C2C SVN Changelog

No issues so far with SVN 1125. Excellent work, guys :thumbsup: !

Awesome! Let us know if they do since I have a ton more to convert from "goods" to "building produced resources".

I can no longer play C2C with all the new resources in. I get weird graphics for the leader heads and units now. I also have to manually delete the cache and reboot my machine between c2C sessions even if I only go in to check the pedia! yes I have defraged my hard disk, reinstalled BtS and updated my graphics drivers.:(

Hmm. Which units and leaderheads? I have not experienced either.

:devil: added five fire events :devil:

My dream has finally come true! Thank you so much for doing this! :worship:
 
Every wanderer I built seemed to get the same two promotions - is that what youd expect?

If they are built in the same city, 1 in 4 units should get one of the new promotions if you are running "Military Tradition" or "Volunteer Army". Twice as many if you are running both. None if neither.
 
I can no longer play C2C with all the new resources in. I get weird graphics for the leader heads and units now. I also have to manually delete the cache and reboot my machine between c2C sessions even if I only go in to check the pedia! yes I have defraged my hard disk, reinstalled BtS and updated my graphics drivers.:(

That should be pretty easy to find out if its the resources or not, just take out the NEW resources of the MLF area and see what happens?

So, having had to start a new game (which means I'm about 2 months away from industrial again :( ), when setting the game option flexible difficulty seems to have vanished (so I went for 'increasing difficulty instead as the closest option). Has anyone else seen this? Anyone take it out deliberately?

I just checked and I also don´t see flexible difficulty anymore. As this is my favorite setting I hope that it will come back again ...


I have FD its in the BUG Options button under Caveman2Cosmos??
 
I have FD its in the BUG Options button under Caveman2Cosmos??

Ah, thanks, Strategyonly, you are right, things have not been changed! You cannot select flexible difficulty when starting a new game, you have to do so in the BUG settings at the 1st turn. I am just playing that one game for so long (C2C is so huge :D !) that I forgot it has been that way before :blush: ...
 
Update
Fixed a very old bug in the modular XML loading code that could not deal with a comment as the last sibling on certain levels (which Dancing happened to have in the MilitiaPromotion XML).
Since this bug caused memory corruption, it can be responsible for any number of weird crashes or behavior in the last two days.
 
Update
Fixed a very old bug in the modular XML loading code that could not deal with a comment as the last sibling on certain levels (which Dancing happened to have in the MilitiaPromotion XML).
Since this bug caused memory corruption, it can be responsible for any number of weird crashes or behavior in the last two days.

Could that have been one of the reason(s) people were having errors/CTD's using the extra leaderheads by any chance?
 
Could that have been one of the reason(s) people were having errors/CTD's using the extra leaderheads by any chance?
It could. We'll know soon enough if people still have those problems or if there is another culprit still out there to be found.
 
Pushed to SVN...

Applied the following changes to Slavery Civic...

Slavery
  • Low Upkeep (down from Medium)
  • -10% Great Person Birth Rate
  • Remove: -10% Inflation
  • Remove: +10% Commerce in All Cities
  • +5% :gold: in All Cities
  • -10% :science: in All Cities
  • +5% :culture: in All Cities
  • +50% faster construction of Servant Quarters
  • +2 :mad: in All Cities (up from +1 :mad:)
  • +25% :food: required for Growth (down from +50%)
  • +2 :yuck: in All Cities (up from +1 :yuck:)
  • -10% :espionage: in All Cities
  • +25% Maintenance for City Distance
  • +25% Maintenance for City Overseas
  • -10% Maintenance for Corporations
  • Remove: -15% Maintenance for City Numbers
  • Worker's Build Improvement Rate +25% (down from +50%)
  • War Weariness -5% (to reflect slaves used in battle / slaves tending to domestic needs while citizens at war)
 
Personally I don't think any add-on civs should have any unique units. That's what the culture buildings are for.

DOH! :blush: I am so glad YOU'LL are so diligent, thx guys.

Concerning to the Israel's Custom Civ:

Added UnitClassInfo for Macabre (New UU system) and TXT

P.S. Added Building Culture Middle Eastern


EDIT: Do you'll want me to leave in the Jivaro, or take it out, like normal?
 
DOH! :blush: I am so glad YOU'LL are so diligent, thx guys.

Concerning to the Israel's Custom Civ:

Changed old UU to new system NO UU's (requires Israel Embassy)

Added UnitClassInfo for Macabre (New UU system) and TXT

P.S. Added Building Culture Middle Eastern

But we already have a Macabee unit (UNITCLASS_ISRAELI_MACCABEE).

Also what's the status of the unit requests for the other culture buildings?

7. Inuit Harpooner
8. Blackwood Archer
9. Sharktooth Bowman

I also have more to send you but you wanted them in sets of 3. Let me know if you want me to send 10 to 14 or smaler packs like 10 to 12 and 13 to 14.

10. Carib Blowgunner
11. Cree Tracker
12. Huron Mantle
13. Klamath Riffleman
14. Nootka Clubman

I assumed you were too busy with RL to work on them, so I have not been reminding you. However with you working on this I guess you have some time again

EDIT: Do you'll want me to leave in the Jivaro, or take it out, like normal?

Technically all add-on civs should not have unique units. As for the Jivaro I plan to have a special Head Hunter unit once i build the cultural building for it.

And to answer your question, yes only one add-on civ at a time for the core game. Optional add-on packs can have however many you want.
 
Raised each of the below by 2 each, because of the now Prehistoric and Galactic Wonders that were added to the game:

Code:
	<Define>
		<DefineName>MAX_WORLD_WONDERS_PER_CITY</DefineName>
		<iDefineIntVal>7</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>MAX_TEAM_WONDERS_PER_CITY</DefineName>
		<iDefineIntVal>7</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>MAX_NATIONAL_WONDERS_PER_CITY</DefineName>
		<iDefineIntVal>8</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>MAX_NATIONAL_WONDERS_PER_CITY_FOR_OCC</DefineName>
		<iDefineIntVal>10</iDefineIntVal>
	</Define>


btw, if anyone still wants the Jivaro Civ, take it out NOW, i will remove it tomorrow.
 
Updates
  • Add Orion veteran's Merchant and Piracy units as merged to C2C by mcookie83. I a not sure if I should have released this as one or two optional mods or not.
  • Move art into FPK.
 
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