C2C SVN Changelog

Update as requested
- Jungle camps now have a chance of discovering Papaya and Mango resources.

Added (for Hydro) the Cherokee Civ with Hero.

Changed quite a few Hero GP "Specialists" taking away a few
 
Changes today:
  • Fixed broken building evaluations for buildings with global production modifiers for other building types
  • Tweaked trade valuation of resources that are required for buildings
  • Modifier recalc now corrects resets civ power
  • Demographics screen 'soldiers' value now reflects militray power only
  • Fixed CTD
  • Fixed issue with Pergammon Altar that could result in negative great general points

Note - I sticky-taped the Pergammon Alter issue inside the DLL, by preventing negative values. However, it would be good if the Python were changed so that instead of unconditionally adding 2 exp to the winning player of a combat and removing 2 from the loser, when the winner owns the alter, it checked if the loser HAS 2 points to steal first. After all you shouldn't be able to steal what your victim doesn't have!
 
@SO: bug in the latest SVN's XML. One of the leaderheads has:
Code:
		<LeaderHeadInfo>
			<Type>LEADER_YUNUPINGU</Type>
			<Description>TXT_KEY_LEADER_YUNUPINGU</Description>
...
			<FavoriteCivic>CIVIC_EMANCIPATION</FavoriteCivic>
There is no such civic.
 
@SO: bug in the latest SVN's XML. One of the leaderheads has:
Code:
		<LeaderHeadInfo>
			<Type>LEADER_YUNUPINGU</Type>
			<Description>TXT_KEY_LEADER_YUNUPINGU</Description>
...
			<FavoriteCivic>CIVIC_EMANCIPATION</FavoriteCivic>
There is no such civic.

I thought i fixed that, let me look:

Yeppers mine reads: <FavoriteCivic>NONE</FavoriteCivic>, SVN 1966 infact.
 
Note - I sticky-taped the Pergammon Alter issue inside the DLL, by preventing negative values. However, it would be good if the Python were changed so that instead of unconditionally adding 2 exp to the winning player of a combat and removing 2 from the loser, when the winner owns the alter, it checked if the loser HAS 2 points to steal first. After all you shouldn't be able to steal what your victim doesn't have!

I'll look into fixing this.

about Pergamon Altar:
Yes, but wouldn't it be kind of weird then that if the opponent has just gotten a new great general, you wouldn't get any XP from the altar thus rendering it useless?

Not XP, Great General Points. And yes for that combat it would be useless. Of course it could be the case that they have not gotten a GG because you have stolen all their points.
 
Fossil dig site doesn't provide fossils (as far as I can see nothing does). Is this an oversight?
 
Fossil dig site doesn't provide fossils (as far as I can see nothing does). Is this an oversight?

The Dig Site buildings should be able to give you fossils. They require you have fossils terrain feature and a resource to get it.

Dig Site (Trilobite Fossils) = Fossils + Crab
Dig Site (Ammonite Fossils) = Fossils + Clams
Dig Site (Sharks Teeth) = Fossils + Fish
Dig Site (Plesiosaur Fossils) = Fossils + Whales
Dig Site (Velociraptor Fossils) = Fossils + Horses
Dig Site (Mammoth Fossils) = Fossils + Elephants
Dig Site (Petrified Wood) = Fossils + Prime Timber
Dig Site (Amber) = Amber

I still plan to do more but that's what we have so far.
 
The Dig Site buildings should be able to give you fossils. They require you have fossils terrain feature and a resource to get it.

Dig Site (Trilobite Fossils) = Fossils + Crab
Dig Site (Ammonite Fossils) = Fossils + Clams
Dig Site (Sharks Teeth) = Fossils + Fish
Dig Site (Plesiosaur Fossils) = Fossils + Whales
Dig Site (Velociraptor Fossils) = Fossils + Horses
Dig Site (Mammoth Fossils) = Fossils + Elephants
Dig Site (Petrified Wood) = Fossils + Prime Timber
Dig Site (Amber) = Amber

I still plan to do more but that's what we have so far.

Ah, so need fossils + one of the above as vicinity resources (not traded resources) I presume? Dig-site(amber) gives gems BTW, not fossils.
 
Ah, so need fossils + one of the above as vicinity resources (not traded resources) I presume? Dig-site(amber) gives gems BTW, not fossils.

Shouldn't Dig Site Amber give something like "ancient DNA" for a later tech to clone plant seeds/mosquito/bacteria/virus preserved inside the amber?
 
Ah, so need fossils + one of the above as vicinity resources (not traded resources) I presume? Dig-site(amber) gives gems BTW, not fossils.

Your right Amber gives Gems, not fossils, but still is under the dig site group of buildings (because that's how it was originally made).

I am also working on 7 new types of dig sites and the mammoth site will be changed from Elephants to Mammoths (since we have those now).

Shouldn't Dig Site Amber give something like "ancient DNA" for a later tech to clone plant seeds/mosquito/bacteria/virus preserved inside the amber?

Fossils and Amber will be important for the Biopunk alternative timeline where we can have all sorts of Jurassic Park-like buildings and/or units.
 
Updates
- Three new herd buildings Kangaroo Mob, Poultry Flock, Ratite Flock.

The Kangaroo Mob is treated the same as deer and bison as far as being built in the stone age for game balance.

Edit more updates
- Fa Men Temple now gives movement promotion to female missionaries like their male counter parts. Also has new static movie.
- Female Missionaries more common with Liberal Civic.
- Pergamon Alter only steals GG points if the looser has them to be stolen.
- New static movie for Catacombs of Kom.
 
Todays updates:
  • Fixed free specialists from civics, which were not showing up
  • Fixed several broken elements on modifier recalc, including projects in their entirety
  • Changed the point at which autosaves occur, which should prevent issues with queued events, such as complection of buuildings that grant free techs on the autosaved turn

Note - I'll probably tweak the autosave point again, because although the way I have it now makes the autosave fucntionallity 'safer', it has the added annoyance that after you load an autosave it then has to run the turn-start, resulting in a delay before you get to interact with the turn (i.e. - it loads towards the end of the WFoC portion of the turn rather than right into your active turn). I think I can get the best of both worlds, but I'm out of time for today so this is an interim fix.
 
Hello, I'm new.

I've recently been allowed to assist in the modding, although I do not yet know the ropes of how to do this, that, and not break the game. I have the ability to make Icons easily, and as a test I made 3 new Icons for the Kemetic Temples of Isis, Set, & Osiris.
Here are the examples for everyone to see, and the attached rar is the .DDS versions.
Hoep you like.
 

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Hello, I'm new.

I've recently been allowed to assist in the modding, although I do not yet know the ropes of how to do this, that, and not break the game. I have the ability to make Icons easily, and as a test I made 3 new Icons for the Kemetic Temples of Isis, Set, & Osiris.
Here are the examples for everyone to see, and the attached rar is the .DDS versions.
Hoep you like.


Welcome!

Your icons look very cool - please make more of them! :-)))
 
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