C2C SVN Changelog

10299
  • The date displayed in the upper right corner will never display month and day before the year 1800 AD.
    • Regardless of how the calendar is configured in the gamespeed xml.
10300
  • Month and day will only be displayed in the upper right corner between 1800 AD and 2200 AD.
    - This is regardless of how the callendar is configured in the gamespeed xml.
 
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10301
Fixed several old bugs:
Modern Embalmer no longer is replaced by Funerary Services - former is unlocked much later than latter.
Sail Maker now obsoletes at Coast Guard - same tech as shipwright.

Added workaround for AI unwillingness to build Judges (they are used to place ordinances):
Property reducing ordinances are now National Wonders (with AIWeight of 1), that can be both build like normal building and placed by Judge as it was originally.
Cost of ordnances is close to Judge unit cost (unit costs are lower with Size Matters), and several times lower than cost of buildings unlocked in Industrial - Information era.
Smoking Prohibition no longer replaces buildings as it is public smoking prohibition.
Fire/Crime reducing ordinances were buffed 5 times, so their effect would be felt somewhat (-25/-50 crime per turn, -25/-50 flammability).
Pollution ordinances while fixed earlier, now can be used by AI to offset pollution from factories.

Discussion was here.
Players can use judges to build ordnance if they want, or build them like normal building.
 
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Temporary cleanup of smelters/breeders - @Dancing Hoskuld feel free to change it.

10302
National Breeder/Smelter cleanup:
Tamed Animals (Camel/Elephant/Horse) now require Animal Trainer building (it requires old animal prereq or national breeder or animal herd) instead of farm/myth making them more useful - they can use camel/horse/elephant resource, that is outside of vicinity.
National Breeders now got AIweight of 1 to make sure, that AI will consider them - they are OR prereqs for Animal Trainer.

Renamed Vicinity autobuildings - now they are named Vicinity Autobuilding - Resource.
They now require only unimproved resource in vicinity making them autobuild (much) earlier.
They are meant to stop Smelter/Breeder from being built in that city.

National Smelters and National Breeders are renamed to "National Smelter - X" and "Central Breeder - X", where X is resource, that they need.
Fixed typos in their descriptions.

Discussion is here.
This is more of placeholder change to be in more sane form for now - DH is too busy to mod for a while.

10303
Added back Ship/Road Building (First columns of Classical era) tech requirement to National Smelters - this was intentional design (cost is unchanged).
This means just like with National Animal Breeders (Wheel for Horses and Specialization for camels/Elephants) you have wait over half of era or simply build city within such resource vicinity to be able to utilize it as soon as it is available.
 
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10304
  • Issues a fix to a major worker AI problem. Confirmation the fix works is still pending but it should help at least. Workers were asking for an escort and getting stuck waiting for one that never came. I'm going to reprogram that whole mechanism so for now I just quickly disabled wherever they were asking for and waiting for an escort.
 
10305
  • Spot fix to keep Stone Spearmen from being able to upgrade to AtlAtls.
  • Changed rules a bit on Size Matters Uncut so that it will ignore the barrier normally established on units for merging and splitting (this is for YOU StrategyOnly because of the next change...) Workers are still barred from merging and splitting in either case to avoid some potential crashes.
  • Canines and Felines are, as intended, no longer allowed to merge or split on normal Size Matters games.
  • Added a new boolean tag, bPolicy, to CivicInfos and CivicOptionInfos. I also ensured that they can never give any anarchy time or added benefit to reducing anarchy time when they are included in an AI driven batch of Civic adjustments. Otherwise, they work as Civics in all other ways (and yeah, this is wise because the way civics are programmed at the root is hella confusing the way they use map structures to refer to all civics within a category and... more... I don't know it's very confusing - beyond my ability to work with deeply.) The rest of this project is not completely in Toffer's hands as it's all about UI interface filtering and new screen establishment. Policies here we come. These tags should be sufficiently reported to python at this point, though it is the only tag reported to python for the CivicOptionInfos so hopefully that's not deeply problematic to work with.
 
10306
  • Reduced spawning frequency and strength of Large Saltwater Crocodiles and reduced the strength of Whalesharks by a lot - they aren't dangerous animals, even to ships, though they would be a little challenging to hunt.
 
10307
World size overhaul:
Smallest world sizes are now much bigger and Gigantic size is now smaller as defined in C2C_World map script.
Map area changes (default amount of players):
Duel 960 -> 2400 (2)
Tiny 1664 -> 4704 (4)
Small 2560 -> 7776 (6)
Standard 4368 -> 9600 (8)
Large 6656 -> 11616 (10)
Huge 10240 -> 13824 (12)
Giant 16000 -> 16224 (14)
Gigantic 24000 -> 18816 (16)
Now on all sizes total area divided by default amount of players is constant - map area roughly increases linearly like amount of default players from smallest to biggest size.

All map scripts (size definitions) and scenarios (size tags) were readjusted where needed.
Tilted Axis and Donut are square map scripts with similar area to other map scripts.

Three mapscripts:
Full of Resources, Smartmap and Three Planets don't conform new standard yet.

Discussion here.
 
10308
  • Turned on the "Aging Animals" python module, it's been lying dormant there a long time.
  • Awards random units from the animal NPC teams the combat promotions step by step each X turn (scaled by gamespeed).​
10309
  • Fixed a python error in Aging Animals that occured when not having Time victory enabled.
 
10310
  • Bugfix for birds withdrawing in Naval conflicts - there WAS a problem with that which was keeping them from being able to ever withdraw on the water.
 
10311
Fixed a few text spelling mistakes: Phoenican -> Phoenician, Khazak -> Kazakh, Philipino -> Filipino, Xiongu -> Xiongnu
 
10312
German translation and corrections for:
  • many early bonuses (including pedia)
  • some promotions and pedia texts (reincluded 2 vanilla texts for better translation)
  • captives commands (changed Gezwungen to Zwangsarbeit)
10313
Corrected a encoding error in the included vanilla texts (thanks to raxo2222 for the hint)
 
Corrected a encoding error in the included vanilla texts (thanks to raxo2222 for the hint)
I think you didn't check all files

With notepad++ its easy - just search for "&#" in all *text*.xml files in Assets folder.

10314
Fixed remaining encoding errors.
 
10315
Changed naming convention of Animal Trainers and Animal Farms to Animal Trainer - Animal name and Farm - Animal name (Herd/Tamed Animal naming convention).
Added Donkey and Horse bonus requirement to few animal breeding related units and buildings.

These Donkey/Horse requirements are redundant, but now those buildings/units fits convention too.
 
10317
  • Fixes a bug where Ruffians were able to attack and be attacked by barbarians - and in the process may have fixed a number of other things of a similar nature though little else had been reported along those kinds of lines.
 
10318
Fur Farm is now Farm - Fur, its Renaissance source of Beavers.
Added Beavers, Henna and Mammoth to late Information era wonder - Species Recovery Center.
Now it gives all possible animal and plant map resources.
 
10319
  • Moved a lot of vanilla text xml for city names into C2C.
    • There's still a lot of city names to move into C2C.
      • They were not alphabetized in vanilla while we want that in C2C, so it takes time. ^^
10320
  • Removed the free cultural levels awarded to cities founded by better settler units than tribe.
  • Reduced the free stored food a city starts with, if starting whith more than 1 pop, down from 33% to 25% food stored.
  • Made it so that when "1 city tile founding" option is active the food bar for cities founded with more than 1 pop is filled up 50%.
Spoiler Reverted some changes from rev. 10283 :
10283
  • More settler types now give ekstra population to new cities.
    • Settler +1
    • Colonist +2
    • Pioneer +4
    • Air settler +7
  • When the city get extra population it will also recieve 33% of the food bar filled so it won't shrink on the first turn.
  • Cultural level is also initially higher for cities that start with more population.
    • With the "1 cultural tile city founding" option a starting population of 2 or higher will increase the cultural level of the city by one level.
    • Without the option, cities will get the first free cultural level when starting out with 3 or higher population.
    • Cities that start with 7 population or more will get two free cultural levels.
 
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10322
  • 1st set of Civic changes in 3 main categories, Gov't, Rule, and Society. 1st 3-5 Civics have changes in these 3 Sets.
  • Several individual Civics adjusted in other categories mostly with the Starting Civic of the category like Currency.
  • This is the beginning set for the Civic overhaul discussed in the Civic Discussion thread. It is the 1st step.
 
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