C2C SVN Changelog

10325
Changed Emancipation Proclamation (Industrial era building, needs Emancipation) to National Wonder and added AIweight - every civ now can kill Slavery/Human Sacrifice/Cannibalism worldviews.
Emancipation Proclamation now doesn't require any civics.

This is placeholder waiting for policies.
AIs that activated Slavery couldn't build Factory and produce resources, that needed Factory along their chain.


Now AI has killswitch in Industrial era for Slavery, that blocked it from factories and other important buildings.
It also can kill two other worldviews.
AI probably collapsed in Modern era because of that worldview.
 
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10326
  • Adds some text to promotions that require units that are normally capable of invisibility.
  • Adjustment in the code that makes 1 Tile City option capable of working alongside games without it so that neither will mess with the other with ownership of surrounding tiles.

(Where's 25? - ok, so it was MY fault. My bad, sorry folks - Toffer thanks for listing it)
 
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10327

Moved Caravel from Optics to Compass as ocean crossing wasn't something that was possible during the High Middle Ages. Carrack Merchant is now an early Renaissance unit.

A few more units and building were also moved to Compass or Astrolabe.

Discussion thread.
 
10328
Added Women's Suffrage as prereq to Modern Era and removed two tech redundancies created by this.
Now AI WILL research Emancipation (required by Women's Suffrage) before Modern era.
This tech unlocks Slavery/Human Sacrifice/Cannibalism worldview shutting national wonder.

Even if this Emancipation Proclamation NW will be policy, then still it will be always available before Modern era.
 
10329
Emancipation is now required by Assembly Line.
Removed two tech redundancies created by this change.

Since Emancipation unlocks national wonder, that disables slavery (Cannibalism and Human Sacrifice too) worldview now it means smooth industrial revolution for AI.
Discussion is here.
 
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10330
  • Fixes problem with criminals dying whenever they do an infiltration
  • Fixes error in the culture fix in a recent commit
  • Commits Morlark's python fixes to events
 
10331
  • 2nd set of Civic changes, more to come.
 
10332
  • More Civic changes set 2A Custom Religions Module
 
10333
  • Fixed several bugs in the python code for events that destroy buildings; e.g. Hurrican, fire, tsunami, looters.
    • Some of the bugs I fixed have been in C2C for a long time, like a function passing iBuildingType index to the dll when it should have passed the iBuildingClassType index.
    • Others were recently introduced the last time the file in question was modified (10330).
      • It is quite possible that I introduced new bugs in this rev. ^^
  • I also optimized the code for those events.
 
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10334
Untangled tech tree in Modern era - done by @KaTiON_PT.
Fixed recosting and requirement errors in buildings.
Fixed tech redundancies and stranded techs in Industrial - Information eras.
Revised manufactured resource unlock tech and their producer requirements.
Actually adjusted crime/fire reducing effect in ordinances (somehow those changes didn't make it) and adjusted two effect autobuildings from crime-fighting buildings to match up with ordinances.
Changed name of one world wonder as name was too country specific (National Night of Hockey instead of Hockey Night in Canada).

Power requirements for resource producers discussion is here.
 
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10336
Untangled techs in Nanotech era and fixed smaller issues in earlier eras - done by @KaTiON_PT
Fixed tech requirement redundancies and recosted affected techs.
Adjusted Armored Cavalry and Chivalry requirements - former now requires Armor Crafting and latter one now requires Crucible Steel.

Now there are no arrows crossing each other or going under techs in whole tech tree.
Armored Cavalry now doesn't need tech in same column as itself.
 
10338
Sorted techs in file (no actual changes in game).

Someone who was reordering techs in early Ancient era forgot to sort them.
They are in increasing X and Y grid order.
 
10339
  • A text display adjustment to feature help requested by Toffer90
  • Corrects the merging/splitting rule rewrite for SM Uncut
 
10342
  • Another adjustment to SM Uncut that makes it possible to only specify canines and felines as ignoring the normal prohibition against splitting and merging. Repurposed the Unitcombat tag bFreeDrop to also mean:"Ignore cannot merge/split on Uncut games". Applied to canines and felines.[/url]
 
10344
  • Adds the new bGlobal tag for techs to all religious techs. Should now only allow one civ to finish researching these technologies and then take them out of the selection list for all others thereafter.
10345
  • A soft adjustment to construction costs past prehistoric.
 
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