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C2C SVN Changelog

Discussion in 'Civ4 - Caveman 2 Cosmos' started by Dancing Hoskuld, Jul 4, 2011.

  1. raxo2222

    raxo2222 Time Traveller

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    10368
    Fixed small numeric error in last era.
     
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  2. KaTiON_PT

    KaTiON_PT Warlord

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    10369

    Ordered a few building by their type similarly to how it is currently done for animal stories. A few examples include Guilds, Farms, and Factories.

    All animal camps now require the existence of the Hunter's Camp building.

    EDIT: Forgot to mention, made it so that the Hadrian Wall wonder movie doesn't play once a regular wall is built for the first time.
     
    Last edited: Jan 10, 2019
    Acularius, Osk21 and raxo2222 like this.
  3. JosEPh_II

    JosEPh_II TBS WarLord

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    10370
    Civic adjustments to Society Category
     
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  4. raxo2222

    raxo2222 Time Traveller

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    10371
    Removed unhealth from cocoa (coca and other drugs doesn't have unhealth from resource directly).
     
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  5. raxo2222

    raxo2222 Time Traveller

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    Long Game Speed had erroneous value of iTraitGainPercent - should be 800 not 1200 (4x base scale in all GS).
    This meant Long games with developing traits got trait choice less frequently than they should do.

    Bug was reported here.
     
    Stimpified likes this.
  6. raxo2222

    raxo2222 Time Traveller

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    Map resource drugs - coca, kava, hemp, peyote and opium now give -1 unhealthiness just like tobacco.
    Uranium doesn't give unhappiness anymore.

    Bug reported here.
    Someone forgot to add unhealthiness to "fun" plants :p
    Creating religions and myths in Prehistoric era should come at small cost :mwaha::devil:
    As for uranium I guess it was way worse in vanilla.
     
    Last edited: Jan 12, 2019
    JosEPh_II and KaTiON_PT like this.
  7. Thunderbrd

    Thunderbrd C2C War Dog

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    10374
    • Another adjustment to the tech cost rates through the ages. Still far too cheap and getting worse as the game goes.
     
    raxo2222 likes this.
  8. dsma_bell

    dsma_bell Chieftain

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    10375
    • German translations for some early bonuses added
     
  9. raxo2222

    raxo2222 Time Traveller

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    Added global unhappiness of 1 to National wonder - Toxic Waste Dump (needed for nuclear power plants), as unhappiness from uranium was removed.
    Removed spurious question marks in texts.

    Uranium is used for power plants in limited timeframe - that's why I removed unhappiness from it.
     
    Thunderbrd likes this.
  10. Whisperr

    Whisperr Chieftain

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    Oct 15, 2011
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    10377

    Blitz added to Sea Hunter 4 promotion
     
    strategyonly and KaTiON_PT like this.
  11. Toffer90

    Toffer90 C2C Modder

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    10378
    • Obsolete versions of the espionage city process are now hidden like it is with the other process types.
    • Changed the conversion rate for processes. Was 25-50-75, now 30-40-50.
    • Reduced the amount of extra population points better settler units give to new cities.
      • Settler no longer give extra pop points,
      • Colonist was nerfed from 2 to 1 extra pop point.
      • Pioneer was nerfed from 4 to 2 extra pop points.
      • Air settler was nerfed from 7 to 4 extra pop points.
    • Extra food stored when getting bonus pop points was reduced significantly.
      • With 1 city tile founding it was nerfed from 50% to 25%
      • Otherwise nerfed from 25% to 12.5%
    • Added Help text to the settler types that add extra pop points informing about it.
    • Reduced the movement points for Colonist and pioneer from 3 and 4 points down to just 2 points for both.
    • Made it so that the neanderthal civ gets a neanderthal gatherer when inventing gathering.
     
  12. Toffer90

    Toffer90 C2C Modder

    Joined:
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    Location:
    Norway
    10379
    • Migrated my improved python code for player score calculation from PPIO.
      • It's inactive until the dll code un-comment the call to python on this and remove the dll calculation code.
      • Kation indicated that it was faster than the current dll code.
      • I hope he will give me more conclusive test results soon. ^^
    • Made some small optimization here and there in python.
    • Migrated the RoM code from RoMGameUtils.py to CvGameUtils.py. The code dealt with:
      • Gold amount recieved from pillaging impr. and capturing cities.
      • Gold cost of upgrading units when the replicators manufacture is available to a civ. (The cost is halved when that bonus is available)
        • The last one was deactivated in the BUG mod python files, I activated it again, not sure if it was meant to be deactivated.
        • The way it was deactivated looked unintentional.
      • I also improved these codes to be more accurate and performance friendly.
    10380
    • Small adjustment to the unit upgrade cost code that decide the cost when replicators bonus is available.
      • No need to check if the player has the tech that unlocks the bonus to then check if the player has the bonus.
      • Should be enough to just check if the player has the bonus right away.
     
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  13. raxo2222

    raxo2222 Time Traveller

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    Changed wording for vicinity tag: Now it includes manufactured resources (produced by buildings).
    Map resource can be "manufactured" resource too - there are buildings providing map resources. Those are useful to get Vicinity buildings.
    Restored vicinity requirement for straw gatherer and bamboo worm gatherer.

    Made pests more interesting
    They now require locally manufactured resources (X or Y in vicinity in case of multiple entries), if they required resource anywhere before.
    They reduce yields by % - their "damage" now scales with city productivity, if they did flat yield reduction before.
    They now obsolete at Environmental Economics - middle Nanotech era tech, it is after disease obsoleting Smart Drugs tech.

    Discussion about pests starts here.
    Those two buildable buildings were only ones using vicinity tag for manufactured resource.
     
    Last edited: Jan 15, 2019
    KaTiON_PT likes this.
  14. Thunderbrd

    Thunderbrd C2C War Dog

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    • This may fix some crashes that are taking place - I think I found a very unnecessary memory leak and even unnecessary use of an expensive caching variable. Hopefully this will improve mem usage, particularly on large maps with numerous players. I was worried about a little slowdown but time tests show none on a very involved game.
    10383
    • Felines and Canines can not merge or split on SM (both Uncut and otherwise)
     
    Last edited: Jan 17, 2019
    Stimpified, TPEHEP, Osk21 and 4 others like this.
  15. raxo2222

    raxo2222 Time Traveller

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    10384
    Added AIWeight of 1 to buildings in replacement chain, so AI is more likely to upgrade their buildings.
    Straw Gatherer now requires Taiga/Grassland/Lush/Plains/Scrub instead of grass or grain resources manufactured locally.
    Changed building names a bit - Now animals and plants are in singular form to refer species, factories now have exact name of resource in its name.
     
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  16. raxo2222

    raxo2222 Time Traveller

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    Updated calendar, as techs were added and shifted a little, and era boundaries had their chronology revised.

    Prehistoric: 200 000 BC - 12 000 BC (188 000 years), 50 000 BC is middle of Prehistoric era (150 000/38 000 years - first/last part)
    Ancient: 12 000 BC - 1200 BC (10 800 years)
    Classical: 1200 BC - 450 AD (1650 years)
    Medieval: 450 AD - 1400 AD (950 years)
    Renaissance: 1400 AD - 1750 AD (350 years)
    Industrial: 1750 AD - 1900 AD (150 years)
    Modern: 1900 AD - 1990 AD (90 years)
    Information: 1990 AD - 2050 AD (60 years)
    Nanotech: 2050 AD - 2150 AD (100 years)
    Transhuman: 2150 AD - 2300 AD (150 years)
    Galactic: 2300 AD - 3000 AD (700 years)
    Cosmic: 3000 AD - 4000 AD (1000 years)
    Transcendent: 4000 AD - 6000 AD (2000 years)

    Discussion is here, since we were talking about chronology, then eras got revised first.
     
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  17. Dancing Hoskuld

    Dancing Hoskuld Warlord

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    • Added to the Modules/My_Modules (unloaded) folder

      • Template XML code for adding new animals (draft up to and including step 4 in the tutorial)

      • Modder resource, all the existing button art components. Animals is still missing. Promotions - general and special ones still have no base art available.
    Neither of these are playable. We should probably have a special folder for these things rather than the unloaded mods folder.
     
    sunrisereader, raxo2222 and KaTiON_PT like this.
  18. Dancing Hoskuld

    Dancing Hoskuld Warlord

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    • Added to early dance inspiration buildings only able to be built by a suitable subdued animal
    The may be a bit OP as they give all one point towards a Great Artist and can be built in many cities. I am thinking on a way of toning it down a bit. This is part of my attempt to flesh out Dance as an art form. Probably has something to do with my name.

    10388
    • Fixed the buttons and text for the dances added on 10387
    • Added three minor Shock and Awe promotions for the Commander includes a new dance for Polynesian Cultures
     
    Last edited: Jan 19, 2019
    Osk21, raxo2222 and strategyonly like this.
  19. Thunderbrd

    Thunderbrd C2C War Dog

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    • Fixes repeatable crash scenario reported by Joseph - this spot has been a bugbear for a while but I think I finally figured out a great way to address the problems that can crop up in it.
    • A couple of optimization efforts that can hopefully have an impact on turn times.
     
  20. raxo2222

    raxo2222 Time Traveller

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    10390
    Changed herd animal buildings to singular form referring species.
     

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