C2C SVN Changelog

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>
Those global defines are not used any more. Change the similar values in GameInfo/CIV4CultureLevelInfo.xml instead.
 
Those global defines are not used any more. Change the similar values in GameInfo/CIV4CultureLevelInfo.xml instead.

Dang, curses foiled again . . .:lol: Changed them, someone take a look and see if its ok, thx.

Added units:

Inuit Harpooner
Unit Type: Melee
Building: Culture (Inuit)
Req Tech: Spear Fishing AND Hunting
Upgrades to: Spearman OR Archer
Strength: 4
Movement: 1
Cost: 20

Special Abilities

+50% Wild Animals
+50% Mounted Units
Starts with Arctic Combat I, Arctic Combat II and Arctic Combat III

-----

Blackwood Archer
Unit Type: Archery
Building: Culture (Tupi)
Req Tech: Archery
Upgrades to: Longbowman OR Light Crossbowman
Strength: 5
Movement: 1
Cost: 25

Special Abilities

1 First Strike
+50% City Defense
+25% Hill Defense
Can Preform Ranged Attacks
Accuracy 50
Starts with Woodsman I and Woodsman II

-----

Sharktooth Bowman
Graphic: Used the "Mohawk Archer" Model
Unit Type: Archery
Building: Culture (Seminole)
Req Tech: Archery
Upgrades to: Longbowman OR Light Crossbowman
Strength: 5
Movement: 1
Cost: 25

Special Abilities

1 First Strike
+50% City Defense
+25% Hill Defense
Can Preform Ranged Attacks
Accuracy 50
Starts with Shock I.

Notes: Removed the Mohawk Archer as the Elite Unit of the Iroquois. Replaced it with the "Tomahawk Thrower" thus making it an elite unit. It will have the same stats, however now it will be a national unit, require Culture (Iroquois) and have a limit of 15 like the other elite units. Stone Axeman no longer upgrade into the Tomahawk Thrower anymore. However the Tomahawk Thrower can still upgrade to the same units it upgrades to now.


New FPK coming with tech tree dds changes: Coast Guard, Folk Music, Folk Dance, and Piracy. (Btns by Hydro)
 
Update
I have just pushed the unit filtering/grouping/sorting to the SVN. It works similar to the one for buildings and also misses some good buttons still.
 
I want to look ino the reports of slow-downs in recent SVN revs (possibly related to increased resource types count, but that's just speculation at this point). However, since I lost all my test cases and save games when my disk died I now only have very early game states, whuich are not representative. So...if anyone has a game they think has slowed down in the past week please post a save game for me to profile...

Edit - nvm - just found some more backups, which inlcude my save games :)
 
Just pushed to SVN:

  • Fix to potential hang in hunter automation
  • Fixed possible crash due to out-of-bounds array access
  • Tweaked performance of best route build evaluation
 
Just pushed to SVN:
- New bPeaks and bFreshWaterOnly tags for spawn info XML
- Production modifiers for specific domains are reduced for actual display and sorting
- Building values for sorting are cached now while sorting.
 
Updates
- Update schemas.
- Allow Hawks to spawn in peaks and crocadilians to spawn on rivers and fresh water lakes in the tropics. Note may be spawning near oasis also.
 
Update
- terraform all land types now possible (to lush) and displayed in the pedia

Note I need someone to go through ans make sure I have made the correct yield changes to match the new terrain. Also I think I have the buttons wrong.
 
@Everyone

I just wanted to warn everyone that I am almost done converting the goods into resources. Which means I will be replacing references of goods with references to the resources. While I will try to make updates that do not break things, I am only human and there are bound to be mistakes. This means some games may have goods/resources that have broken changes. Please bear with me over the next few days leading up to the big freeze. I apologize for any inconveniences you have in your game from my updates. With any luck I should have most everything worked out for the next version. Thanks for understanding.
 
Update
- terraform all land types now possible (to lush) and displayed in the pedia

Note I need someone to go through ans make sure I have made the correct yield changes to match the new terrain. Also I think I have the buttons wrong.
Do you even need any manual yield changes? I thought the improvement is only graphical and to determine where you can build it while the terrain change in the build implicitely has the yield changes.
 
Do you even need any manual yield changes? I thought the improvement is only graphical and to determine where you can build it while the terrain change in the build implicitely has the yield changes.

Only graphical means don't show it in the pedia. If you do a reload then the new terrain will have its real value, but I don't think it does otherwise.
 
Only graphical means don't show it in the pedia. If you do a reload then the new terrain will have its real value, but I don't think it does otherwise.
If that is the case then that is something to fix in the DLL but with the improvement you would get double the value after reload, wouldn't you?
 
Updates
- Converted Rubber Factory, Rubber Plant, Tire Factory and Automobile Factory back to resources.
- Converted Poison buildings to the resource system.
- More resource conversion for minerals, gems, jewelry, smithing and bullion related buildings.
- Converted most Craft mod building to require resources. (Warning! Breaks Many Building Chains)
 
Updates
- Adjust Boar spawning for trade improvement.
- Adjust Duck, Nile Monitor and Marlin spawning for ecology.

Edit
- Move most resource art into core files. More still to be done.
- Minor fix to improvement infos XML. (there was an extra tag.)
- Add improvement for poultry resource.

Edit 2:
- Move last of the new resource art into core area.
- Remove rock formations when terraforming. So polar and desert ones go when terrain becomes barren and barren ones go when terrain becomes plains.
 
Updates:
  • Fixed crash when discovering techs that enable terraforming
  • Added SVN rev to version info in flag hover text
  • Added SVN rev of DLL used to save a game to the save info

@AIAndy (and anyone else that builds the DLL):

I have modified the build proces to embed the current SVN reviion number in order to add it to save games, and display the build version info as above.

You will need to take the updated makefile (which has MY install paths in it) and edit/re-edit the various paths at the top of it to suit your environment. It ASSUMES you are using Tortoise as your SVN client (and uses Tortoise commandline to extract the rev number as part of the build process)
 
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