C2C SVN Changelog

9887
  • Major math fix in production costs.

Might have one more little bug to fix folks. Hoping to get a save that shows the problem first.
 
9889
  • More production math corrections to formula - I think we'll be good on this now
  • Fixes a bug in the era promotion prerequisites
  • Fixes a bug in the Nightmare Mode handicap
 
9890
  • Fixed a TXT_KEY error introduced in rev. 9889
9891
  • Small adjustments to the World map-script, might resolve a rare CTD upon map creation.
 
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9892
  • Changed 3 Global settings. 2 involving Unit upgrade costs and 1 for Super Fort involving distance for Borders
9893
  • Added TPEHEP's Vertical map to the Private Maps
 
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9894

This is the last of the FPK's everything should work now.

Sorry for the delay in committing the Units. Units_Sparth FPK took me 12 hours to pack - all I can say is never again
 
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Oh dear. I'm not playing it right now, but I had started a game ON 9873. I had later updated my local version to 9890 mid-game...

Joseph can you explain a bit what will "break"? I have only noticed that Enforcers are missing their model, which isn't a big deal for me.
 
Oh dear. I'm not playing it right now, but I had started a game ON 9873. I had later updated my local version to 9890 mid-game...

Joseph can you explain a bit what will "break"? I have only noticed that Enforcers are missing their model, which isn't a big deal for me.
wrong thread, pls ask in the discussion thread, thx . . .SO
 
9895
  • Addresses the construction cost imbalances.
See the bugs and crashes last post I made for more info. Some playtesting is necessary.

I'm not ready for release yet... there's an AI matter that came up that I think I should look into first. It might be nothing, might be an easy fix, might be easy to make a huge improvement in how the AI performs with a small investment of time. If it's too big a problem to address quickly, I'll let it go for v38.

9896
  • Makes the core DLL not a debug dll.
 
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9897
  • Zeroes out some AI handicap tags because the scaling is now handled in a player visible manner.
  • Corrects the error in the technology calculation.
  • Fixes a few problematic AI hangups.
 
9899
  • Improves the formulas a bit on construction and training and tech costs (no effective change, just syntax improvements) One of these adjustments may improve game turn speed significantly.
  • Exposes new scaling tags to python.
  • Final elimination of an obsoleted tag.

@strategyonly the crash you reported on the inquisitor is a hard one to understand why it wasn't finding the button but Whisperr's next commit should address that. We aren't seeing a problem with it directly ourselves so if you can confirm that it no longer is causing an issue after her commit, that'd be good.
 
9901
  • Fixed "info type 'ATTACHABLE_CHIMNEYSMOKE' not found" error.
  • Fixed a rounding error in demolish building python that became apparent the moment the global define BUILDING_PRODUCTION_PERCENT was set to less than 100.
  • Removed an unused global define. INITIAL_CITY_MAINTENANCE
 
@strategyonly the crash you reported on the inquisitor is a hard one to understand why it wasn't finding the button but Whisperr's next commit should address that. We aren't seeing a problem with it directly ourselves so if you can confirm that it no longer is causing an issue after her commit, that'd be good.
Just a reminder to all modders - missing art on a button or the button not being exactly 64x64 pixels will result in a CTD when a city tries to build the unit or building. It is a bug in the exe.
 
9902
  • Some tweaks on the demolish building python code.
    • Gold return on building demolish now take handicap and current era effect, on hammer cost of buildings, into account.
    • Upped gold return from 12 to 14% of building hammer cost in gold.
 
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9904

  • Inquisitor issue, going back to original that works for me.

I cannot cause a CTD, clicking on inquisitor button.
 
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