C2C SVN Changelog

New icons (surprise) :eek:

-Healer
-Apothecary
-Surgeon

I also am adding the small health plus in the corner to healthcare units to make identifying medics easier.
examples attached as always
 

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Will something sillier be done with the building that is required to create thieves and rogues? (sorry - forgot it's name)

I dont understand what you mean by sillier?:crazyeye:
 
That's a good idea.

Ya dam right thats a good idea. That's why I thought of it. :P
SOOO....
Added Health Plus Icon to all Health care units.
-Monk
-Medic
-Hospital ship
-ambulance WW1
-ambulance WW2
-Medivac Helicopter
-Modern Medivac Helicopter

plus the ones I did this morning, ALL units under the healthcare category are done. :king:
 
Koshling propably meant "similar". His writing sometimes can't catch up with his thinking ;)

Yeh, I was typing that on my iPad, and it sometimes makes interesting 'assumptions' about what I intended to type! Reason I ask is the AI issue (can't cope with properties that are not simply more-is-worse or more-is-better)
 
Just pushed to SVN:
  • Fix to the problem of defensive stacks just sitting there after the city they thought they were defending is captured or razed (from DRJ's save game)
  • Significant performance improvements to AI attack planning and AI settler escort planning
 
@StrategyOnly: Are we in a freeze now currently or not yet?

I'm treating it as bug-fixes and low-risk polish only currently

Exactly what Koshling said, BUT some of the changes going on are really normal changes but HAVE to be made, ie Bandits Hideout and stuff, otherwise i wont release the next version (This one is just a bit different, sorry guys:blush:). But so much was released the last day before the freeze that needed to be cleared up, just like you did on the Revolution Advisers etc) I am now waiting on Koshlings ok, to make sure he has all of his coding done, that he wants for this release.
 
Exactly what Koshling said, BUT some of the changes going on are really normal changes but HAVE to be made, ie Bandits Hideout and stuff, otherwise i wont release the next version (This one is just a bit different, sorry guys:blush:). But so much was released the last day before the freeze that needed to be cleared up, just like you did on the Revolution Advisers etc) I am now waiting on Koshlings ok, to make sure he has all of his coding done, that he wants for this release.

I'm happy with things currently. Not aware of any major issues and my play testing is showing something much more balanced (and harder) than we've had for a while :)
 
OK then i will get everything i can together, as much as i can for now, and see if i can get the next version done within the next three days.


So please NO adding anything in the ART folder thx.
 
OK then i will get everything i can together, as much as i can for now, and see if i can get the next version done within the next three days.


So please NO adding anything in the ART folder thx.

Stop don't do the art some of it belongs in my FPK. I was holding off until teh freeze was official as I did not want to upload my FPK yet again.

Edit I hope to get to it today, last week was a bad week and next week is not looking any better, RL y'know. I need to fix the scrub fallout problem. I can't see what the problem is with what is on the SVN now so I will move it back to not use ModifiedA4's mod. I also need to get the ocean terrain fixed on the GEM etc maps. Oter that that I have been testing and doing only text type fixes.
 
Exactly what Koshling said, BUT some of the changes going on are really normal changes but HAVE to be made, ie Bandits Hideout and stuff, otherwise i wont release the next version (This one is just a bit different, sorry guys:blush:). But so much was released the last day before the freeze that needed to be cleared up, just like you did on the Revolution Advisers etc) I am now waiting on Koshlings ok, to make sure he has all of his coding done, that he wants for this release.

Well for crime the main thing is feedback without it I cannot balance things. Of the feedback so far we have had a wide range of opinions from JosEPh_II hating it, to DH not liking how its implemented to others saying that its balancing out their gold and happiness problems and even using the science slider again (which is a good thing).

Then there is the issue about Theif/Rogue tye units getting unlocked by crimes. So far I have only tweaked 2 things, the crime per pop at +3 and allowing the Bandit's Hideout to not require a crime.

For now, unless otherwise pursued I think I will leave things as they are and have the next release be the true test. There is a lot I can add and chnage but not without possibly breaking the game. Thus I do not want to try it before the release.

Right now crime, while a bit challenging is not a game breaker. Perhaps in the future AIAndy can set up a custom game setting to turn it off for those who do not like it. But for now I think it would be a good thing to have the non-SVN people test it out for the next month.
 
Well for crime the main thing is feedback without it I cannot balance things. Of the feedback so far we have had a wide range of opinions from JosEPh_II hating it, to DH not liking how its implemented to others saying that its balancing out their gold and happiness problems and even using the science slider again (which is a good thing).

Then there is the issue about Theif/Rogue tye units getting unlocked by crimes. So far I have only tweaked 2 things, the crime per pop at +3 and allowing the Bandit's Hideout to not require a crime.
I would for now request the change to not have any buildable building require a crime pseudo building. For the sake of the AI at least.

And I don't think we should release before Tuesday or so. There might still be some bugs surfacing.
 
I would for now request the change to not have any buildable building require a crime pseudo building. For the sake of the AI at least.

And I don't think we should release before Tuesday or so. There might still be some bugs surfacing.

Now thats what i was just thinking, plus i was going over the itechcostmodier/ipercentreserch stuff online, it doesnt really say much in those areas.
 
And I don't think we should release before Tuesday or so. There might still be some bugs surfacing.

I agree with this, for reasons I've laid out in the Timelines thread. I think that V22 should be more 'polished', as Joseph has a point in that even the recent 'stable' versions have had bad bugs that were not fixed until later.
 
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