C2C SVN Changelog

Toffer90

C2C Modder
Joined
Oct 16, 2011
Messages
7,918
Location
Norway
8856
  • Reintroduced my tech tree tweaks that got removed when Sparth reverted back to old tech icons.
  • Reduced texture size for forest by 5 Mb without imo any visual difference.
 

Thunderbrd

C2C War Dog
Joined
Jan 2, 2010
Messages
29,197
Location
Las Vegas
8860
  • Changes the effects of negative Visibility Range.
  • Should fix the Tech Building Prereq tags.
  • Adds a global define for the damage a subdued animal is added to the player with.
  • Makes all feature types that count as a peak count for visibility/invisibility modifiers for peaks.
 

calvitix

C2C translation Team
Joined
Mar 23, 2010
Messages
199
Location
France
8861

  • DLL Modifs for new Buildings filters for Properties (Education,disease...)

@Thunderbrd
I only committed the source files, could you integrate those changes when you commit a new revision of the DLL, thanks
 

Thunderbrd

C2C War Dog
Joined
Jan 2, 2010
Messages
29,197
Location
Las Vegas
8861

  • DLL Modifs for new Buildings filters for Properties (Education,disease...)

@Thunderbrd
I only committed the source files, could you integrate those changes when you commit a new revision of the DLL, thanks

You bet. Will do that tonight if all goes according to plan. (Turns out setting up status promos was actually freakily easy.)
 

Toffer90

C2C Modder
Joined
Oct 16, 2011
Messages
7,918
Location
Norway
8864
  • Made subdued animals to spawn with full health.
  • Rearranged Technologies/CIV4TechInfos.xml up to sedentary lifestyle.
  • Small tweak to river art.
8865
  • Some cleanup in artdefines_unit.xml for animals and tales.
  • Fixed small crocodile unit button (it used large croc button).
  • fixed "flavor_economy → flavor_gold" in faustmouses lunar module.
8866
  • Crow is now animated by the Hawk animation.
  • Reduced crow model size from 79 → 13 KB
 

Thunderbrd

C2C War Dog
Joined
Jan 2, 2010
Messages
29,197
Location
Las Vegas
8867
  • Some new buttons for the new and coming soon buildings of Whisperr's Elite University set.

  • Updates all Unit Schemas.

  • New Group Wonders mechanism - Set with SpecialBuildingType tag on the buildings you want in the set and use the new iMaxPlayerInstances tag on the SpecialBuildingType you use to group the buildings. They can be set as World Wonders, National Wonders, Team Projects or normal unlimited buildings as well. Regardless, a given player can only build an amount of buildings from the group according to the iMaxPlayerInstances on the SpecialBuildingType info. This has been put to initial use with Whisperr's Elite University Set.

  • Oxford adjusted and added to the Elite University group of wonders.

  • Harvard added to the Elite University group of wonders. (Many more to come.)

  • Major bugfix to training queue crash situation reported by SO.

  • Bugfix to the math controlling Negative Visibility Range Values on Hide and Seek.

  • Fixes a few broken tags that I don't think were in use yet anyhow.

  • Adds new Status Promotion feature.

  • Adds Status Promotions for voluntarily negating invisibility on the unit, a set for the core, Hide and Seek, and one for both H&S and Size Matters. (Status (Stand Out) and Status (Removes Stand Out)) Status promos may be selected whenever a unit qualifies for it but to select a status promotion is to end the unit's turn. A unit that has moved may not select a status promo. It is thus a full turn taking action to change status. Statuses may be grouped within a promotionline and if one is selected along a promotionline while another from within the promotionline is already applied to a unit, it replaces the other in the same promotionline category. There are many more status promotion concepts that have been floated on the forums throughout the years, mothballing naval units, formation promos etc... so there's a lot more potential here than the one status promotionline I've established with this commit.

  • New Promotion Tags:
    • bStatus: Establishes the promo as a Status promo
    • bPrereqNormInvisible: Makes the promo only selectable by units that have the ability to be invisible, even if currently negated.
    • bPlotPrereqsKeepAfter: Makes the promotion something the unit will keep even after it has moved plots and the new plot doesn't have the plot based prerequisites that enabled the selection of the promotion. (Example: A status promotion on a ship requires that the ship be in a city with a drydock so as to be set, such as in the case of refitting the ship to haul more troops but be less combat worthy and fast, or to carry less troops, be more combat worthy and less fast or the third option. Though the prereqs were fulfilled, normally after the unit leaves the port, they'd immediately lose the promo since the prereqs are no longer filled. This tag keeps that from happening after such a move.)
    • bRemoveAfterSet: Makes the promo immediately remove itself after being assigned. Useful for designing a status eraser promotion. In effect on the promotion: Status (Removes Standout).
    • NegatesInvisibilityTypes: Makes the promotion negate all invisibility of the type indicated.
    • PrereqTerrainTypes: Makes the promo require the unit be on the established terrain to be able to take the promo. Useful for some buildup and status promotion designs.
    • PrereqFeatureTypes: Makes the promo require the unit be on the established feature to be able to take the promo. Useful for some buildup and status promotion designs.
    • PrereqImprovementTypes: Makes the promo require the unit be on the established improvement (or in a city with a building using the building prereq tag below) to be able to take the promo. Useful for some buildup and status promotion designs.
    • PrereqPlotBonusTypes: Makes the promo require the unit be on a tile that is a source of the noted resource. Useful for some buildup and status promotion designs - particularly when we get into the Nomadic Start.
    • PrereqLocalBuildingClassTypes: Makes the promo require the unit to be in a city (whether yours or not) with the designated building type or on a tile with a noted Improvement using the prereq improvement tag above.

    Note that all of the above tile prerequisite tags for promos are OR tags so if multiple ones are set, it requires any qualifying tile within the same type range.

  • Adds the requested adjustments by Calvitix into the newly compiled dll.

  • Fixes the display text on the conditional portion of the building tag FreePromoTypes.
 

calvitix

C2C translation Team
Joined
Mar 23, 2010
Messages
199
Location
France
8869

Buildings filters for the new properties + French Translation

  • Added some filter buttons (Art)
  • Python code un CvMainInterface.py for new buttons
  • French text for new abilities
  • Some GreatPeople pedia in French - work in progress
  • Added missing Strategies and Quote in Tech_CIV4GameText.xml
 

Thunderbrd

C2C War Dog
Joined
Jan 2, 2010
Messages
29,197
Location
Las Vegas
8870
  • Another correction in Hide and Seek visibility math.
  • Sets defaults for iMaxPlayerInstances under SpecialBuildingInfos - should correct the buildings being removed factor.
 
Joined
Jul 5, 2004
Messages
23,556
Location
Canberra, Australia
8871
  • Remove special spawns for Natural Wonders

    These are not working. They just spawn the first animal in the "list" leading to an excess of brown bears.

    I will need to think of another way of deciding what spawns on these features (Shark Bay and Ngorongoro Crater).
 

Thunderbrd

C2C War Dog
Joined
Jan 2, 2010
Messages
29,197
Location
Las Vegas
8872
  • Allows units to have negative visibility range as intended and appears to resolve math when the map has been interacted with properly by units from the beginning.
  • Should fix all the flawed situations where buildings were being automatically removed from cities incorrectly.

8873
  • Adds new size unitcombat: Microscopic.
  • Adjusts nano units to this setting.
 
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