C2C SVN Changelog

FYI, latest assets give intermittent crash on loading the mod. This is because the custom civ Apache defines default civis for civic options that no longer exist (GST etc). Do NOT fix this in the XML for now please (its a good test case). There will be a DLL update later today that just ignores the civics that no longer exist (so consider this an FYI if you are getting crashes on mod load)
 
In the current assets TECH_FLIGHT has as a pre-req TECH_WAR_BALLOONING. However, TECH_WAR_BALLOONING is not defined.
 
Found some low-hanging fruit on the memory-footprint issue. So far have reduced mod runtime footprint by 125 Mbytes.

Still testing, will push to SVN before I stop today though I expect.
 
Found some low-hanging fruit on the memory-footprint issue. So far have reduced mod runtime footprint by 125 Mbytes.

Still testing, will push to SVN before I stop today though I expect.

Pluck em! I haven't gotten to the modern or future era with the more recent version, but with an older one I had 20 MINUTE wait times between turns, so any improvement to memory and AI speed is always great news to me! :goodjob:
 
Pluck em! I haven't gotten to the modern or future era with the more recent version, but with an older one I had 20 MINUTE wait times between turns, so any improvement to memory and AI speed is always great news to me! :goodjob:

The 20 minute wait has been over a long time ago, thx to Koshling, it has been reduced way more than 75% turn times now, but like you said i haven't made it that far in over a year, so i am just guessing also.:mischief::scan:
 
I just figured out where some of the problem is, when i packed the FPK, i forgot to delete the SVN that DH loaded for the new resources he added directly to the Art files, am fixing that as we speak.
 
Glad you guys are working things out. I am updating now.

Last night i tried loading the mod without the C2C.FPK and did you know the start screen has revolutionary war people as the default?

:lol:Thats part of the BUG mod that does that iirc.
 
In the current assets TECH_FLIGHT has as a pre-req TECH_WAR_BALLOONING. However, TECH_WAR_BALLOONING is not defined.

Fixed, thx.

This is why I said I would do it all in my module while I was working on it :) Since discovering that I did not have a war balloon unit (what I had was for civ III) I have not done much to the balloon mod.
 
This is why I said I would do it all in my module while I was working on it :) Since discovering that I did not have a war balloon unit (what I had was for civ III) I have not done much to the balloon mod.

No offense but tis much easier to keep track of all the techs if they are included in the core. That's why the weather and sports techs were merged into the core. Also if we have to move around techs it gets crazy if we have to go and change your files too. I don't mind units or building modular but techs should not be.
 
No offense but tis much easier to keep track of all the techs if they are included in the core. That's why the weather and sports techs were merged into the core. Also if we have to move around techs it gets crazy if we have to go and change your files too. I don't mind units or building modular but techs should not be.

Agreed. I rather not check more than one file to see if a quote exists.

On that note, I've pushed the new quotes and some additional audio clips.
 
@Hydro

One idea about Native Culture building.

Since it gives Good (Culture) to all cities, there is no need to build it again if you already have one.
So.. Can it be a national wonder?
I know it's a dummy building and there is no harm to have it. Just.. little weird to me.
Making it a national wonder and giving +1:culture: to Good (Culture). What do you think of it?
 
Just pushed to SVN, changes to memory usage. Knocks a bit over 150M off the mod's load usage. Slightly more for a loaded game. There's more of this to come, but I wanted to push the relatively simple changes for the really low hanging fruit in time for people to give it some minimal testing over the weekend, before SO declares a new release.
 
I like the new sound clips on the SVN. Very cool. :D

@Hydro

One idea about Native Culture building.

Since it gives Good (Culture) to all cities, there is no need to build it again if you already have one.
So.. Can it be a national wonder?
I know it's a dummy building and there is no harm to have it. Just.. little weird to me.
Making it a national wonder and giving +1:culture: to Good (Culture). What do you think of it?

I have explained this before. Since each Native Culture building is a unique building you cannot make it a national wonder. Otherwise you would never be able to build another regions native culture. Remember they are all replacing Native Culture (Human) and do not have their own building class.

If they did have their own building class I would not have had to make them each give a free building since i could have directly required them for the other culture buildings.

And there is no other way to give each civ their own unique building. I tried making the other buildings banned from other ones but that just ment there was no such requirement and they could build the dependent buildings anyways.

In short no i cannot make it a National Wonder. Sorry but it won't work if I do.
 
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