C2C SVN Changelog

9361
  • Fixes a TXT_KEY error on Neanderthal Brutes
  • Fixes a crash issue
9362
  • Inhibits NPC players from getting initial units normal players get on starting the game.
9363
  • Audits and aligns and upgrades the Maintenance displays at both local and national levels (in the city screen and financial advisor.)




 
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9364
  • Adds notifications when Stealth Combats take place.
  • Adds Stealth Combat modifiers and Stealth Strikes and removes First Strikes from the combat help hover when stealth combat is indicated.
 
9366
  • Cleanup in Global_CIV4GameText.xml.
  • Nerfed Sabretooth animal ( only for "Size Matters" ).
  • Made the Maned wolf smaller and raised its aggresivness by 1.
9367
  • reverted an oops I made in my last commit.
 
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I only removed three whole entries, two cultural levels that were not in use, and this one TXT_KEY_EXPR_IS_COASTAL.
I was a bit uncertain about the latter but I couldn't find it in use neither in python nor xml looking trough both the mod and the vanilla game files.

Other stuff:
Removed a lot of french translation that was written in english, and other redundant non-translations.
Changed many
<Language>[NEWLINE]<Text>Whatever</Text>[NEWLINE]]</Language>
to <Language>Whatever</Language>
I didn't do the above for the entire XML as I got tired of doing it.

Hope it doesn't prove too much of an inconvenience for you.


Edit: Oh, the dll is using the TXT_KEY_EXPR_IS_COASTAL; I better put it back.

EditEdit: Fix commited to SVN 9367.
Thanks for making me double check TB, this one could have gone unnoticed for a long time.
No problem. It proved pretty easy to compare the conflicts. I noticed what you did with removing the <Text></Text> prompts. Didn't realize you could get away with either configuration. That's interesting.


9368
  • Makes it possible for a unit that has already attacked to TECHNICALLY attack again when it stumbles into an ambush (stealth defense). Fixes some odd buggy seeming behavior.
  • Adjusts the color and content of the latest stealth combat messages. Not as overly explanatory and not a panic-inducing red color.
 
Niveras has reported the "bug" in the Bug thread already.

JosEPh
 
9369
  • Fixes Blitz ability
  • Makes improvements to the spy actions for criminals:
    • Infiltration doesn't kill the unit. It returns it to the capital with +1XP. It also cannot be done unless the unit is entirely invisible. There's no chance of failure. This now all works the same for spies as well.
    • For stealing plans and destroy production, if the criminal fails, he's not destroyed outright but is made wanted immediately. Criminals can gain an experience for successfully performing these missions
9370
  • Makes Bandit Hideout not require the Banditry civic to remain functioning. Does still require Banditry to be constructed.

9371
  • Fixes a text display issue regarding animal groupings
  • Adds numerous animal grouping labels. A project far from absolutely complete. Only applies to Size Matters.
 
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9372 - Anarchy adjustments by Era 1st draft.
 
9374
  • Gives a bit more volume for carrying prisoners to the Bounty Hunter promotions.(Units intended to be able to transport captives weren't able to after taking the promo due to the group size of the captives in comparison to the transporting unit.)
  • A second level fix to multiple investigations on criminals in cities under Hide and Seek.(If they were investigated previously they weren't even making further investigation checks so they were stuck on a maximum of one 'Wanted' promo level and could go nearly indefinitely without being detected. Resolved.)
  • Emergent Barbarian Criminals will seek out a new enemy city to plague if they are not in a city currently.
 
9375 > Double Limits on Log ram, Battering ram, Siege ram, Siege tower, and Arsonists.

9376> Bump Cultural City Defense values up a bit, per T-brd request.
 
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9377
  • Adds game option: C2C Combat Mod - Without Warning, which is just my way of optioning out Ambush and Assassinate features, as well as stealth combat factors, for those players who would prefer to play without that added complexity. If you are playing with Hide and Seek, your games will automatically adopt this option, otherwise you'll need to turn it on with world builder if you want it on in an existing game. Hide and Seek requires Without Warning, so automatically turns it on. (Actually, I just realized I'm going to need to make another tweak to fully complete this transition so it'll be in my next commit.)
  • Makes numerous promotions require Without Warning.
  • Tweaks specialist assignment AI so that it further respects the downsides of slave specialists. I've confirmed that all specialist tags are being considered in the AI and that this evaluation isn't taking a tremendous amount of time - it's a little heavy sometimes but it's very complex and is worth that complexity.
  • Turns back on all air combat animations. I'll be waiting to see if there are any crash reports as a result. Be on the lookout with Ornithopters, in particular.
9378
  • Completes the Without Warning option by turning off Ambush and Assassinate commands if the option isn't on.
 
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9379
  • Tag on Features: iPopDestroys (-1 is never, any other amount is the population of the city - 0 or 1 is immediately going to destroy the feature. Default 0.) This means that cities can be planted on features like caves and not destroy those features.

  • Implements that tag on many features, including trying out removing the ability to place cities on many features. It's a test... if anyone disagrees with any of those determinations let me know. Some highlights for players: Forests, Jungles, Swamps, etc... won't be immediately removed when you plant a city on them. This means that defensive promotions for those features still apply for units there in the city, some yields are still derived from the features potentially, and defensive modifiers will last until the feature is exhausted by the city growing. Forests and Jungles are removed at population 3. Caves are never removed. Rock outcrop features can be beneficial places to plant a city due to the protective factors they represent.

  • Some adjustments to the Goad promotions.

  • Makes the Taunt ability apply to game core and not just on the Fight or Flight option.

  • Great Doctors will no longer travel with hunting parties.

  • Great Commanders will stop travelling with hunting parties and seek to lead an army once sufficiently leveled up.
 
9380
  • Removed PerfectWorld Mapscript
  • Several adjustment to "Starting Plot Finder" in World_WIP mapscript.
  • xml cleanup in some building xml
  • added a shortcut to logs folder
 
9382 - Focused Traits now Hidden for Game Set Up Options.

9383 - More Civic adjustments, to Anarchy, Education level adjustments, and other scattered adjustments to reign in runaway scaling from Education, Commerce, other modifiers values, especially in late Civics.
 
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9385 - EraInfos Anarchy Modifiers adjusted lower for Civics Anarchy times.
 
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