C2C SVN Changelog

9815

Changes to SEM+ map.

Added Taiga land tiles. Added SEA tiles (not the deep versions).

Changed start date to 200000.

Plus a new map with only 9 Civs . (So now three versions - 9, 20 or no presets).


9817

Added LEM maps. Three versions - 10, 21 and no presets.
 
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9816
  • Deactivated Globals from GOOD_FUSION to mollify those opposed to it.
  • Deactivate Holiday Halloween. This Halloween Building is out of place as there are No other buildings like it. And it is USA centric. Been meaning to do this for a long time. It can be reactivate If World Wide Holidays are ever added to the Mod.
9818

  • Reactivate Halloween! (Gah! I hate this building!)
 
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9819
  • Upgraded one more of the bamboo feature models to "Bamboo Mk. II".
    • Six done, nine more to go.
  • Fixed a python error message in the Holy Mountain Quest.
    • localText.getText("TXT_KEY_EVENT_HOLY_MOUNTAIN_PART_3_HELP") ↓ changed to ↓
    • localText.getText("TXT_KEY_EVENT_HOLY_MOUNTAIN_PART_3_HELP", ())
9820
  • Deactivated the Halloween Holiday special building to cheer up Joe a bit.
    • Here one can see how to deal with comments inside comments in xml, the rule is that there cannot be a -- (double minus sign) anywhere inside the comment except for at the very end.
    • I commented out the art and text xml for it but this is not really necessary (no errors from not doing that), but the buildingclass was necessary to comment out as it reference the Halloween building as its default building. A building class should not reference a building that does not exist in the game.
      • I'm only trying to be helpful here, no patronizing intended.
 
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@Toffer90 ,

Thank you. :) Sinus problems and can't sleep. 4 am here in Western Illinois.
 
9816

  • Deactivate Holiday Halloween. This Halloween Building is out of place as there are No other buildings like it. And it is USA centric. Been meaning to do this for a long time. It can be reactivate If World Wide Holidays are ever added to the Mod.
9818

  • Reactivate Halloween! (Gah! I hate this building!)


Sorry to use the SVN thread but there is nothing "USA centric" about Halloween. It's a Celtic feast celebrated for centuries in Ireland and (less so) in other Celtic countries
 
Sorry to use the SVN thread but there is nothing "USA centric" about Halloween. It's a Celtic feast celebrated for centuries in Ireland and (less so) in other Celtic countries
Okay so the Celts and Americans "play" with it. Who else? And you can reply in the Discussions thread if you need to.

9821

  • Property Operational Range Min Max adjustments
 
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9823

  • Readjust Disease Property entry levels and Individual Disease Modifiers
 
9825
  • Adds tag iPopulationBoost to the Outcome infos and Unit Schemas. Use in place of the Event trigger for the population adding mission and include the bKill tag when you do. The use of this method fixes the enforcement of the population limit when many units are selected and instructed to perform the mission because it forgoes the need for a popup confirmation that was creating a validation loophole.
  • Adjusts the missions enums to match our xml mission lists.
  • Adds previously unlisted missions to text string generation methods they weren't previously included in.
 
9827
  • Final updates of the vanilla german texts to better community translations - Units.
  • Changed some too long german pedia labels to better fit in the pedia window.
 
9798

Playtesting is needed to ensure that the AI converts it's previously bad crime-causing unit selections to a more aggressive role and gets them out of their cities and starts making better choices from there.

This is really the most likely cause of the complete crime collapses we've seen many nations undergo later in the game.

I've just noticed a Scoundrel walking around my border. Looks like a sign this works!
 
9829

  • All Gamespeed research rates re-adjusted
 
9830

- Mormon buildings and National Park no longer block bonuses.
- Some agricultural buildings go obsolete later.
- Various other minor balance tweaks.

Thanks alberts for fixing the XML bug in my section. Some of those files I generate from python scripts, so if anyone sees an error in my module, please let me know and give me a chance to fix it on my end, to reduce the likelihood that I reintroduce the bug.
 
9832
  • Some adjustments to the AI's willingness to research a religious tech to take some things into account that never have been, particularly with regards to various religious game options.
  • Some adjustments to the property control unit generation AI to keep them from massively OVER training too many because of the time it takes for units trained to respond to a need to actually get to and control that need. Should put some reigns on it but there could still be a little over-training and it might take a bit more complexity in a solution. I also didn't want to start getting them to under-react either. I'm hoping I've found a good balance. Also ensured that cities CAN and WILL train some for themselves as well if the need is bad enough. I reviewed and hopefully improved a bit on that logic too. Also corrected a bug that was making a city only request from the nation the best type of LE unit it could train itself, which is obviously a big problem I didn't realize we had until I spotted the logic flaw. The nation should send in the best it can, not just the best that likely underdeveloped city can train, which may be nothing at all yet.
  • Hopefully diminished the AI's desire to build law enforcement units as city defenders enough to keep them from training them for that role. Now that we have a dedicated AI for property control, we shouldn't need them for defenders. For now, bows and early throwing units should generally be the go-to choice for city defense. And axes and spears are the strongest 'counter' style AI for city defense. Hopefully the code will now help the AI understand this a bit better.
  • Adjusted a global that should help to balance the inquisitor mission gold awards a little better.
  • Corrected a bug with Mountain Mines that was making accessed resources not count for city vicinity.
  • Adjusted the formula and display for meltdown effects from certain buildings.
 
9833
  • More adjustments to GS Modifiers
 
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