C2C SVN Changelog

The costs of units, particularly mid-game range ones like the ones you mention, have long been extremely under-set for game balance.[...] So as units are being reviewed, you'll see some of them appear to be very expensive.

O.K., thanks. As for 1 HP City Guards: I was able to merge 3 of them, got a STR 5 unit (100 HP?) but I was unable to split it back. However, disbanding all 1 HP units led to a dramatic Crime increase, so I abandoned these experiments and loaded a previous save...

And yes, there are some serious balance issues in SM. If I have a few Bandit Riders merged once especially with a Quality Up promo, they may entirely wipe strong late Ancient civs (my civ is at the beginning of the Classical era now). I reduced the strongest rival civ - 12 cities - to 3 and stopped that, because I did not want to wipe them (I have ordered Riders to just autopillage). And this is on Immortal. Maybe game speed also matters, because I like to play at Eternity. At Emperor and Pangea, I was able to wipe all opponents (IIRC 10 or 11 civs) in the Prehistoric era (I had 5 or 6 groups of once merged STR 3 units and I lost only one of them).

S.
 
O.K., thanks.

S.

Please post in correct thread from now on on things related to certain threads, this thread is mainly for modders thx . .Have a good day, and remember to "Just Have Fun"
 
Please post in correct thread from now on on things related to certain threads, this thread is mainly for modders thx . .Have a good day, and remember to "Just Have Fun"

This thread would be better off is it was moved to the Bugs and Crashes forum.
 
O.K., thanks. As for 1 HP City Guards: I was able to merge 3 of them, got a STR 5 unit (100 HP?) but I was unable to split it back. However, disbanding all 1 HP units led to a dramatic Crime increase, so I abandoned these experiments and loaded a previous save...

And yes, there are some serious balance issues in SM. If I have a few Bandit Riders merged once especially with a Quality Up promo, they may entirely wipe strong late Ancient civs (my civ is at the beginning of the Classical era now). I reduced the strongest rival civ - 12 cities - to 3 and stopped that, because I did not want to wipe them (I have ordered Riders to just autopillage). And this is on Immortal. Maybe game speed also matters, because I like to play at Eternity. At Emperor and Pangea, I was able to wipe all opponents (IIRC 10 or 11 civs) in the Prehistoric era (I had 5 or 6 groups of once merged STR 3 units and I lost only one of them).

S.
Bandit riders can merge still? They shouldn't be able to... must've forgot to set ruffians to not be able to merge or split. City Guards could merge as well? That's odd... I'll have to look into making sure the unitcombats are set right there unless there's a problem with units being able to ugrade TO a LE line unit where they were able to merge before the upgrade. What was the updgrade path for those 'merged' guard units?

With recent adjustment to min city defender levels, SM should kick in to cause them to want a lot more defensive strength there.
 
Please post in correct thread from now on on things related to certain threads, this thread is mainly for modders thx . .Have a good day, and remember to "Just Have Fun"


Either delete the post or move it to another thread, assuming you have the ability. If you do not, ask a CFF moderator to do it for you. Simples. :mischief:
 
9013
  • MAJOR bugfix to unitstate problems brought on by Stealth Defense feature (and also fixes the cause.) Hallelujah! More info here!

    But to put it in a nutshell - ALL MUST RECALCULATE after getting this update!
 
9014
- Grand FPK cleaning vol. 3.

In past 2-3 months I started project to reduce (again) units FPK files. This time I deleted all doubled textures. After manualy changing texture paths in 3495 NIF files our mod is smaller for around 100MBs. Uff that was a lot of work :)

Amount of files in units1, units2 and units_sparth.fpk
before changes: 22286
after: 12265

Also I made some movement in directories for sake of future modders.
I switched on some models which for some unknown reasons was not visible in-game (for example australian models or babylon/mongol/rome zebra units)
 
9014 changing texture paths in 3495 NIF files our mod is smaller for around 100MBs.
before changes: 22286
after: 12265

Also I made some movement in directories for sake of future modders.
I switched on some models which for some unknown reasons was not visible in-game (for example Australian models or Babylon/mongol/Rome zebra units)

[offtopic]All i can say is "Bravo" :clap::bowdown::worship::hatsoff::thanx:
 
9015
  • Updates Hashishin unit
  • Ruffians cannot merge/split
  • Extends the bugfix from the last version

Once again, recalculate after this update!

Correction: Looks like the SVN is in a mood today:

Error: Commit failed (details follow):
Error: Can't open file '/svn/p/caveman2cosmos/code/db/txn-current-lock': Permission
Error: denied
Completed!:

This is after a 4th attempt. Has someone locked any elements of the SVN at the moment or is this just sourceforge having a fit right now?


Just went through now. We're good.
 
9014
- Grand FPK cleaning vol. 3.

In past 2-3 months I started project to reduce (again) units FPK files. This time I deleted all doubled textures. After manualy changing texture paths in 3495 NIF files our mod is smaller for around 100MBs. Uff that was a lot of work :)

Amount of files in units1, units2 and units_sparth.fpk
before changes: 22286
after: 12265

Also I made some movement in directories for sake of future modders.
I switched on some models which for some unknown reasons was not visible in-game (for example australian models or babylon/mongol/rome zebra units)

Impressive that was alot of work:goodjob:
 
Are U having trouble with the SVN, because as of now this one isnt there either??

Confrmed. Tried to update twice, 9015 shows as last update both times.

JosEPh
 
Yep, 9016 now there after Update. :)

JosEPh
 
9017
  • Pepper2000 mod and buttons for Brackenspore's stuff (in My_Mods folder)

  • Brackenspore's techs (unloaded and only the first so far)

  • Orion Veteran's Mines and Minesweepers units with cost at -1 so they can't be built yet. They can't be used until I transfer the Python. (in My_Mods folder)
 
Whenever i try to use airplanes, the game crashes! Why is this happening?
Please do as Joe says and post the save. I know there's likely crash spots on some plane missions because they were poorly programmed a long time back and I found a bug in one and suspected there would be bugs in others. It has to do with the DCM mission options. Would be very helpful to get the save!


9018
  • Herero Rebel reviewed and edited.
  • Inniskilling reviewed and edited.
  • Navajo Rifleman reviewed and edited.
 
9019
- new Sheep Herd button
- fixed frame of the Canis Superior button

9020
- fixed Death Jade Mask carver button
 
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