C2C SVN Changelog

when you mean resources yo mean like iron.so wont this make goods more rare because resources are random

Resources can be provided by buildings just as other buildings (which is what goods were) can. The ONLY difference covnerting from goods to resources makes (at least without extra work beyond pure conversion) is that they will be tradeable.
 
And we'll be able to use them with Corporations and I think we do need to consider some kind of national benefit on each potentially... I was going to ask how that part worked exactly... From my understanding, a corn gives a health everywhere right? So what would, say, eggs, give? Are we carefully balancing out those good benefits or are we just considering synthetic resources (goods) to not give any benefits of these natures?

I'd like to spreadsheet out our resources once you have them altogether... those should be much easier than buildings.
 
And we'll be able to use them with Corporations and I think we do need to consider some kind of national benefit on each potentially... I was going to ask how that part worked exactly... From my understanding, a corn gives a health everywhere right? So what would, say, eggs, give? Are we carefully balancing out those good benefits or are we just considering synthetic resources (goods) to not give any benefits of these natures?

I'd like to spreadsheet out our resources once you have them altogether... those should be much easier than buildings.

Yes,once all converted we will need to decide what benefits they should give. Currently they all give nothing. We should also think about how they should apply to corporations, guilds and building bonuses. In addition I can then introduce new resources too such as automobiles, sausages, etc.

As for your egg example I was thinking it can be applied to say painting, medical research and of course cooking related buildings.
 
@Hydro - you're proabbly aware of this. When you converted good(bricks) to the resource 'bricks' you didn't change the pre-req on Aquaduct - I find I can no longer build them because they still want 'good(bricks)' and I now have the resource instead.

Edit - similarly walls still require good(stone) or good(bricks) and hence are now unbuildable
 
@Hydro - you're proabbly aware of this. When you converted good(bricks) to the resource 'bricks' you didn't change the pre-req on Aquaduct - I find I can no longer build them because they still want 'good(bricks)' and I now have the resource instead.

Edit - similarly walls still require good(stone) or good(bricks) and hence are now unbuildable

Ahem ...

@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.

In short things are going to be screwy this week. I am only up to "H" in my mods an aqueducts are under "W" for "Water Mod".

In short sit tight while I convert them all. There was no good way to do this since you need both the producing and the receiving buildings for it to work.
 
Update
- Fix text for torpedo boat and Uboat.
- Move art for all units in Modules/Units into core area. Note I a not 100% sure on some of the ethnic are, perhaps only 99.99% sure. ;)

Edit
- Add Lobster resource.
- Tidy up Medieval naval units cog and gaellass. Including moving art to core area.

Edit
- Remove cold0 and warmth0 since they have been replaced by specific animal promotions.
- Reduce which promotions animal units can earn.

Edit
- Move art from Custom_Units Noble and Promos into core files.
 
In short things are going to be screwy this week. I am only up to "H" in my mods an aqueducts are under "W" for "Water Mod".

In short sit tight while I convert them all. There was no good way to do this since you need both the producing and the receiving buildings for it to work.
I see the progress for the files and can wait untill your modules are finished. :thumbsup:
If not to early or already in mind i'd like to point out that several World wonders such as Moaui or Stonehenge still need GOOD_STONE and are also currently unaivailable.:(
 
Updates
- Move Warlord art to core files and tidy up the XML.

I am now going to go through the noble and warlord units and do some "force obsolete" stuff. Since these units are national units when you have built all of the current ones you can start to build the earlier ones also. Given that many of the warlords have two tech requirements I expect that I will need to expire one unit when the one after the next upgrade becomes available. I just find it annoying to have obsolete units showing up in my list of available units. ;)
 
Updates
- Converted spiritual, sports and towers buildings to the resource system.
- Converted Transportation, Trapping, Tweaks, Water and Wonders buildings to the resource system.
- Applied the NEW Lobster resource to buildings.
- Added Furs and Hide resources.
- Fixed straggler goods to resources that I missed before.
- Removed "Goods" from the core files.
- Fixed even more stragglers that I missed before.
 
I am now going to go through the noble and warlord units and do some "force obsolete" stuff. Since these units are national units when you have built all of the current ones you can start to build the earlier ones also. Given that many of the warlords have two tech requirements I expect that I will need to expire one unit when the one after the next upgrade becomes available. I just find it annoying to have obsolete units showing up in my list of available units. ;)

I completely agree with your last sentence:cringe:

EDIT:
Fixed NIF error for Blackwood Archer found by Hydro
Changed all unit Good_Nonobots to Bonus_Nanobots

btw, DH, did you know even though you moved a TON of stuff into the core, your modules file is still at 111 MB:p Any many many thx for moving the other units files and stuff into the core.;)


WARNING WARNING, I am going to make Three (3) different FPKs, one for regular C2C stuff, one for Leaderheads/Structures/Terrain (LST), and one for Units. (Test)
 
Great way to sort the FPKs I think, though perhaps L, S, and T all warrant their own FPK files as well. You say you have up to 7 to work with right? That would leave a margin for 2 more?
 
I completely agree with your last sentence:cringe:

EDIT:
Fixed NIF error for Blackwood Archer found by Hydro
Changed all unit Good_Nonobots to Bonus_Nanobots

btw, DH, did you know even though you moved a TON of stuff into the core, your modules file is still at 111 MB:p Any many many thx for moving the other units files and stuff into the core.;)


WARNING WARNING, I am going to make Three (3) different FPKs, one for regular C2C stuff, one for Leaderheads/Structures/Terrain (LST), and one for Units. (Test)

I have not put them in my FPK but in the art folder so you can put them in your FPK.
 
I have not put them in my FPK but in the art folder so you can put them in your FPK.

Thats exactly what i meant:p Sometimes i dont put words the way i mean them:blush:
 
Great way to sort the FPKs I think, though perhaps L, S, and T all warrant their own FPK files as well. You say you have up to 7 to work with right? That would leave a margin for 2 more?

If you count there are 7 now, again i might have been wrong on the number it might have been 10, i know for sure anything over ten, everything starts going haywire.
 
Updates
- Fix another attitude loop in autolog event manager.
- Better placement of subdued animal. When subdued it should be even less likely that they will not appear under the protection of the unit that captured them.
 
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