<bAnimated>0</bAnimated>
			<fScale>0</fScale>
			<fInterfaceScale>0</fInterfaceScale>
			<NIF>Art/empty.nif</NIF>
			<KFM/>
			[COLOR="Red"]edit your own[/COLOR]<Button>Modules\MrAzure\XML\Buildings\Art\ARTPATH.dds</Button>
		</BuildingArtInfo>
			<BuildingArtInfo>
			<Type>ART_DEF_BUILDING_[COLOR="Blue"]XXTAGXX5[/COLOR]</Type>
			<LSystem>LSYSTEM_1x1</LSystem>
			<bAnimated>0</bAnimated>
			<fScale>0</fScale>
			<fInterfaceScale>0</fInterfaceScale>
			<NIF>Art/empty.nif</NIF>
			<KFM/>
			[COLOR="Red"]edit your own[/COLOR]<Button>Modules\MrAzure\XML\Buildings\Art\ARTPATH.dds</Button>
		</BuildingArtInfo>
	</BuildingArtInfos>
 
6319
Added XXTAGXX(single).zip and XXTAGXX(multi-5).zip to Modules/MrAzure/XXTAGXX.

Is there a thread on ALL this, because i have NO idea what so ever , the heck you are talking about??:dunno:
 
6320 update

- Remove civic yields from fort improvements. This should stop the AI building forts inside its work area for cities.
- Upgrade Fort to Bunker to Command Centre as part of Super Forts merge.
- New observation posts as part of Super Forts. Art for Radar improvement from Total War mod.
 
Is there a thread on ALL this, because i have NO idea what so ever , the heck you are talking about??:dunno:

I think I get it. It takes careful reading to follow though so yeah, a thread would be good.
 
1. changed Sargons Achievement buildings to have the word building only once rather than twice on same line.


2. Added the above buildings:

ENVIRONMENTAL_ACHIEVEMENT and SAFETY_ACHIEVEMENT to ALL Heroes that can obtain achievements.

3. Found 2 mistakes in above, corrected them.
 
Update
- Add the prerequisite tech to the fort improvements as well as the build. Improvements are supposed to upgrade or be built but in C2C we let both happen. This means the tech will show up twice on the pedia page but forts wont upgrade until you have the tech for the upgrade.
 
I had a corrupted mod so I dumped both of my cache folders and mod folder. I re downloaded this afternoon. I have onagers showing up as knights of some sort. Wanderers sometimes start looking like Great prophets. Is one of the paks out of whack?
 
I had a corrupted mod so I dumped both of my cache folders and mod folder. I re downloaded this afternoon. I have onagers showing up as knights of some sort. Wanderers sometimes start looking like Great prophets. Is one of the paks out of whack?

No, this is a BtS "feature". Turn animations on in the graphics options (ctrl-O).
 
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