C2C SVN Changelog

- 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.

Thanks for reporting. I will fix. ASAP.

Updates
- Fixed the Venezulean culture wonder to give the right free resource.
 
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?

With the current SVN version just don't copy the .svn folder and it should be only the mod. Also when encountering too long directories and/or filenames it should be possible to copy Civ4 to a new location and start the game from there without any sideeffects.
 
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?

When I do a full install from the SVN I use the export function. If I am just doing one folder or a few files I copy. That way you don't get the folders with "svn" in their names. they are only needed for keeping up to date with the main store and are not needed in game.

It may be that you are getting so many errors that the copy stops before it has copied all the needed files.
 
When I do a full install from the SVN I use the export function. If I am just doing one folder or a few files I copy. That way you don't get the folders with "svn" in their names. they are only needed for keeping up to date with the main store and are not needed in game.

It may be that you are getting so many errors that the copy stops before it has copied all the needed files.

This.

You should use the SVN 'export' function not a direct copy. However, that doesn't really explain path length issues. Do you have a Steam install?
 
This.

You should use the SVN 'export' function not a direct copy. However, that doesn't really explain path length issues. Do you have a Steam install?

I thought that DH got rid of those a month or more ago, i haven't had any problem with them since he moved the Female Missionaries to another closer folder?? Are you'll sure that person isn't using an OLD copy of a version??


EDIT: Made Max Comp Autosaves 1 (normal) usage rather than just picking a choice at each turn, let me know if this effects "Lower End PC's" thx.
 
I'm starting to build up stuff to push to SVN after v20 is out (holding off until then due to destabilization risk) - any idea when that will be?
 
I'm starting to build up stuff to push to SVN after v20 is out (holding off until then due to destabilization risk) - any idea when that will be?

I think I am done as far as v20 is concerned. The only outstanding problem I have encountered with the testing are the holes in the fog of war after some sea combats. Unfortunately it is very difficult to identify when it happens. :( The rest are minor. Except for the laser graphics off the archer unit and the random CTDs in the Renaissance.
 
@DH: discovered while tracking a minor bug today that the cause was some sea animals not using the animal AI (animals must do so currently or the AI gets very confused, so they need their defaultAI set that way). The game already corrects this on the fly when loading save games, but doesn't correct it at the point of first use, so it needs cleaning up in the assets at some point. It's not hugely urgent however, and I'm happy to do it if you don't mind me fiddling with your XML.

Whoever does it, it can wait until v20 is out - no major breakage caused - just niggling things. I'll also put an asset-load-time fix into the DLL to auto-correct with a (debug version) warning in case we wind up with it through a cut&paste again at some time in the future.
 
@DH: discovered while tracking a minor bug today that the cause was some sea animals not using the animal AI (animals must do so currently or the AI gets very confused, so they need their defaultAI set that way). The game already corrects this on the fly when loading save games, but doesn't correct it at the point of first use, so it needs cleaning up in the assets at some point. It's not hugely urgent however, and I'm happy to do it if you don't mind me fiddling with your XML.

Whoever does it, it can wait until v20 is out - no major breakage caused - just niggling things. I'll also put an asset-load-time fix into the DLL to auto-correct with a (debug version) warning in case we wind up with it through a cut&paste again at some time in the future.

The wild animals are no longer in my XML but the core so anyone can mess with them. :mischief: I must have missed some.
 
There is something screwed up in the ai civic switching in the current svn. I'll look into it tomorrow but it looks pretty serious.
 
No, I had the Gold? (all expansions) install, which put like 3 folders before my main install. I can work a solution when I have time, I just wasn't certain if that was a problem mainly on my end.
 
There is something screwed up in the ai civic switching in the current svn. I'll look into it tomorrow but it looks pretty serious.

I've figured this out and it's nothing new. Basically the AI is weighing the effect of civics 'iPopulationgrowthratepercentage' too heavily early on, because it weights it higher when it's current growth is already very slow. In the prehistoric era growth IS very very slow due to low food incomes relative to growth requirements (and also the fact that you ACTUALLY get a lot of your food from hunting which the AI doesn't 'see' in this calculation), so any penalty to 'iPopulationgrowthratepercentage' drags the evalaution of a civic down lots.

It turns out that this is enough to prevent the switch from ANARCHISM to CHIEFDOM for really rather a long time, which is somewhat self-defeating due to the city limits.

I'll tweak the AI in a patch shortly after v20 is released, but for now I wouldn't worry about it. I have no issues outstanding that should prevent release at this point.
 
Updated my FPK with some of the new button art. I did not like Hydros new button for surgeon.
Adjusted the Elephant and Mammoth hers buildings to give ivory.

I a leaving the tech tree button fixes until v21 so I can test they work properly.

So that is it from me for v20.
 
I'll tweak the AI in a patch shortly after v20 is released, but for now I wouldn't worry about it. I have no issues outstanding that should prevent release at this point.

OK, just waiting on DH then.
 
Took the Structures that was added (in core) and placed it in the FPK, getting ready for v20, soon.

EDIT: Took the Units that was added (in core) and placed it in the FPK, getting ready for v20, uploading now.
 
Updates (post v20 release)
- Move religion wonder movies and cut scenes into core area.
- Move religion movie definitions into core area. Since a multitude of movie define files seems to cause missing movies.
- Move current Ishtar gate and Jaguar temple to long movies and put a short version in their place.
 
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