Discussion in 'Civ4 - Caveman 2 Cosmos' started by Dancing Hoskuld, Jul 4, 2011.
Fixed small numeric error in last era.
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.
Civic adjustments to Society Category
Removed unhealth from cocoa (coca and other drugs doesn't have unhealth from resource directly).
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.
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
Creating religions and myths in Prehistoric era should come at small cost
As for uranium I guess it was way worse in vanilla.
Another adjustment to the tech cost rates through the ages. Still far too cheap and getting worse as the game goes.
German translations for some early bonuses added
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.
Blitz added to Sea Hunter 4 promotion
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.
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.
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.
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.
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.
Felines and Canines can not merge or split on SM (both Uncut and otherwise)
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.
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.
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.
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.
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
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.
Changed herd animal buildings to singular form referring species.
Separate names with a comma.