C2C SVN Changelog

@DH - when you migrated the trade units to the core files you forgot the UNITCLASSES. I have updated assets/xml/units/Civ4UnitClassInfos.xml to do this. Please check the result matches what you'd expect.

Edit - game texts too (also now merged)
 
@DH - when you migrated the trade units to the core files you forgot the UNITCLASSES. I have updated assets/xml/units/Civ4UnitClassInfos.xml to do this. Please check the result matches what you'd expect.

Edit - game texts too (also now merged)

This is what i always have been sayin', its not as easy as it looks, especially if you have alot on your mind and doing other things also, so thx for helping out.;)
 
@DH - when you migrated the trade units to the core files you forgot the UNITCLASSES. I have updated assets/xml/units/Civ4UnitClassInfos.xml to do this. Please check the result matches what you'd expect.

Edit - game texts too (also now merged)

Actually, I just forgot to copy those two files across for the update. Sorry:blush:. I will cross check yours and mine.

I also wanted to change the trade caravan text, at least the strategy because they an be used to speed builds and they can also be automated. This makes them significantly different to the Great Merchant which is where their strategy text is coming from.

I am about 75% the way to having the stuff merged for animal spamming so expect a big set of changes to Unit Infos/Class and subdued animals later today my time.
 
Updated the animal units. All wild (but not subdued) animals are now in the core files and using the new spawn method. I also put the new Mule units in the core files.

Now to update the subdue animal buildings.

Edit: Just updates the Subdued Animals buildings. This was a major set of changes so please check that I have not made any other mistakes. Thanks.
 
As you may have noticed there is now a module for the alternate time line units such as Laura Croft and the mega fauna units.

I need to write some game text and a concept page to explain how to turn these off/on for people who don't want "fantasy" units.

Today I added some Zebra cavalry units but they can't be released yet
1) because I haven't added the prerequsuite buildings and units - I just remembered while typing this.
2) I don't have buttons for the units so am using a place holder.
 
As you may have noticed there is now a module for the alternate time line units such as Laura Croft and the mega fauna units.

I need to write some game text and a concept page to explain how to turn these off/on for people who don't want "fantasy" units.

Today I added some Zebra cavalry units but they can't be released yet
1) because I haven't added the prerequsuite buildings and units - I just remembered while typing this.
2) I don't have buttons for the units so am using a place holder.

Thank you for adding this, DH. I mentioned something about it in a post awhile back and I'm glad it jives with your thinking as well. As I said before, I LIKE the fictional units and want to see MORE, but I understand some people rather not have them. I think each of the Cultures needs their own heroic unit eventually :)
 
Thanks. I will update my building schemas. I think i better do this for the goods too. Since while I cannot simulate them through trade routes I will at least limit goods within same continent.

EDIT: Updated my Schemas on the SVN.

I will add a tag for free building in trade-route-connected cities.

Same continent actually sucks pretty badly on island maps. Furthermore, trade-route-connected offers enough other advantages to justify the effort of implementing it (probably next week now though):
  • Doesn't suck on less land-connected maps
  • Mirrors what goods really are (i.e. - traded commodities)
  • Adds strategic options - blockading, cutting routes, etc.

Let me know if you don't think this is worthwhile.
 
@Koshling.

I think that is a great idea as my mates and i like to play with lots of island maps.

Cheers
ColonelFlag
 
Actually, I just forgot to copy those two files across for the update. Sorry:blush:. I will cross check yours and mine.

I also wanted to change the trade caravan text, at least the strategy because they an be used to speed builds and they can also be automated. This makes them significantly different to the Great Merchant which is where their strategy text is coming from.

I am about 75% the way to having the stuff merged for animal spamming so expect a big set of changes to Unit Infos/Class and subdued animals later today my time.

Does that stuff include all the Megaf one(s) also. I just updated an export to the SVN and it has all the unitclasses messed up?
 
Does that stuff include all the Megaf one(s) also. I just updated an export to the SVN and it has all the unitclasses messed up?

I forgot to update the unit class file again. Sorry.:blush: Done now.

All my mega fauna units are now in the Alternate time line folder. I don't expect to be doing any more to subdue animals or units for awhile.

I am working on the terrain features and writing a post map script module that will add in the new C2C terrain features for every map script.
 
@Dancing Hoskuld

I am getting a bunch of missing promotions errors for the Subdued animals and stuff. Please take a look at the latest SVN and see what;s going on. Even my fix is giving an error since it says its missing your stuff. :eek:

I am so confused! :crazyeye:

Should be fixed. I updated to the new unit schema but forgot to update the promotions file in the SVN.
 
Should be fixed. I updated to the new unit schema but forgot to update the promotions file in the SVN.

Those errors stopped but i am still getting subdued animal errors upon loading the SVN current version. :(

EDIT: What are these missing units? (see image)


EDIT2:

@Dancing Hoskuld

Your Myth Building seem to be missing their icon/buttons. Is it suppose to be that way?
 
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