C2C SVN Changelog

10413
  • Moved more city names from BtS file to C2C file.
    • Renamed, added new and switched cities between civs: for Sumeria, Babylon and Assyria.
    • There was quite a few cases of these civs having the same city names, no civ should have the same city name as another civ if it can be helped.
    • Replace some invented city names with real appropriate city names.
 
10414
  • Removes an invalidating restriction that a promotion with a move discount change cannot be assigned to a unit that ignores terrain cost. This was creating some unintended invalidations and the only reason for the internal rule was to avoid complaints that the move discount change has absolutely no effect on units that ignore terrain costs.
 
10415
Nerfed Geology Lab - now it only improves its research contribution by +1 per mineral resource up to +54 research from all such resources. Removed quantonium as booster resource - its late Transcendent space resource.

Made sure, that yields (except for gold) aren't decreased by buildings, that are upgrades.
 
10416
Fixed two wonders, that give free building obsoleting before those free buildings obsolete.
Wonder, that unlocked all religious civics (including ones from far future) no longer does it so, it now has higher culture yield.
 
10418
  • Moved more city names from BtS file to C2C file.
    • This time I tackled Portugal and Byzantine city names.
  • I moved city names between Greek, Roman, and Byzantium civs and added new ones to all of them.
    • Byzantine had a lot of city names that were more appropriate for ancient Greece and Roman empires.
  • Changed Portugal's colonial city names to proper Portuguese cities.
    • This removed a little overlap with the Brazilian civ.
 
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10419
Spiritual now reduces anarchy from switching religions by 75%.
Reverted my changes to modular traits, since option activating those is disabled.
Traits now give property per X pop instead of being activated by certain city size. Properties from traits now have reduced effect on cities (now need larger population for same effect).
Fixed property inconsistency in two traits between developing and non-developing versions.
 
10420
  • Major fix to a longstanding crash bug that has been very difficult to pin down until now. The bad gamestates some units would get that would be solved by running the debug dll no longer haunts us... well at least one cause for it doesn't. Finally figured out how to find the problem and resolve it.

I know there's a few other serious bugs to look at but this was the first on the list for this week as the crash was reported and I'm really sick of seeing this one come up a lot so took unusual steps to investigate and sort it out.
 
10421
General streamlining of upgrades - now all improvements will increase their main yield on upgrade.
Tree Farm is now Atomic era improvement with tech boost in Information era. Has upgrade in Nanotech era (Hybrid Forest)
Entire Wood Gatherer improvement line can now be built in Jungle.
Removed spurious upgrades and boosts.
Fixed TXT key in one of improvements pedia entry.
Thatch cutter doesn't upgrade anymore, now it gains production in early game and then loses production in favor of commerce in Industrial/Atomic era.
 
10422
Removed unnecessary tag, it doesn't fix ordinances yet.

One of ordinances had this in building class.
 
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10423
Removed all <iExtraPlayerInstances>-1</iExtraPlayerInstances>, now all property reducing ordinances instead of some are buildable.
Probably this made some wonders buildable too.
Now only Palace has <iExtraPlayerInstances> tag used (with value of 1).
 
10425
  • Improves the Final value display on specialist yields but I suspect there are still some inaccuracies here to address.
 
10427
  • Another effort to help clear out some unnecessary memory usage. Still looking for a mem leak after doing some research into the issue of how to try to seek them out. I strongly suspect we have a doozy somewhere. Doesn't look like it's in plots, but some code cleanup here won't hurt anyhow.
 
10429
Animals don't interfere with ships going to city anymore.

I think this may be general thing, that protects units with 0 strength against animals, when those units are in city.
 
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