C2C SVN Changelog

If you don't use Max Compat then Koshling can not check your savegame. Thought everyone was aware of that.

It doesn't take but a few seconds longer to save in MC. And it's suitable for everyone's saves whether auto or regular.

JosEPh

If you have a regular save that crashes when end-turned from (or after some repeatable choices from) then you can concert it to max compat by loading it and resaving as max-compat to submit.
 
I understand that too. But originally I was wondering why MC was not set at 1 instead of 0 in the Mod. Instead of being set at 0 and then you the player having to go in and set it to 1.

As it is now I have to go and reset the 0 to 1 with each new rev.

JosEPh
 
I understand that too. But originally I was wondering why MC was not set at 1 instead of 0 in the Mod. Instead of being set at 0 and then you the player having to go in and set it to 1.

As it is now I have to go and reset the 0 to 1 with each new rev.

JosEPh

At the time I just didn't want to force the chnage onto people who were used to the original way. Reversing the default is fine by me if the general community would prefer it that way.
 
rev 1504

ERR: FAudioManager::GetAudioTagIndex(): Could not find string SND_HUNS_SELECT of TagId 0
ERR: FAudioManager::GetAudioTagIndex(): Could not find string SND_HUNS_ORDER of TagId 0
ERR: FAudioManager::GetAudioTagIndex(): Could not find string NONE of TagId 5
ERR: FAudioManager::GetAudioTagIndex(): Could not find string ASSS_PEAK_SELECT_AMB of TagId 5

and

RESMGR: Texture Wheat_farm_base.dds failed to load
RESMGR: Texture Art/Interface/Buttons/Religion/Druid_Button.dds failed to load
 
rev 1504

ERR: FAudioManager::GetAudioTagIndex(): Could not find string SND_HUNS_SELECT of TagId 0
ERR: FAudioManager::GetAudioTagIndex(): Could not find string SND_HUNS_ORDER of TagId 0

StrategyOnly these two are yours ;)

ERR: FAudioManager::GetAudioTagIndex(): Could not find string NONE of TagId 5
ERR: FAudioManager::GetAudioTagIndex(): Could not find string ASSS_PEAK_SELECT_AMB of TagId 5

If I could figure out where the second was I may be able to figure out the first also. My searches are not finding any occurrences of ASSS_PEAK_SELECT_AMB.:confused:

and

RESMGR: Texture Wheat_farm_base.dds failed to load
RESMGR: Texture Art/Interface/Buttons/Religion/Druid_Button.dds failed to load

I am getting 85 of these, but then I am using lowest graphics settings. The problem with the first is finding which resource it belongs to. When modders moded new resources they did not bother to rename the files so many resources have their own unique Wheat_farm_base.dds. :(

Someone with graphics knowledge is needed to look into these.
 
I am getting 85 of these, but then I am using lowest graphics settings. The problem with the first is finding which resource it belongs to. When modders moded new resources they did not bother to rename the files so many resources have their own unique Wheat_farm_base.dds. :(

Someone with graphics knowledge is needed to look into these.

When making the bamboo from the corn I found that renaming it bamboo instead of corn did not work. So I am suspecting that other modders found the same to be true. Thus having to leave the dds file whatever default name they were given by Civ4.
 
Line 104 in Caveman2Cosmos\Assets\Modules\Resources\NewResources\Cave_CIV4FeatureInfos.xml

Thanks. Cave is something we recycled from the Dune mod and I did not notice the sounds when I did it. I have not seen caves on my maps so maybe we need to do some work there also.
 
- A recent version, if not current

The culture (building) of Vietnamese and Venezulean both produce the same culture (resource) Vietnamese.
Probably not urgent, but I figure I would post it up.
 
I cannot, for the life of me, get rid of the red semispheres in the place of Gatherers using 1508. I think its an installation issue, but everything else seems to copy fine. I get some errors about the path being too long, but only svn files don't get copied? Anyone know what I'm doing wrong?
 
Found 2 instances in CIV4UnitClassInfos for Sharp Shooter. Only difference is iMaxPlayerInstances. 1 has a value of 4 the other a value of 5.

Could this be a source for the random CTDs?

JosEPh
 
I cannot, for the life of me, get rid of the red semispheres in the place of Gatherers using 1508. I think its an installation issue, but everything else seems to copy fine. I get some errors about the path being too long, but only svn files don't get copied? Anyone know what I'm doing wrong?

I thought I had gotten rid of all the paths which were too long. If you post a list of the problem ones we I will look into it. Yes this may be causing your red blob problem.

Found 2 instances in CIV4UnitClassInfos for Sharp Shooter. Only difference is iMaxPlayerInstances. 1 has a value of 4 the other a value of 5.

Could this be a source for the random CTDs?

JosEPh

Unfortunately no. But I have fixed it anyway.
 
<bDCMFighterEngage>1</bDCMFighterEngage>

If this was added to Blimp and/or Balloons then they could engage fighters and other balloons/blimps?

JosEPh
 
Update
Added new MusicUpdate Python mod which does two things when it runs (which happens whenever BUG calls the init functions:
1) It changes menu music to a random music file in Assets/Sounds/soundtrack/Title.
2) Any music file that is added to one of the directories ending with New in Assets/Sounds/soundtrack/ is automatically added as sound file for the respective era and then moved into the normal directory. Careful: No spaces or special characters in the file name is recommended.

The changes only take effect when the game is restarted. So you have to add the files, run the game, get it to initialize BUG (e.g. load a game), then restart so the changed XML files are loaded.

Since this is only a Python file that gets run once per game run I considered it low risk enough to add during the freeze (easily disabled in init.xml should it prove problematic).

I added that as I run tired of the menu music fast and to give Praetyre the chance to get a music pack for C2C up.
 
Just pushed to SVN:
  • Fixed a small bug in AI move-to-borders code that could cause it to not spot the best border area to move towards
  • Removed consideration of forts when the AI is evaluating improvements to build (except in the explicit fort building part of the AI)

I also have a rework of the plot group code (which underlies trade routes) that is much more memory efficient, slightly faster (in most circumstances), and reduces the size of save files, but I am holding off pushing that to SVN until after v20 is released since I can't really call it 'low risk'. It will only save a few 10s of Mbytes off the memory footprint so it can wait for now.
 
Attached is a picture log of the 150+ path errors. It very well may be a problem on my end, but the Repository is only 3 or 4 folders in I think, and none of those files I think would lead to gatherers appearing in pink at the beginning of the game. Unless its the Units file, but I thought I copied that...
 

Attachments

Attached is a picture log of the 150+ path errors. It very well may be a problem on my end, but the Repository is only 3 or 4 folders in I think, and none of those files I think would lead to gatherers appearing in pink at the beginning of the game. Unless its the Units file, but I thought I copied that...

You have a copy of the SVN on your machine somewhere, yes?

The problem is happening when you try and copy the SVN version into you BtS Mods folder. Is that right?
 
You have a copy of the SVN on your machine somewhere, yes?

The problem is happening when you try and copy the SVN version into you BtS Mods folder. Is that right?

Exactly. I'm not entirely certain of the best way to make the SVN the standard C2C version mod-wise without copying; can I just take the executable into that folder for it to run?
 
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