C2C SVN Changelog

deleted, units were showing up in Civlopedia as unique

Units
- Canadian Corps (Canada)
- Avaro Arrow (Canada)
- Voyager (Canada)
- JTF2 (Canada)

Buildings
- War Pole (Lower Sioux)
- Nomad Granary (Lower Sioux)
- Sports Complex (Australian)
- Hockey Night in Canada (Canada)
- Microwave Station (Canada)

Wonder
- CN Tower
- Oil Sands
 
Updates
- Fixed Barley Farm.
- Art Gallery now requires Pacifism again. Was too powerful to be a general building.
- Minor Tweaks to buildings.
- Fixed Tar Pit and Tar Refinery.
- Changed Bandit's Hideout with changes discussed with Hanny.

Hitler liked opera and certian painters (actually he WAS a painter originally, though not a great one). I would prefer/propose that rather than requiring pacifism for art galleries they simply get 50% or so of their culture as a bonus from that civic, so they are only as powerful when in it, but are still somewhat useful outside of it.
 
Hitler liked opera and certian painters (actually he WAS a painter originally, though not a great one). I would prefer/propose that rather than requiring pacifism for art galleries they simply get 50% or so of their culture as a bonus from that civic, so they are only as powerful when in it, but are still somewhat useful outside of it.

For opera we have opera house. Art gallery is another thing which shows oil paintings and sculptures and such. Which under fascism and generally non-democratic society whould fall in line with ruling ideology and/or religion. And even in democracy you cannot publicly present art which might be considered as racism or harassment for example.

I agree with DH here, for game balance sake, because from later medieval and further on we have MASSIVE inflow of culture, WAY too many +30%, +50% etc buildings and religions spread widely by that moment. Cities grow legendary at the late industrial/early modern phase without moving culture slider or turning city output to culture. And all my cities go 3 tiles in the reneissance. I would say culture needs tuning down abit taken fact we have so much buildings and majority of them have culture bonus built in. While balanced in prehistoric-classical stage, that gets out of control later on as i said. I always turn off cultural victory in my games now.

Also, while at that please take a look at cathedrals - Confucian academy needs single temple as requirement to be built.

2Koshling - new AI combat is better than before, it no longer sits before cities forever, however after engineering (and castles which have castle gatehouse preventing to enter until defences are down) i noticed Justinian declare war at Bismark, move his stack of doom (200+ troops, including some heavy cannons) to neighbour city and move back and forth not taking down defence from city (it was 140%). Bismark had like 10 troops inside city, weaker then attacking units.

If you want i can upload savegame.

Also, about new times for peace treaty. I play on snail, it is 60 turns here. While 10 turns was too fast, 60 turns is ALOT, especially at later eras, where techs get discovered around 3-5 turns each. My opinion would be halving that to 30 turns.

p.s. I saw Hitler paintings, they were not that bad, but nothing outstanding. Something every student of art college would paint. IMHO
 
For opera we have opera house. Art gallery is another thing which shows oil paintings and sculptures and such. Which under fascism and generally non-democratic society whould fall in line with ruling ideology and/or religion. And even in democracy you cannot publicly present art which might be considered as racism or harassment for example.

I agree with DH here, for game balance sake, because from later medieval and further on we have MASSIVE inflow of culture, WAY too many +30%, +50% etc buildings and religions spread widely by that moment. Cities grow legendary at the late industrial/early modern phase without moving culture slider or turning city output to culture. And all my cities go 3 tiles in the reneissance. I would say culture needs tuning down abit taken fact we have so much buildings and majority of them have culture bonus built in. While balanced in prehistoric-classical stage, that gets out of control later on as i said. I always turn off cultural victory in my games now.

Also, while at that please take a look at cathedrals - Confucian academy needs single temple as requirement to be built.

2Koshling - new AI combat is better than before, it no longer sits before cities forever, however after engineering (and castles which have castle gatehouse preventing to enter until defences are down) i noticed Justinian declare war at Bismark, move his stack of doom (200+ troops, including some heavy cannons) to neighbour city and move back and forth not taking down defence from city (it was 140%). Bismark had like 10 troops inside city, weaker then attacking units.

If you want i can upload savegame.

Also, about new times for peace treaty. I play on snail, it is 60 turns here. While 10 turns was too fast, 60 turns is ALOT, especially at later eras, where techs get discovered around 3-5 turns each. My opinion would be halving that to 30 turns.

p.s. I saw Hitler paintings, they were not that bad, but nothing outstanding. Something every student of art college would paint. IMHO

My point was that non-pacifist does not imply no appreciation of art.

I'm also not arguing with the view that we might have a balance issue.

I'm simply arguing that buildings like this should not be totally disabled, just nerfed somewhat out of their ideal civics, which can equally be used to address any balance issues that disabling can. As a general approach I would say use civic modifiers to disable the % modifiers on buildings like these, but leave them their absolute modifiers (so out of pacifism it [and other similar buildings possibly] would produce fixed small culture, whereas in pacifism they would also and a % modifier).
 
Update
Fixed a bug in the extended property system.
Added PROPERTYSOURCE_CONSTANT_LIMITED which produces a property up to a certain limit and PROPERTYSOURCE_DECAY which decays a percentage of a property but leaves iNoDecayAmount without decay.
 
Hitler liked opera and certian painters (actually he WAS a painter originally, though not a great one). I would prefer/propose that rather than requiring pacifism for art galleries they simply get 50% or so of their culture as a bonus from that civic, so they are only as powerful when in it, but are still somewhat useful outside of it.

The Art Gallery was originally a Civic specific building. I am just returning it to be that so Pacifism has something worth changing civics for.
 
Another day of fairly wide-ranging changes:
  • Fixed a CTD associated with worker trade evaluation
  • Changed the scheduling of when automated player units process their automation. This will now occur at the ENDs of turns (so when you press end-turn any automated units will move). The reasons for this are two-fold. Firstly it gives the player the opportunity to do something different with an automated unit before it moves. Secondly it prevents automation running at the start of your turn while things like trade windows are up (this is what was causing laggy reponse from trade windows at times).
  • Radically changed the way some aspects of how AI/automated units decide what to do, to greatly reduce pathing calculations. In general (there are some exceptions) this shouldn't have any noticable functional effect, but some edge cases go a lot faster (like 100 times faster). Basically if you weren't having serious performance issues you probably won't notice a huge difference, but if you were it should be night and day.
  • Fixed a small bug in the exploration AI/automation which gives added values to plots that are adjacent to enemies where those enemies are likely to lose if they attack the exploring unit (which is mostly done to tempt animals into unwise attacks). The bug was it did this even if the 'adjacent' plot was in water/land for land/water units respectively. This is probably why AI and automated hunters liked the coast so much!
  • Fixed a bug that could cause workers to 'hang', causing some performance issues (and a useless worker for some period of time)

I'll put this version of the DLL up on the patch thread shortly also.

There's still some more to do along the same lines in a few other routines, and some tidying up to be done, but this update should have the bulk of the effect (will finish it up over the next couple of days).
 
Another day of fairly wide-ranging changes:
  • Changed the scheduling of when automated player units process their automation. This will now occur at the ENDs of turns (so when you press end-turn any automated units will move). The reasons for this are two-fold. Firstly it gives the player the opportunity to do something different with an automated unit before it moves. Secondly it prevents automation running at the start of your turn while things like trade windows are up (this is what was causing laggy reponse from trade windows at times).

Will ctrl-a still cause things to perform their automation?
 
Revision 1917 i got a modified (!) now. Whats the deal with this? Do I need to do something to get rid of this?
Looks like its Leonidas leaderhead from strategyonly - guess its fine.
 
I like this update, because so many times i play on gigantic maps, and when you have over 100 workers and want to update them you must klick every unity 2 times. One time for stop automation and second in next turn for upgrade. Now reach one click:goodjob:
 
Will ctrl-a still cause things to perform their automation?

Lol. I was unaware there even WAS a ctrl-a command. Dunno. I'm going to modify the behaviour anyway, so that after you move all non-automated units i does the automated ones anyway, without requiring you to end turn.
 
Fletcher's hut doesn't show in the list of buildings that provide a military advantage.

Wrong thread for this, should go in the v21 crashes/bugs thread, thx.



Added the Tupi Civ
 
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