C2C SVN Changelog

10732
  • Renamed ERA_ANCIENT to ERA_SEDENTARY and ERA_PREHISTORIC to ERA_ANCIENT because the exe chooses ERA_ANCIENT for you if you don't have this option set in CivilizationIV.ini when you are about to start a new game. You don't need to change anything for this update. If you have ERA_PREHISTORIC set in the ini, the next time you start a new game, the exe will automatically set it to ERA_ANCIENT for you.
ERA_ANCIENT means prehistoric era
ERA_SEDENTARY means ancient era
 
Last edited:
10734
  • Changes to the plot movement cost calculation to establish some sanity limits to how much promo effects can speed up units.
 
  • Like
Reactions: Anq
10736
Adjusted scenarios starting era to accommodate change ERA_PREHISTORIC -> ERA_ANCIENT
 
  • Like
Reactions: Anq
10737
Adapted python to era tag change ERA_ANCIENT -> ERA_SEDENTARY and ERA_PREHISTORIC -> ERA_ANCIENT
 
  • Like
Reactions: Anq
10738
All subdued animals now can't reveal map.

@Dancing Hoskuld are you happy now?
It seems like someone forgot to (re)add this tag when files were split.
Tag responsible for this was mistakenly deleted 3 years ago.
 
Last edited:
10741
  • Fixed that you got exp for animals/barbs when over their respective exp limit when playing without infinite XP and not having the "barbarian/animal hunter" promotions.
  • Gave AI's a little bonus XP for killing NPC units, should help them a bit in the early game when there's so many NPC units around.
  • Some random xml cleaning.
10742
  • Reverted my removal of <iConquestProb>0</iConquestProb> from a couple of building in revision 10741.
    • DH said it was intentional that heritage and animal trainers cannot be conquered.
 
10743
Fixed few unit overwrites in Pepper's module - Faustmouse stuff is now in this module.
Pepper's module now can be turned off - core buildings/units now have overridden building requirement tags.
Vactrain and Gravity Train routes had to be merged into core.

@strategyonly now you can turn off Pepper's module if you want - apparently only couple of Pepper's buildings were referenced outside Pepper's module.
Game crashed on launch if I had those route defines both in core and in module.
 
10744
  • Fixed broken scaling code for the work queue list in city screen, it was only scaled correctly on resolution of more than 1700 pixels width.
  • Added scaling to the unit name header on the bottom left panel when units are selected and tweaked its position a bit.
  • Removed the steam bat launcher as it was useless, couldn't load the mod unless the civIV.ini or the steam launch option had been set to load the mod by default.
10745
  • Fixed missing "Militia unit from farm built" code, PPIO deleted that code and I forgot about it before the merge.
10746
  • Fixed another shortcoming in the unit plot list that I created when fixing the last shortcoming, I think it's pretty solid now.
    • The bug was that Unit plot list didn't appear when selecting a city without having selected a unit first.
 
10747
Removed default latitude tags (min latitude of 0 and max latitude of 90 are default values) and empty lines from building infos.

10748
Forgot nonmodular file.
 
10753
Fixed Pesticide Manufacturer Water pollution value. Removed "-" negative sign. Now gives 15 water pollution. Which will probably make no one ever use it.
 
10755
  • Added even bigger button size options for the unit action list. Requested by SO.
  • Made the "dynamic XP" BUG option default to being "off".
  • Made the Minimmize AI turn" BUG option default to being "on".
  • Most messages sent from python to the exe, those displayed in the main message box, are now so that the font size is scaled by resolution.
    • Set up python so that the dll can route messages through the pythons scaling messaging system, instead of reporting messages directly to the exe.
    • Most messages are handled by the dll, so you won't see the scaled messages very often atm.
  • Removed EnhancedTechConquest.new.xml, an unused file.
10756
  • Fixed a bug and a shortcoming in my last revision 10755.
 
Top Bottom