C2C SVN Changelog

Update
Fixes DH's Asset problems and adds his adjustments to the Beastmaster file to the SVN.

EDIT: And the PDB is here. However, the last bug report from SO that I'm finding tough to 'resolve' has a minidump he uploaded and that's based on the last pdb, not this one.

Hopefully that also fixes the problem I was having with Super Forts stuff.

6381 Update

- Rest of the Beast Master tamed animal updates.
- Minor fixes to Subdued Animals pedia text.

6382 Update

- Captives update - now require more normal settled slave specialists that special settled slave specialists in a city. This is in response to those that have complained about the special slaves specialists being too powerful. This tones down the total number you can have. I was thinking of adding a max number of slaves per city based on population but wont as this should fix the problem.

- Slave Tutors can now be added to a city once you have built a School of Scribes.
- captive upgrades should now cost a reasonable amount.
 
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Under what tech are the beast master units on?
 
6383,6384

Added Blackwater Draw by Sargon.
Added Bluefish Caves by Sargon.


Added Module Enhanced_Prehistoric.
Enhanced Prehistoric Pack I
It adds:

Technologies
Hygiene

Buildings
Lichen Gather
Branding Hut
Excrement Holes
Bonemarrower
Bloodhuntress Hut
Mammalian Hut
Omega Crew
Reptile Catcher
Nest Thief
Earthworm Fetcher
Snail Collector
Basket Flowers
Mud Art
Seasonal Garden
Tree Carvings
Hot Potato
Capture The Flag
Jump Rope
Hopscotch
Neolithic Barbershop (National Wonder)
Hygienist Crafter
Housekeeper Medical
Seamstress Hut
Laundry Hut
Hearth Grill

Agrave Worm Brood
Leafcutter Ant Brood
Bamboo Worm Brood
Honeybee Larvae Brood
Centipede Brood
Cicada Brood
Giant Cockroach Brood
Dragonfly Brood
Junebug Brood
Dung Beetle Brood
Jumiles Brood
Tarantula Grub Brood
Cricket Brood
Butterfly Pupae Brood
Pillbug Brood
Mopane Grub Brood
Mealworm Grub Brood
Lemon Ant Brood
Palm Weevil Brood



Resources
Fire
Insects

Changes in Module Enhanced_Prehistoric
Slaughterhouse moved to Chopping
Butchery moved to Earth Oven
Captured Fire gives Resource Fire (2)
Torches give Resource Fire
Bug Catcher obsoletes at Sedentary Lifestyle
Peat, Eggs, Flowers, and Raw Meat are revealed and enabled at Scavenging


How much are you being paid to do their advertising?:mischief:

I just noticed that, I guess it says that when I type from phone, I just deleted that signature right now.
 
6385
Added Shelter Building Requirement to Childcare Hut and Tweaked -3 Disease to -2 Disease
Moved Tech Hygiene to x10, y17
 
Updates

* Adds Withdraw/Pursuit and Early Withdraw values according to the planning document I've been working on. Mostly contained to the Fight or Flight gameoption.
 
6387,6388
Edited ShelterBuildingD Error for Childcare Hut.
Increased cost of Mammalian Hut from 25 to 35.
EDIT: Restored Barter to appear at x12 in Modules Enhanced_Prehistoric..
 
Updates

* Adds Withdraw/Pursuit and Early Withdraw values according to the planning document I've been working on. Mostly contained to the Fight or Flight gameoption.

I see you added to almost all units, but i see in the Custom_Religions that you forgot alot of those:confused:
 
@MrAzure

Changes in Module Enhanced_Prehistoric
Slaughterhouse moved to Chopping
Butchery moved to Earth Oven

That would break the resource chains.

Butchery produces "Raw Meat" and requires a Slaughterhouse. Slaughterhouse requires Carcass OR Pelts OR Poultry. Moving them away from cooking tech basically breaks the dependency chain for the prehistoric era. Such as Dried Meat needs Raw Meat.

EDIT: Please turn your mod off by default until I can can go over it.
 
I see you added to almost all units, but i see in the Custom_Religions that you forgot alot of those:confused:

I evaluated all units that were in the game as of a few months ago and tried to think of those that I could remember being put in since. Not EVERY unit needed to be modified, only those that withdraw, pursue, or have early withdraw values.

If a particular unit seems as if it should've been assigned any one of those 3 abilities at some value and has been overlooked, by all means bring it up!
 
Lizard Catcher and Snail Collector give Raw Meat are Tool making.
Edit: Restored Tribalism to x14.

Entomophagy is the technical term for eating insects. Humans have harvested the eggs, larvae, pupae and adults of certain insect species from forests or other suitable habitats to eat for thousands of years. This practice is still common in many tropical countries where certain insect species grow to large sizes, and they are abundant and relatively easy to harvest year round. Insects as food are an excellent source of proteins, vitamins, fats, and essential minerals. There is a strong case in favor of mass rearing insects for food as this practice is probably less environmentally damaging than other forms of protein production. For example clearing tropical rain forests and farming cattle for meat is highly damaging. In comparison to cattle, insects are five times more efficient at converting food into edible tissue, and when considering this together with their high reproductive rates and quick developmental times, the food conversion efficiency of insects maybe 20 times that of cattle!
http://cisr.ucr.edu/entomophagy.html
 
6392
Enhanced Prehistoric Era off by Default.
Added XEmpireEarth module that is off by Default for the modmodmod. See Empire Earth Thread.
 
Sorry for a noob question, but how do you enable Enhanced Prehistoric Era if it is off by Default? :confused:

Go to Assets\Modules
Find a file called MLF_CIV4ModularLoadingControls.
Inside find

Code:
 <Module>
					<Directory>Enhanced_Prehistoric</Directory>
					<bLoad>[COLOR="Red"]0[/COLOR]</bLoad>
				</Module>

Change the 0 to 1.

Easy Way
If you want to skip all of this, download the file below and unzip the file to Assets\Modules. It will overwrite MLF_CIV4ModularLoadingControls.

I will eventually see if I can make it a game option.

Whenever you see:
Added to Enhanced Prehistoric
the stuff will be added to the Enhanced_Prehistoric folder.

Whenever you see:
Added to Empire Earth
the stuff will be added to the xEmpireEarth folder.

Still have a bit to add to Prehistoric.
 
6394 update

- Super Forts update - observation towers and forts.

Fortified caves, and early forts. The forts and caves do not have good art so if anyone can point me at some that would be good. I removed coastal and siege fortifications for the moment as they would require some AI work and I am not sure we need them anyway.

I may have missed some workers and I still have the grabbing and working of resources outside your territory to do.

edit I forgot to add the events to go with the forts:(.

6395 update

-Events for Supper Forts
- Code to prepare for setting hidden game options to their defaults at the start of the game.
- Code to "upgrade" terrain features coral and reef when the beacon or lighthouse is built on them. They cost less movement points to traverse and do less damage.
 
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