Discussion in 'Civ4 - Caveman 2 Cosmos' started by Dancing Hoskuld, Jul 4, 2011.
Tweaked the holy mountain quest, should fix some bugs with it.
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 and unless they are specialists in that field. Slaves from population have a bigger malus than those from captives.
Fixed use of BuildingClassProductionModifier tag - now actually buildings are slower to build (Slavery WV <this one requiring palace> -> Building X), not slavery pseudobuilding.
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.
German translations and pedia entries for:
some more buildings related to Gathering (Stick Gatherer, Storage Pit and Monte Verde)
bonus resource Stone Tools
Put back PythonName tag as without it some python actions in space units weren't working.
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.
Corrected cost of animal story buildings.
Buildable animal story and stories now require Writing and Literature respectively, just like buildable Animal Myths require Taxonomy.
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
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.
Changed the BuildingInfo PrereqBonuses tag to use a vector instead of an array
Fixed HELP TXT KEY errors in subdued animals.
Added help text for Counter Espionage buildup.
Cultural re-adjustments to early game Religions and select Regular buildings.
Plus Barb and Neanderthal Barb Military Production adjustment
Added "HQ" to names of vanilla corporation headquarters to unify naming convention.
Added pedia entry for Milehigh corporation.
Fixed some AI issues with damage from Features or Terrains.
Made the Worker AI aware of the Movement Cost changes from svn8795.
CvUnit::meetsUnitSelectionCriteria now check's if the Unit has a beneficial or non-beneficial Property Value for the Property specified in the Criteria.
Performance improvements wherever the BuildingInfo tags UnitClassProductionModifier, BuildingClassProductionModifier and GlobalBuildingClassProductionModifier are used.
Fixed some issues with the canConstruct caching with the GAMEOPTION_OUTBREAKS_AND_AFFLICTIONS enabled.
Replaced a few invalid usages of NO_UNIT as UnitId with FFreeList::INVALID_INDEX.
Added the damage from Terrains and Features to the help text display.
Movement and Route Movement cost's are now displayed in the Plot Hover.
The Gold for disbanding Units is now only displayed with the GAMEOPTION_DOWNSIZING_IS_PROFITABLE enabled.
Fixed the reward of Defensive Victory and Offensive Victory moves to Units.
Reworked the Routes Pedia.
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
Fixed space mission help tooltip.
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.
Fixed python icon issue with late game wonder.
Relocated space mission reward building to proper mission reward unit.
Separate names with a comma.