C2C SVN Changelog

Image 1 shows what you should see when you do SVN -> Repo-Browse. If you click on the up folder at the top you should get image 2. Then right click on the one you want and check it out to the folder.

Or right click on the one you want in image 1 left hand side instead.
 
Image 1 shows what you should see when you do SVN -> Repo-Browse. If you click on the up folder at the top you should get image 2. Then right click on the one you want and check it out to the folder.

Or right click on the one you want in image 1 left hand side instead.

Yeah but thats if you use the same SVN, i made two extra SVN folders, one for each one separate. So now i have three SVNs. Its different if you use a NEW folder.

But thats OK AIAndy pointed me in the right direction, so its all good now, thx.
 
Updates
- All animal information moved to core (not including text or subdued animals).
- Subdue outcome of animals included but not resource placement.

Edit Updates
- Merge Giant Squid into core.
- Minor fixes to make wild and subdued animals comparable.
- Half of the subdued animals now use the outcomes XML.

Edit Updates
- Update animals and subdued animals to use the new outcome system.
- Update my unit schema files.
 
I have added a new folder called 'PDB & DLL Archive' as a sibling of 'trunk'. This will not affect anyone who does not build (and contribute their builds) of the DLL. For those that do (probably just AIAndy and myself currently?):

  1. Create a new working folder mapped one level higher in the repository than you (probably) had before (i.e. - of the repository root)
  2. Use this from now on (get rid of your old one)
  3. Whenever you commit a DLL change, copy the DLL and associated PDB to the 'PDB & DLL Archive' folder (as well as copying the DLL to 'assets' as before), then commit from the root, so that both the archive and the main assets get the same revision number

This ensures that for any given revision we can always pull the DLL & PDB out of the repository for use with minidumps it generated by that version.

People providing minidumps will need to tell us the build revision number (which is available in-game from the flag hover text)
 
Updates
- Fix monastery science production. Only affects 2 on the extra religions. Still need to do standard religions.
- Add some animal pedia entries.
 
Just my 2 cents but I'm looking at rev 1462 and can't help express my frustration at having to redownload a 300MB FPK because you "Changed the Lion to a more Flesh tone" :suicide:

Considering that you are obligated to download via TortoiseSVN (which ain't the best downloader around) I just had to...
 
Update
- removing all buildings from the core that Hydro is force overwriting in his mods (up to tower mod).

@Hydro there is some interesting things

1) may be conflict between your health and what I am expecting from OV's Health care mod. i will look into it tomorrow,

2) in your Law mod you are not force overwriting District Courthouse or Supreme Court. Should you be?

3) in Science you are force overwriting some of my and Aaranda's wonders. I will need to look at them.

4) in sports mod you are force overwritting 17 buildings which are not in the core. Are they in some other mod that I should look at?
 
Update
- removing all buildings from the core that Hydro is force overwriting in his mods (up to tower mod).

@Hydro there is some interesting things

1) may be conflict between your health and what I am expecting from OV's Health care mod. i will look into it tomorrow,

2) in your Law mod you are not force overwriting District Courthouse or Supreme Court. Should you be?

3) in Science you are force overwriting some of my and Aaranda's wonders. I will need to look at them.

4) in sports mod you are force overwritting 17 buildings which are not in the core. Are they in some other mod that I should look at?

1. What kind of conflicts?

2. Probably. I will have to check it out.

3. Ok. Most science changes were either incorporating resources, adding a "tax" ( - :gold: ) to them or changing them from % :science: to + :science: .

4. You sure? If so it may be old code from when they WERE in the core of AND. Remember things like the Sports mod use to be in the core of AND and my HAND mod tweaked those files before Afforess took them out of AND. The AND version we used as our C2C core.

5. I still don't understand the "global defines" file you gave me to help make buildings allow for more building requirements. Where should this file be put?

6. We need to go over some balance issues of the newer aircraft and boats. Not to mention the whole icon/button stuff where they are missing the outer boarder and/or alpha channel.
 
5. I still don't understand the "global defines" file you gave me to help make buildings allow for more building requirements. Where should this file be put?
It won't help you as there is no global define for building requirements of buildings (the OR variant).
Please try adding more buildings to the requirements and tell me what does not work although I think from the code that it should work fine with any number of buildings in that.
 
1. What kind of conflicts?

That is what I need to check since the health care mod updates modularly some of the buildings you force over write so its updates may not be being applied.

3. Ok. Most science changes were either incorporating resources, adding a "tax" ( - :gold: ) to them or changing them from % :science: to + :science: .

Yes I know. Instead of getting efficiencies of scale you get the cost of each library and the cost of the national library service on top. NLS gives free buildings but you still have to pay the upkeep of the libraries. I reckon the NLS should cover te cost of a few libraies so should have a + cost not a - cost.

5. I still don't understand the "global defines" file you gave me to help make buildings allow for more building requirements. Where should this file be put?

It allows 10 or resources/bonuses. I got buildings and bonuses mixed up. You should already be able to have more than 5 buildings.
 
Just pushed to SVN:
  • Various speedups. Especially significant once you get a developed game with a large number of units going
  • Fixed the issue with terrain defense being ignored on tiles that also have features

Sorry I didn't quite beat the freeze on this, but I've been working on it for about a week, and only got to a satisfactory end point today.

Edit - also just checked in a low risk hover text fix - route upgrades, in the action selection hover help, will now correctly report the CHANGE that the route build will give, not the raw benefit (so electric railroads will no longer claim to add an extra hammer when you already have a regular railroad there, for example)
 
Updates
- Added Tablet, Scroll, Paper or Books to the National Library requirements.
- Added "force overwriting" to the District Courthouse and Supreme Court.
- Added Goat Herd, Llama Herd, Mammoth Herd and Musk Ox Herd to the Shearing Bar Requirements.
- Added Goat Herd, Cow Herd and Buffalo Herd to the Dairy Barn Requirements.
- Changed Mammoth Trainer so it gives a free "Carcass" resource.
- Changed the name of "Ivory" resource to "Elephants".
 
Just pushed to SVN:
  • Various speedups. Especially significant once you get a developed game with a large number of units going
  • Fixed the issue with terrain defense being ignored on tiles that also have features

This is great, instead of getting a MAF every other turn in the modern era it is now every 15-20 turns. ;)
 
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