C2C SVN Changelog

Hello,

I'm trying to get onto the SVN to try it out, and I am getting "Checkout Failed!" errors when I try to do the checkout. The error message I'm getting is "Unable to connect to a repository at URL:" followed by the URL in the 1st post. Is there a different URL I should try to checkout from?

The URL is correct as far as I can see (I am not at my computer right now, so I'm not able to directly check my own setup however). are you using the latest version of tortoise?
 
The URL is correct as far as I can see (I am not at my computer right now, so I'm not able to directly check my own setup however). are you using the latest version of tortoise?

I'm using version 1.7.4.22459. Is that the newest?

I think the problem is that I have an extremely restrictive set of firewall rules. When I get some more time, I'll reconfigure the firewall and try again.
 
Update
- Temproarly remove a couple of the Platyping wonders because they are causing long turn times. I will need to tune the code, it is currently testing every city against every other city, I think.
 
I'm using version 1.7.4.22459. Is that the newest?

I think the problem is that I have an extremely restrictive set of firewall rules. When I get some more time, I'll reconfigure the firewall and try again.
You can also try if the URL works if you enter it into your browser. It should show a web representation of the SVN then.
 
Updates
- Extend Modifieda4's basic Forestry to C2C's worker units and new terrains. Can plant new tree nursery on scrub, rockey, lush and muddy terrains now.
- Text for new resource builds.
 
added a new tech and changed a few:

Lunar Terraforming
Req Tech: Planetary Terraforming AND Lunar Megastructures
Location: X99 Y9


Attometer Engineering
Req Tech: Launch Arcology AND Planetary Terraforming

Planetary Engineering
Req Tech: Attometer Engineering AND Lunar Terraforming
 
At the very end you have:

<Define>
<!-- Use the following to determine what building art
is displayed on cities:
0 = none
1 = Wonders only
2 = all -->
<DefineName>SHOW_BUILDINGS_LEVEL</DefineName>
<iDefineIntVal>2</iDefineIntVal>
</Define>

Cheers

Thanks m8. Looks like SVN didn't replace this file for some reason. I manually deleted it after that SVN downloaded new one, which have this block in it. I set it to zero but i still get crashes :( and i think buildings are still displayed ...

Anything else i should check?

[edit] i just checked - Pyramids are still displayed on the map despite the 0 value of this variable ...
 
changed Bombard Mammoth and Bombard Elephant to upgrade into the Early Tank

I'm sorry, but that just dosn't make sense. In my opinion, the earliest tanks should be built from scratch.
It's clearly impossible to upgrade an elephant to a tank, that would be a very radical innovation; like upgrading some artillery unit into a satellite with an artillery function.
 
It's probably more the crew getting new training and getting into a tank. The upgrade costs are supposed to cover the cost of getting the new equipment, this being the tank instead of the mammoth/elephant.

The point has been made before that if one went realistic with upgrades and what units always needed building from scratch then one would basically have to build units all the time to replace the outdated ones.

So a bit of liberty needs taking as it is a game after all and needs to be balanced in all aspects.

Cheers
 
Thanks m8. Looks like SVN didn't replace this file for some reason. I manually deleted it after that SVN downloaded new one, which have this block in it. I set it to zero but i still get crashes :( and i think buildings are still displayed ...

Anything else i should check?

[edit] i just checked - Pyramids are still displayed on the map despite the 0 value of this variable ...

Well, if the SVN update didn't replace THIS file, what else didn't it replace? The DLL maybe?
 
Well, if the SVN update didn't replace THIS file, what else didn't it replace? The DLL maybe?

Same idea came to me :) DLing atm clean SVN install in new folder. Ill write once it finishes and i try it out.

[edit] works fine now, no crashing out cause of scrolling so far. I had several memory allocation errors but after i reduced graphics from high to medium it seems to be gone.

have another bug - at one moment my resources became showing as i have 0 ... Great Farmer stopped planting Rice i been importing from Wang Gon, and standing there unable to plant anything at all... but i am able to build Taj Mahal, meaning i have Marble. Also i can build cultures which require resources in vicinity. In resources diplomacy window it looks like i have 0 of each resource for trade.

Weirdness ...

i have savegame right before it happens if it would help.

[edit 3] after 3-4 turns resources came back, but i also noticed that some of AI dont have resources showing in resources diplomacy tab as well. And after few more turns resources were gone again ...

[edit 4] Here's savegame where i don't have resources.
 
Couple of XML errors in the latest SVN:

1) 'IMPROVEMENT_OARCHARD' (should be IMPROVEMENT_ORCHARD) ocurs in NewRes_Civ4ImprovementInfos.xml

2) UNIT_LOCUST has bAnimal set to true, but UNITAI_PILLAGE as its default AI. It is not valid for an animal to have an AI other than UNITAI_ANIMAL currently. Since I suspect this unit's specific purpose is to pillage, you probably need to turn off its animal flag as a wrokaround for now. As things stand the DLL will automatically change its AI to UNITAI_ANIMAL on loading, so the pillaging won't work.
 
Couple of XML errors in the latest SVN:

1) 'IMPROVEMENT_OARCHARD' (should be IMPROVEMENT_ORCHARD) ocurs in NewRes_Civ4ImprovementInfos.xml

2) UNIT_LOCUST has bAnimal set to true, but UNITAI_PILLAGE as its default AI. It is not valid for an animal to have an AI other than UNITAI_ANIMAL currently. Since I suspect this unit's specific purpose is to pillage, you probably need to turn off its animal flag as a wrokaround for now. As things stand the DLL will automatically change its AI to UNITAI_ANIMAL on loading, so the pillaging won't work.

Thanks, 1) is dyslexia or meds;) 2) I thought I had done it for all four of them even though only one is spawning at the moment. The rest will be from events.
 
Updates
- New subdue animal results, tales instead of subdued units until the correct tech is discovered.
- Fix locus so they can enter cultural borders and pillage stuff.
- Fix spelling error in new improvements.

Edit more updates
- Boar's have had a face lift thanks to Orion Veteran.
- Pigs and Warthogs added. Their stats may need to change a bit.
 
Same idea came to me :) DLing atm clean SVN install in new folder. Ill write once it finishes and i try it out.

[edit] works fine now, no crashing out cause of scrolling so far. I had several memory allocation errors but after i reduced graphics from high to medium it seems to be gone.

have another bug - at one moment my resources became showing as i have 0 ... Great Farmer stopped planting Rice i been importing from Wang Gon, and standing there unable to plant anything at all... but i am able to build Taj Mahal, meaning i have Marble. Also i can build cultures which require resources in vicinity. In resources diplomacy window it looks like i have 0 of each resource for trade.

Weirdness ...

i have savegame right before it happens if it would help.

[edit 3] after 3-4 turns resources came back, but i also noticed that some of AI dont have resources showing in resources diplomacy tab as well. And after few more turns resources were gone again ...

[edit 4] Here's savegame where i don't have resources.

Thanks for the save. I believe I have found the cause, but it's quite subtle. Doing some testing currently...
 
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