C2C SVN Changelog

New FPK . . .

Advanced Metallurgy
Req Techs: Industrialization AND Geology
Location: X64 Y7

changed ...
- Motorized Transportation to require "Advanced Metallurgy" instead or "Industrialization".
- Machine Tools to require "Advanced Metallurgy" instead or "Industrialization".
- Armored Vehicles to require "Advanced Metallurgy" instead or "Industrialization".
- Submarine Warfare to require "Advanced Metallurgy" instead or "Industrialization".

Added ...
- Aviation to ANDreq "Advanced Metallurgy"

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Mine Warfare
Req Techs: Explosives AND Military Tradition
Location: X53 Y9

Added ...
- Trench Warfare to ANDreq "Mine Warfare"
- Submarine Warfare to ANDreq "Mine Warfare"

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Acoustics
Req Techs: Education AND Music AND Architecture
Location: X41 Y17

Changed ...
- Physics to require Astronomy AND Algebra AND Acoustics

Also added TXT to the new techs.

Physics requiring Acoustics seems a little weird.
 
Physics requiring Acoustics seems a little weird.


Acoustics, is the interdisciplinary science that deals with the study of all mechanical waves in gases, liquids, and solids including vibration, sound, ultrasound and infrasound. A scientist who works in the field of acoustics is an acoustician while someone working in the field of acoustics technology may be called an acoustical engineer. The application of acoustics can be seen in almost all aspects of modern society with the most obvious being the audio and noise control industries.

In the 6th century BC, the Greek philosopher Pythagoras wanted to know why some musical intervals seemed more beautiful than others, and he found answers in terms of numerical ratios representing the harmonic overtone series on a string. He is reputed to have observed that when the lengths of vibrating strings are expressible as ratios of integers (e.g. 2 to 3, 3 to 4), the tones produced will be harmonious. If, for example, a string sounds the note C when plucked, a string twice as long will sound the same note an octave lower. The tones in between are then given by 16:9 for D, 8:5 for E, 3:2 for F, 4:3 for G, 6:5 for A, and 16:15 for B, in ascending order. Aristotle (384-322 BC) understood that sound consisted of contractions and expansions of the air "falling upon and striking the air which is next to it...", a very good expression of the nature of wave motion. In about 20 BC, the Roman architect and engineer Vitruvius wrote a treatise on the acoustic properties of theatres including discussion of interference, echoes, and reverberation—the beginnings of architectural acoustics.


Also deleted all the War sounds for each separate civ that was added along time ago.
 
New FPK . . .

Advanced Metallurgy
Req Techs: Industrialization AND Geology
Location: X64 Y7

changed ...
- Motorized Transportation to require "Advanced Metallurgy" instead or "Industrialization".
- Machine Tools to require "Advanced Metallurgy" instead or "Industrialization".
- Armored Vehicles to require "Advanced Metallurgy" instead or "Industrialization".
- Submarine Warfare to require "Advanced Metallurgy" instead or "Industrialization".

Added ...
- Aviation to ANDreq "Advanced Metallurgy"

------

Mine Warfare
Req Techs: Explosives AND Military Tradition
Location: X53 Y9

Added ...
- Trench Warfare to ANDreq "Mine Warfare"
- Submarine Warfare to ANDreq "Mine Warfare"

------

Acoustics
Req Techs: Education AND Music AND Architecture
Location: X41 Y17

Changed ...
- Physics to require Astronomy AND Algebra AND Acoustics

Also added TXT to the new techs.

You deleted the alternateterrains and alternateroute folders! How are people supposed to use them now?
 
I made them the normal terrain.
facepalm.gif


How to extract files from FPK so I can get old terrain from old svn?
Nevermind, found it.
 
I do agree here, a ONE week of NO adding will be scheduled per month for playing and making SURE that the stuff "we" added/subtracted does actually work.

So a propose this time it be from 7 October to 12 October, because of this new proposal, so short. Then add/delete etc from the 13th and the early morning of the 14th to get stuff in that we need to, that way i can get everything all tied together for an FPK update and start that darn 6 hours UPload to the server on the early morning of the 15th.

Then 6 - 13 Nov for the next time freeze. and the 18th of Nov, for the next update. How does this sound?

So Nov 6-13 is the next freeze? Just trying to push to get some big stuff I am working on before the update.
 
Sooner than I expected. Not sure I'll get the stuff I wanted done complete.

Then give me a time frame and we'll go by that then, no biggy. I just dont want anything rushed is all.


btw changed the requirements for Bio Warfare Missile and Iron Frig to iron only.
 
Then give me a time frame and we'll go by that then, no biggy. I just dont want anything rushed is all.


btw changed the requirements for Bio Warfare Missile and Iron Frig to iron only.

Hard to say. I need about 1-2 weeks to do the stuff I had planned, but most of my time is going reactively currently, fixing bugs or adding tags other people are asking for. I suspect we may wind up needing some DLL-based AI work to make the immigration mod work smoothly also.
 
Hard to say. I need about 1-2 weeks to do the stuff I had planned, but most of my time is going reactively currently, fixing bugs or adding tags other people are asking for. I suspect we may wind up needing some DLL-based AI work to make the immigration mod work smoothly also.

The AI is in the python, but if you want to transfer it to the DLL that is no big problem either.
 
The AI is in the python, but if you want to transfer it to the DLL that is no big problem either.

Well, right now it apparently is not working and is being overriden or something by the DLL Settler AI (based on the reported problem). Also I think the AI is building immigrants in place of settlers (not 100% sure on that though). It needs some time spent on it to diagnose exactly what's happening, which I will do at some point, but I want to get my V19 stuff finished first so not for at least a week. Meanwhile I have disabled the immigration mod in my own copy, and it's probably best to do so in SVN for now, but I'll leave that decision to you since it's possible it's mostly working but tripping over something that caused it to fail for Sleeeper (haven't had time to investigate, but if you have been using it sucessfully (and without AI issues) in your games then maybe that is not necessary).
 
Well, right now it apparently is not working and is being overriden or something by the DLL Settler AI (based on the reported problem). Also I think the AI is building immigrants in place of settlers (not 100% sure on that though). It needs some time spent on it to diagnose exactly what's happening, which I will do at some point, but I want to get my V19 stuff finished first so not for at least a week. Meanwhile I have disabled the immigration mod in my own copy, and it's probably best to do so in SVN for now, but I'll leave that decision to you since it's possible it's mostly working but tripping over something that caused it to fail for Sleeeper (haven't had time to investigate, but if you have been using it sucessfully (and without AI issues) in your games then maybe that is not necessary).

I have disabled it in the SVN.
 
I hope the flammability events get in before then. *crosses fingers*

I am trying to get it done - but RL really hit hard the last few days and I am not altogether certain how much time I'll have (though they are more than half-done so it would be a shame not to...).
 
@strategyonly

Here are more tech icon/buttons for you.

Thx:

Piracy
Req Techs: Naval Warfare AND Fermentation
Location: X27 Y1

Changed ...
- Seafaring to require "Piracy" instead of "Naval Warfare".

Moved ...
- Seafaring to X28 Y1 .

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Folk Music
Req Techs: Mysticism AND Prehistoric Music
Location: X20 Y15

Added ...
- Music to require "Folk Music".

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Folk Dance
Req Techs: Mysticism AND Prehistoric Dance
Location: X20 Y17

Added ...
- Drama to require "Folk Dance".

EDIT: TXT was just sent.
 
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