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C2C SVN Changelog

Updates
- All Musical Instrument Makers now require Storage Pit OR Barter Post OR Trading Post OR Shopping District.
- Tweaked building requirements for Apothecary Shop.
- Tweaked Bug Catcher, Hunter's Camp, Apiary, Tree Nursery and Megafarm building requirements.
- Balloon Rides now require Festival OR Fairgrounds OR Carnival OR Amusement Park OR City Park OR Airfield.
- Tweaked Bed N' Breakfast requirements.
- Dog Breeder now requires Raw Meat OR Bone.
- Cat Breeder now requires Raw Meat OR Raw Fish.
- Green Belts now require a Ranger Station.
 
7752
Fixes a number of bugs including some event trigger issues as instructed by Alberts2.

Pretty much took care of a laundry list of bugs in SO's game but there's still outstanding issues in the pathing engine I'm not touching with a 10' pole! Nothing too horrible anyhow as the game's made it this far with whatever the problem amounts to.

Still not sure what's causing the crash in his Rome game though... unit arts do seem cleaned up so I cannot say since its still a problem in the exe on panning the map.


7753
-Air Recon Unitcombat adapted to the core rather than the orion module.
-Pheasant Art Define 'fix' to make it not artistically act as an Air Domain.
 
7752
Fixes a number of bugs including some event trigger issues as instructed by Alberts2.

These changes break the compatibility with games saved with a previous version.


SVN7754

Fixed compatibility issues with games saved before r7752


Games saved with the dll from SVN7752 are corrupt and no longer supported.
 
These changes break the compatibility with games saved with a previous version.


SVN7754

Fixed compatibility issues with games saved before r7752


Games saved with the dll from SVN7752 are corrupt and no longer supported.

Thanks for fixing that up... your understanding at another level there was critical obviously (intrigued I looked through all the changes you made there.)

One thing I wanted to clarify. I was often using < 0 and such numeric statements due to NO_EVENTTRIGGER missing cases where there were completely un-initiated values coming up as a very large negative number. I THINK I later corrected this and you didn't change where I corrected it, so that it wasn't giving any event trigger values that were completely un-initiated like that so I presume you'd looked it over enough to know this would NOT happen and that a null would truly be assigned as a NO_EVENTTRIGGER value at this point right?

7755
Updates the 35 civ dll with Alberts2's changes.
 
Thanks for fixing that up... your understanding at another level there was critical obviously (intrigued I looked through all the changes you made there.)

One thing I wanted to clarify. I was often using < 0 and such numeric statements due to NO_EVENTTRIGGER missing cases where there were completely un-initiated values coming up as a very large negative number. I THINK I later corrected this and you didn't change where I corrected it, so that it wasn't giving any event trigger values that were completely un-initiated like that so I presume you'd looked it over enough to know this would NOT happen and that a null would truly be assigned as a NO_EVENTTRIGGER value at this point right?

In case of un-initiated variables, using < 0 might be better but it's better to just initiate them and avoid such problems. If you see any un-initiated variable make sure they get initiated.
 
In case of un-initiated variables, using < 0 might be better but it's better to just initiate them and avoid such problems. If you see any un-initiated variable make sure they get initiated.

alberts2 is right - if you do not initiate a variable, you will get the value of what ever happened to be in that memory location previously. If my aging memory serves me right. :old:
 
In case of un-initiated variables, using < 0 might be better but it's better to just initiate them and avoid such problems. If you see any un-initiated variable make sure they get initiated.

Of course... and it'll trigger an OOS faster than snot. But at first I wasn't sure where they were supposed to be initiated... I believe I later found and resolved that and was just hoping you'd been able to confirm that it'd worked.
 
7759 updates

- Add missing Song buildings for some Tales of sea creatures.
- Minor tweak to captive outcomes
- Move story of paleolithic animals into core area.
 
7761 updates

- Adjust most captive missions to require the plot be owned by the player. To fix the problem with "Remove Slavery" appearing on your Great People when they are in a friendly city that is not yours.
- Allow Judge to remove slavery etc. just like the Lawyer can.
- Change currency civics so that all after coinage can also hurry production with money.
 
7761 updates
- Allow Judge to remove slavery etc. just like the Lawyer can.
- Change currency civics so that all after coinage can also hurry production with money.

:goodjob:

7762 "Hopefully" fixed the report by Yudishtira by the Navajo Rifleman, again
 
I don't know if you guys saw my original post on the bugs section, but lately I've started a new game on the phehistoric era and somehow I got access to all the futuristic technology... mostly transhuman to galactic era.
 
I don't know if you guys saw my original post on the bugs section, but lately I've started a new game on the phehistoric era and somehow I got access to all the futuristic technology... mostly transhuman to galactic era.

Did you accidentally start in the wrong era? Its need to be "Prehistoric" not "Random", "Transhuman", "Galactic" or "Future" (or any other era for that matter). Note that "random" shows up right before Prehistoric so you could be picking that by accident.
 
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