C2C SVN Changelog

No. I restructured the folders. Updating now.

Edit. Done. this is why I should only work on one major thing at a time.

Ok now i have 2 errors in "Hunting_Subdue_Animals_CIV4BuildingInfos" and "Subdue_Animals_CIV4UnitInfos".

Note the first is in my Hydro folder while the other is in yours. Please check the SVN files for those. :(

Make sure you export the SVN version to try it out exactly as it is on the SVN.

EDIT: I think the Hunting_Subdue_Animals_CIV4BuildingInfos is messed up some how but I don't know what the problem is.

EDIT2: The Unit Category Button/Icons for "Animal Units" and "Hunters" are missing.

In addition all the herd buildings appear as a big red dot.
 
OK, I have a syncronise package so that this should not happen again. I had not updated a file in the Basic Infos folder. Also I had removed the duplicate graphics for the herd buildings but not released the final. Should be good now.
 
Early thoughts from turn 300 (Snail, 6000 BC) of this afternoon's build (rev 484, just after DH's last post).

I've seen 2 animals (a cheetah and a bear), and that's it. 0 Neanderthals.
Holy Rome mounted a credible early attack on me (4 slingers, 4 clubmen). Not sure if this is new, but didn't happen in my 3 v16 test games. He might have won if he'd attacked right away (he showed up with 2/2, when I had only 2 defenders, one of which was a spear thrower), but he waited 2 turns for the rest of his force, and I spammed a few slingers to survive.
He hassled me nicely (staying in strong terrain well) for about 30 turns until I lured him out with a gatherer and smashed him. He didn't get the gatherer, nor should he have been able to see it, so he gets less points for that.

Currently I've got one clubman (woods2) hassling his capital, and he's unwisely (to me) not smashing it. His borders look like a ] with my clubman nestled in the gap there (so not IN his borders). He's got 5 or 6 units just inside right next to the clubman, but is unwilling to attack. I don't think that's wise.

My only other continental neighbour is Justinian, who has about 8 each of clubman and slingers doing ... nothing. Gotta be ruining his economy, I sure couldn't support that many. It is monarch (just ticked up from Prince at turn 250, but he had most of them well before that).

Will report more as time passes.
 
Updates
- All Crafting buildings (that gave goods) now only gives Free Goods on the same continent.
- All Goods buildings (that gave goods) now only gives Free Goods on the same continent.
- All Pet buildings (that gave goods) now only gives Free Goods on the same continent.
- All Transportation buildings (that gave goods) now only gives Free Goods on the same continent.
- All Tweak buildings (that gave goods) now only gives Free Goods on the same continent.
 
Continued from the same game, up to turn 600 (2500 BC). For the record this game is Huge/Snail/RoM Fractal (60%). 14 AIs. Standard AI (not aggressive or ruthless).

Still no neanderthals, saw a few animals. Maybe 10 total in 600 turns. Maybe even 15? No, don't think so. Hey, on the plus side, the v16 super-crocodile-spam is gone!

Flood plain starts are OP. Screw health, I got science, baby (besides, there's plenty of prehistoric +health).

Beyond my OP start, which left the timeline feeling very right (entered Ancient around 4000 BC I think, right on schedule), it felt like this game the AI just didn't DO anything. Holy Rome was at 2 cities, and the 2nd one is fairly recent. I'd killed maybe 20 of his units, that he'd sent in various invasions over the years (3-4 waves), and he has probably 15ish at home, until I squish him. Feels like he has too many units, not enough much else.

Continuing with Holy Rome, he didn't develop his land decently AT ALL. He had two grapes, which he put grape picking things on, good. Even rebuilt one when I picked it off with a thief. He had a few other riverside tiles, and never put anything on them. He does have about 5 wood gatherers, so maybe he just thinks 2f1h tiles converted to 2f2h are better than 2f1c. It's certainly part of the reason for his atrocious science. I know it happened to me in one test game, if you don't have a river, you're ... near-screwed. Realistic, but rough.

Justinian... still has his one city. At size 3. I don't think we can blame him, he's hilled in pretty badly. Though he does have a few floodplain tiles now in border (took a while, 2nd ring), that he hasn't developed.

Finally, I poked around in WB, since this is starting to feel like a runaway (though I'll play on, the flexible difficulty MIGHT allow the AI some kinda comeback). There ARE neanderthals, on some of the landmasses. Just not all. Definitely a bunch of barb cities out there, though I think the game still has only the 14 civs I started with (barb civ is on, as is start as minors. Might not be late enough in the game for them to evolve yet).

One civ actually had a revolution, and two US cities now stand where there used to be British ones (2 outta 4 revolted it appears).

Hopefully these observations are some help. I'm trying to keep savegames every 100 turns or so on the off chance anything comes up, but other than the AI derping, not much so far.
 
Continued from the same game, up to turn 600 (2500 BC). For the record this game is Huge/Snail/RoM Fractal (60%). 14 AIs. Standard AI (not aggressive or ruthless).


Hopefully these observations are some help. I'm trying to keep savegames every 100 turns or so on the off chance anything comes up, but other than the AI derping, not much so far.

Can you do me a favor and put this in the Tips and Tricks area thread, thx.
 
Sorry, I'll actually make a thread for it maybe, since it doesn't really fit there. I figured here since it was a SVN build, not the regular v16. But I'm flexible!
 
Sorry, I'll actually make a thread for it maybe, since it doesn't really fit there. I figured here since it was a SVN build, not the regular v16. But I'm flexible!

By all means, go ahead and make your own thread, thats just fine, and thx.:)

You could name it: Observation(s) while playing C2C.
 
A few questions about FPKs:

1) Where do I get hold of the tool(s) needed to pack/unpack them (the Civ4 variants that we use)

2) Since they are a compressed format the implication is that the game decompresses and caches at runtime. This is likely to have performnce and memory footprint implications. They may or may not be negligible. Has anyone tried with the FPKs expanded vs with them as FPKs to see if there is a noticeable impact on performance or the reported memory footprint of some test save game load?
 
A few questions about FPKs:

1) Where do I get hold of the tool(s) needed to pack/unpack them (the Civ4 variants that we use)

2) Since they are a compressed format the implication is that the game decompresses and caches at runtime. This is likely to have performnce and memory footprint implications. They may or may not be negligible. Has anyone tried with the FPKs expanded vs with them as FPKs to see if there is a noticeable impact on performance or the reported memory footprint of some test save game load?

Anecdotal evidence suggests that it is faster in game and smaller for your packaging. See here. (Rats can't find it - I thought it was in the tutorial thread somewhere on how to reduce the size of your mod). It is way past my bed time.
 
You are probably looking for this thread.

Edit: also from another thread:

You also don't need to set compression to 0 (though it wol't hurt), you just need to uncheck the box marked compress; pak build is not designed to compress the art, it compiles it in a format the Civ4 engine can access faster. Packing the art is for performance.
 
In CIV4CivicInfos.xml there is a value for Civic Happiness that I believe represents an overall bonus/penalty to happiness Civ wide:

<iCivicHappiness>3</iCivicHappiness>

But I am slightly confused on the value. It seems like for positive settings, in this case 3, the number matches the amt of :) in All Cities. The line above is from Federal which grants +3 :) to All Cities, so that makes sense.

But for a negative value that causes :mad: in All Cities, the value doesn't match exactly.

Here are some examples:

Monarchy (+1 :mad:)

<iCivicHappiness>0</iCivicHappiness>

Despotism (+3 :mad:)

<iCivicHappiness>-1</iCivicHappiness>

Chiefdom (+5 :mad:)

<iCivicHappiness>-3</iCivicHappiness>


Is there some other variable involved I'm missing?? :confused:
 
Latest SVN - TECH_ARMORED_CAVALRY requires (as one of its AND pre-reqs) TECH_INVENTION. TECH_INVENTION is not defined.
 
Just put the new post map script and removed C2C Perfect World since the post script does the C2C parts of that script.

I don't have all the new terrain features in yet and need some feedback on what is there.
 
In CIV4CivicInfos.xml there is a value for Civic Happiness that I believe represents an overall bonus/penalty to happiness Civ wide:

<iCivicHappiness>3</iCivicHappiness>

But I am slightly confused on the value. It seems like for positive settings, in this case 3, the number matches the amt of :) in All Cities. The line above is from Federal which grants +3 :) to All Cities, so that makes sense.

But for a negative value that causes :mad: in All Cities, the value doesn't match exactly.

Here are some examples:

Monarchy (+1 :mad:)

<iCivicHappiness>0</iCivicHappiness>

Despotism (+3 :mad:)

<iCivicHappiness>-1</iCivicHappiness>

Chiefdom (+5 :mad:)

<iCivicHappiness>-3</iCivicHappiness>


Is there some other variable involved I'm missing?? :confused:

How many cities do you have? Don't forget we have soft city limits now too, and going over cap on cities will add 'unhappiness from civics'
 
Just put the new post map script and removed C2C Perfect World since the post script does the C2C parts of that script.

I don't have all the new terrain features in yet and need some feedback on what is there.

Does the post script run for all map types (apart from scenarios)?
 
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