C2C SVN Changelog

Some fairly major changes today:
  • Fixed infinite WFoC when stacks get force-split by things like peace declarations or cultural growth, and some units in them are invisible/hidden nationality so behave differently to others in the same stack
  • Fixed AI attack stacks tendency to just 'hang out' in or near its own cities instead of actually attacking!
  • Scaled treaty/trade lengths by game speed (same lengths as before on normal - result is 9 times longer on eternity as an FYI)
  • Halved growth thresholds for barbarian cities
Regarding the last point - barbarian cities ARE growing, but typically a size 1 city has a food surplus of 2 or 3. Since barbarians don't build many buildings (about 70% units) the natural yield excess is pretty much all they have to work with. In the base civics (which barbarians are stuck with), on eternity, a size 1 city requires 1072 food to grow - so typically 500 or so turns. I have halved the growth threshold for the barbarians to help them out a bit.

O M G, :goodjob: , well you know i really like the last one, even better your way (of course) ;)

Also

some minor tweaks to the tech sounds i am adding will do more, just wanted to get in these for now before i forget again.
 
Darghh..:mad: Added far too many files in the last commit, fixing now, sorry for any errors.:(

Edit: Going to have to undo all of my changes, sorry, will get it done tomorrow correctly.
 
Darghh..:mad: Added far too many files in the last commit, fixing now, sorry for any errors.:(

Edit: Going to have to undo all of my changes, sorry, will get it done tomorrow correctly.

OK ALWAYs test BEFORE submitting thx.:p
 
For me I get missing files saying stuff like the new techs are missing (ex. Hydro Plant can't find Hydroelectric tech).

Yeah, that's what I did, I accidentally committed two day old copies of a whole bunch of files I didn't mean to. I did not realize I had selected them in the commit, and it was too late when I realized that I had added two day old files that have been since changed.:( I hope that the changes I just committed fixed those problems. Sorry guys :blush:

EDIT: Well, everything is now fixed, and as a bonus Hydro's new units are still working.
 
Unit Changes and some sound tweaks to TechInfo again:


Slinger
Upgrades to: Atlatl (not Archer)

----

Stone Spearman
Upgrades to: Speaman or Atlatl (not Archer)

----

Javelineer
Type: Melee
Strength: 5
Movement: 1
Cost: 35
Req Tech: Copper Working AND Hunting
Req Resource: -
Upgrades To: Skirmisher

Special Abilities
  • +25% vs Mounted Units
  • +25% vs Animal Units
  • +50% vs Archery Units
  • Can Perform Ranged Attacks
  • Accuracy 15
  • Builds 15% Faster with Copper
  • Builds 15% Faster with Iron

----

Skirmisher (Mali UU)[National Unit - 15 Allowed]
Rename To: Ton-Tigi
Type: Melee
Strength: 6
Movement: 1
Cost: 35
Req Tech: Copper Working AND Hunting
Req Resource: Malinese
Upgrades To: Skirmisher

Special Abilities
  • +50% vs City Defense
  • +25% vs Hill Defense
  • +25% vs Mounted Units
  • +25% vs Animal Units
  • +50% vs Archery Units
  • Can Perform Ranged Attacks
  • Accuracy 15
  • Builds 15% Faster with Copper
  • Builds 15% Faster with Iron

----

Holkan (Mayan UU)[National Unit - 15 Allowed]
Rename To:
Type: Melee
Strength: 5
Movement: 1
Cost: 35
Req Tech: Obsidian Weapons AND Hunting
Req Resource: Mayan
Upgrades To: Skirmisher

Special Abilities
  • +25% vs Melee Units
  • +25% vs Mounted Units
  • +25% vs Animal Units
  • +50% vs Archery Units
  • Can Perform Ranged Attacks
  • Accuracy 15
  • Builds 25% Faster with Obsidian

----

Inuit Harpooner (Inuit UU)[National Unit - 15 Allowed]
Rename To:
Type: Melee
Strength: 5
Movement: 1
Cost: 35
Req Tech: Spearfishing AND Hunting
Req Resource: Inuit
Upgrades To: Skirmisher

Special Abilities
  • +25% vs Mounted Units
  • +50% vs Animal Units
  • +50% vs Archery Units
  • Can Perform Ranged Attacks
  • Accuracy 15
  • Builds 15% Faster with Bone
  • Builds 15% Faster with Ivory
  • Free Arctic Combat I, Arctic Combat II and Arctic Combat III Promotions
 
Just pushed to SVN:
  • Modified pathing so that human units path 'naturally' since people didn't like the zig-zags of the max efficiency paths (the AI will still use optimal pathing)
 
Update
- Fix Bahai sound problem
- Fix text error in Subdue Animals Tales actions.
- Allow Modern workers and android workers to plant orchard.
 
Updates
- Moved Mammoth Trainer to Alternate Timelines folder.
- Removed Mammoth Trainer from Pets folder.

@Dancing Hoskuld
Can you move the Mammoth Rider and War Mammoth from the core into the Alternative Timelines folder? Specifically the Mammoth one that has the Ballista Mammoth and Bombard Mammoth already in them. Make sure you update your SVN since as you can see I just added the Mammoth Trainer stuff to that folder and altered the text file. Thanks!
 
@Dancing Hoskuld
Can you move the Mammoth Rider and War Mammoth from the core into the Alternative Timelines folder? Specifically the Mammoth one that has the Ballista Mammoth and Bombard Mammoth already in them. Make sure you update your SVN since as you can see I just added the Mammoth Trainer stuff to that folder and altered the text file. Thanks!

That is a change albeit a low risk one, so I will leave it until after v21 is out. I have a number of bug fixes I should do first.

Edit: Updates
- Fix building requirements for cathedrals and fish pens. Still need to do Std and RoM Std cathedrals.
 
Back
Top Bottom