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C2C SVN Changelog

Updates
- Butcher subdue animals N-R.
- Reinstate the usefulness of the health care line of units bu removing Medic I from all other types of unit.
 
Update
@Hydro, please remove the apothacary from your health mod. It is part of OV's mods and we want to keep it there. I have put your changes into OV's mod.

Also could you add the following to the Pharmacy. Thanks
Spoiler :
Code:
			<BonusCommerceModifiers>
				<BonusCommerceModifier>
					<BonusType>BONUS_OPIUM</BonusType>
					<CommerceModifiers>
						<iCommerce>1</iCommerce>
						<iCommerce>0</iCommerce>
						<iCommerce>0</iCommerce>
						<iCommerce>0</iCommerce>
					</CommerceModifiers>
				</BonusCommerceModifier>
				<BonusCommerceModifier>
					<BonusType>BONUS_CANNABIS</BonusType>
					<CommerceModifiers>
						<iCommerce>1</iCommerce>
						<iCommerce>0</iCommerce>
						<iCommerce>0</iCommerce>
						<iCommerce>0</iCommerce>
					</CommerceModifiers>
				</BonusCommerceModifier>
			</BonusCommerceModifiers>

1. Sure I will take out the Apothecary if you make sure it has -2 :gold: so it is like the other health buildings.

Code:
			<CommerceChanges>
				<iCommerce>-2</iCommerce>
				<iCommerce>0</iCommerce>
				<iCommerce>0</iCommerce>
				<iCommerce>0</iCommerce>
			</CommerceChanges>

2. Sure i can add that to the Pharmacy.
 
1) is done.

2) I was thinking of adding a -:hammers: but found that having both opium and hemp does not counter the cost of the building anyway.

Edit Update
- All subdued animals can now be butchered.
 
Update
- East-west split for animal spawning added. Not entirely happy with this. We need to look at resources and terrain features having the same distribution factors for a better ecological feel

Edit Update
- Two new promotions from The_J to allow your specialist units to get more XP than the max from barbarians or animals. You need the promotion before you run into the maximum to be able to continue getting XP. Good for your hunter and recon units.

Edit2 Update
- New buildings by Platyping.
- Fixes for The_J's promotions.
 
Oops - my OOS fix from earlier today screwed up pathing for air units (including birds). Corrected that in latest SVN as of this posting.

Edit - and another one after I fixed a problem with my build system (dependencies had gotten screwed)!
 
updates
- two new map resources barley and donkey.
- Ishtar Gate moved to glass working for game balance
- 5 new wonders and a project from platyping
  • Empire State Building - needs some modification to fit C2C geology
  • Pergamon Alter
  • Taipei 101
  • Tsukiji Fish Market - needs to be adjusted for C2C ecology
  • Zizkov TV Tower - not sure about the affects of this one
  • Project - Nuclear Non-Proliferation Treaty
 
Updates
- New project from platyping Ivy Mike. Yet another atomic age project this time to improve yout nukes.
- Movie for Pergamon Altar.
- Adjust latest resources to fit in C2C.

Edit Updates
- Fully integrate donkey resource.
- Update graphics - subdue animal buildings, jain and andean missionaries.

Edit2 Updates
- Fix the spawn for the Arctic Tern.
- Merge Crow and Raven into core.
 
updates
- two new map resources barley and donkey.

Which map scipts will/won't place these currently? Presumably GEM won't have them (yet) since it's a scenario, but will the generated maps all have them, or just a subset?
 
Which map scipts will/won't place these currently? Presumably GEM won't have them (yet) since it's a scenario, but will the generated maps all have them, or just a subset?
The map scripts should all obey the placement rules defined in the bonus XML. If those are properly set, they should be there.
 
Updates
- Changed Bach's Cathedral to Acoustics tech.
- Added Steam Tank and War Wheel. Thanks ls612 for making and steampunk1880 for planning them.
- Fixed Silk Road, Newton's College and Einstein's Lab (as requested).
- Added Nemo's Naval Academy.
- Fixed wheeled units to require Oil Products or Biofuel instead of Oil Products or Tires since Automobile resources already require Tires.
 
Just pushed to SVN:
  • Experimental changes to how unit graphics are handled, but disabled . Right now the gains don't justify the extra complexity (and therefore bug risk), but the code is now present and can be turned on in the future if we wish to
  • New global define 'SHOW_BUILDINGS_LEVEL' defined in A_New_Dawn_GlobalDefines.xml. It can take the values 0 (don't display any unique building art), 1 (display for wonders only), or 2 (display all). Currently set to 2 in the SVN
  • Corrected a few spelling and grammar errors in RoM hints
Changing the 'SHOW_BUILDINGS_LEVEL' value reduces graphical intensity, and may solve some CTDs. It also somewhat reduces memory usage.

If you're havign random CTDs and AIAndy's turn-off-city-display test helped for you, try setting 'SHOW_BUILDINGS_LEVEL' to 0 and see if that also helps.
 
In the latest asets the projects XML is bugged:

2 projects have:

Code:
			<PrereqProjects>
				<PrereqProject>
					<ProjectType>PROJECT_MANHATTAN_PROJECT</ProjectType>
					<iNeeded>1</iNeeded>
				</PrereqProject>
			</PrereqProjects>

but PROJECT_MANHATTAN_PROJECT is not defined.
 
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