1. We have added a Gift Upgrades feature that allows you to gift an account upgrade to another member, just in time for the holiday season. You can see the gift option when going to the Account Upgrades screen, or on any user profile screen.
    Dismiss Notice

C2C SVN Changelog

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

  1. Toffer90

    Toffer90 C2C Modder

    Joined:
    Oct 16, 2011
    Messages:
    5,853
    Location:
    Norway
    10581
    • Tweaked the holy mountain quest, should fix some bugs with it.
     
  2. Dancing Hoskuld

    Dancing Hoskuld Warlord

    Joined:
    Jul 5, 2004
    Messages:
    23,158
    Gender:
    Male
    Location:
    Canberra, Australia
    10582
    • Change Slavery so that it does not stop the building of buildings but makes them more expensive to build, and increase the malus of Slaves.

      Slaves now have a minus bonus to :science: and :culture: unless they are specialists in that field. Slaves from population have a bigger malus than those from captives.
     
  3. raxo2222

    raxo2222 Warlord

    Joined:
    Jun 10, 2011
    Messages:
    5,707
    Location:
    Poland
    10583
    Fixed use of BuildingClassProductionModifier tag - now actually buildings are slower to build (Slavery WV <this one requiring palace> -> Building X), not slavery pseudobuilding.
     
  4. Dancing Hoskuld

    Dancing Hoskuld Warlord

    Joined:
    Jul 5, 2004
    Messages:
    23,158
    Gender:
    Male
    Location:
    Canberra, Australia
    10584
    Fixed 10584 so that the adjustments are on the correct buildings. IE the pseudo building (for factory) not the World View building (like the other buildings). Also increased the robustness of the XML and added in the experimental idea of having buildings make themselves cheaper eg first factory is at full cost but each one after makes the next even cheaper.
     
  5. dsma_bell

    dsma_bell Chieftain

    Joined:
    May 23, 2011
    Messages:
    50
    Gender:
    Male
    Location:
    Germany
    10585
    German translations and pedia entries for:
    • some more buildings related to Gathering (Stick Gatherer, Storage Pit and Monte Verde)
    • bonus resource Stone Tools
     
  6. raxo2222

    raxo2222 Warlord

    Joined:
    Jun 10, 2011
    Messages:
    5,707
    Location:
    Poland
    10586
    Put back PythonName tag as without it some python actions in space units weren't working.
     
  7. raxo2222

    raxo2222 Warlord

    Joined:
    Jun 10, 2011
    Messages:
    5,707
    Location:
    Poland
    10587
    Reduced all building culture modifiers by 75% - it was well most overinflated thing that city generates.
    Commerce modifiers from bonuses for culture are set to 1% too.

    Now you won't get Phenomenal culture or 10 traits so quickly, religious cultural hoarding strategy is nerfed strongly.

    Culture modifiers from civics (building gains +x% commerce modifier if certain civics are active) and specialists (specialist gains +x% if certain buildings or civics are present) are left unchanged just like gold/research modifiers from those sources.

    ----
    Fixed that one natural wonder movie building - it had advanced start cost (that one for Advanced Start game option) instead of normal cost tag - it caused this building to be buildable.

    Now if you want quick cultural victory or 10 traits before Renaissance you need to obtain every culture, religion and try to amass specialists - both from population and great specialists that come from great people and heroes.
    Cultural income overflow should be impossible under normal conditions now.
    If city culture income overflow never happened in actual games then still it was most inflated thing by much more than other stuff when it came to building/resource modifiers.
     
    Last edited: Jun 8, 2019
    KaTiON_PT likes this.
  8. raxo2222

    raxo2222 Warlord

    Joined:
    Jun 10, 2011
    Messages:
    5,707
    Location:
    Poland
    10588
    Corrected cost of animal story buildings.
    Buildable animal story and stories now require Writing and Literature respectively, just like buildable Animal Myths require Taxonomy.
     
  9. Thunderbrd

    Thunderbrd C2C War Dog

    Joined:
    Jan 2, 2010
    Messages:
    25,668
    Gender:
    Male
    Location:
    Las Vegas
    10589
    • Adjusts the merchant mission rewards down significantly
    • Culture added to a city that is above the city cap will still get added to the national amount
    • Adds sorcdk's adjustments to the food waste mechanism
     
    raxo2222 and strategyonly like this.
  10. raxo2222

    raxo2222 Warlord

    Joined:
    Jun 10, 2011
    Messages:
    5,707
    Location:
    Poland
    10590
    General revision of building/unit requirements

    Fixed mistakes in map categories of units and buildings.
    Fixed mistakes in wonder movies and space units.
    Relocated Lunar Bases (Information tech) to be after Commercial Spaceport - Absolutely no building/unit should be unlocked before their requirements, their requirements can be unlocked in same column rewarding smart beelining.

    Unit level requirement (<iLevelPrereq>) tag is now limited only to Military Academy Group Wonders.
    Size of sea requirement (<iMinAreaSize>) is now present in coastal buildings only, and now its always 10 if it was already present.
    Amount of cities requirement (<iCitiesPrereq>) was limited to buildings that are wonders unlocked before Medieval era.
    Removed stray population requirements (<iPrereqPopulation>) in space buildings - those were in Faustmouse module only.

    All nonreligious except continental culture wonders should be buildable all way to Galactic era as long as you keep up with buildings.
    Removed replacements in clockpunk and accordingly adjusted formerly replacing buildings.
    Marina now has improvement in vicinity requirement just like their building requirement.
    Carrion can be built if there is any land animal in vicinity (no need for improvement) - there was a gap between reliable way of obtaining carcass and availability of carcass using buildings - animals reside permanently here, so you can try gravedigging here.

    I think I may have stepped on @KaTiON_PT and @pepper2000 toes as I touched space content and Prehistoric/Information eras among other stuff here.
     
    TaylorItaly and KaTiON_PT like this.
  11. alberts2

    alberts2 Chieftain

    Joined:
    Aug 16, 2012
    Messages:
    1,895
    Gender:
    Male
    Location:
    Germany
    10591
    • Changed the BuildingInfo PrereqBonuses tag to use a vector instead of an array
     
    Anq, TaylorItaly and raxo2222 like this.
  12. raxo2222

    raxo2222 Warlord

    Joined:
    Jun 10, 2011
    Messages:
    5,707
    Location:
    Poland
    10592
    Fixed HELP TXT KEY errors in subdued animals.
     
  13. raxo2222

    raxo2222 Warlord

    Joined:
    Jun 10, 2011
    Messages:
    5,707
    Location:
    Poland
    10593
    Added help text for Counter Espionage buildup.
     
  14. JosEPh_II

    JosEPh_II TBS WarLord

    Joined:
    Jun 20, 2007
    Messages:
    15,433
    Gender:
    Male
    Location:
    Western IL. cornfields
    10594
    Cultural re-adjustments to early game Religions and select Regular buildings.
    Plus Barb and Neanderthal Barb Military Production adjustment
     
  15. raxo2222

    raxo2222 Warlord

    Joined:
    Jun 10, 2011
    Messages:
    5,707
    Location:
    Poland
    10595
    Added "HQ" to names of vanilla corporation headquarters to unify naming convention.
    Added pedia entry for Milehigh corporation.
     
  16. alberts2

    alberts2 Chieftain

    Joined:
    Aug 16, 2012
    Messages:
    1,895
    Gender:
    Male
    Location:
    Germany
    10596
    1. Fixed some AI issues with damage from Features or Terrains.
    2. Made the Worker AI aware of the Movement Cost changes from svn8795.
    3. CvUnit::meetsUnitSelectionCriteria now check's if the Unit has a beneficial or non-beneficial Property Value for the Property specified in the Criteria.
    4. Performance improvements wherever the BuildingInfo tags UnitClassProductionModifier, BuildingClassProductionModifier and GlobalBuildingClassProductionModifier are used.
    5. Fixed some issues with the canConstruct caching with the GAMEOPTION_OUTBREAKS_AND_AFFLICTIONS enabled.
    6. Replaced a few invalid usages of NO_UNIT as UnitId with FFreeList::INVALID_INDEX.
    7. Added the damage from Terrains and Features to the help text display.
    8. Movement and Route Movement cost's are now displayed in the Plot Hover.
    9. The Gold for disbanding Units is now only displayed with the GAMEOPTION_DOWNSIZING_IS_PROFITABLE enabled.
    10. Fixed the reward of Defensive Victory and Offensive Victory moves to Units.
    11. Reworked the Routes Pedia.
    12. Code cleanup and various smaller fixes.
    Number 3 caused some issues with the Property Control AI e.g. anti crime units had been able to answer requests for anti disease units and so on............................
    Number 4 speeds up opening the Buildings pedia, here it's down to 17 seconds from 24.
    Number 8 looks like
    Capture.JPG
     
  17. raxo2222

    raxo2222 Warlord

    Joined:
    Jun 10, 2011
    Messages:
    5,707
    Location:
    Poland
    10597
    Fixed space mission help tooltip.
     
  18. raxo2222

    raxo2222 Warlord

    Joined:
    Jun 10, 2011
    Messages:
    5,707
    Location:
    Poland
    10598
    Fixed remaining problems with building requirements.
    Adjusted space mission rewards (one was missing and other was locked out until later point in tech tree).
    Added missing text and movie to wonders.
     
  19. raxo2222

    raxo2222 Warlord

    Joined:
    Jun 10, 2011
    Messages:
    5,707
    Location:
    Poland
    10599
    Fixed python icon issue with late game wonder.
     
  20. raxo2222

    raxo2222 Warlord

    Joined:
    Jun 10, 2011
    Messages:
    5,707
    Location:
    Poland
    10600
    Relocated space mission reward building to proper mission reward unit.
     

Share This Page