C2C SVN Changelog

Updates
  • Fixed bad characters in Crime_CIV4BuildingClassInfos.xml (sorry Hydro for changing a file in your folder). That solves the issue with the city and revolution advisor.

Ok updated my personal copy. Thanks for fixing.

@Hydro - forgot I was going to hold off on the chnage to the property XML itself, so appologies for that. Feel free to overwrite it, but grab the AI values from the file before doing so if you need to (/assets/xml/gameinfo/Civ4PropertyInfos.xml)

What chnage?
 
-new nagai missionary pic...
old to new example below ;)

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Attached is an Arena.dds for the arena building. For whatever reasion I cannot figure out why it still doesn't work for me. I cleared my cache as DH said and double checked the spellings and associated file name in CIV4ArtDefines_Building.xml .... soo here it is, and I hope someone has better luck lol.
 

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  • Arena.rar
    Arena.rar
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-new nagai missionary pic...
old to new example below ;)

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Attached is an Arena.dds for the arena building. For whatever reasion I cannot figure out why it still doesn't work for me. I cleared my cache as DH said and double checked the spellings and associated file name in CIV4ArtDefines_Building.xml .... soo here it is, and I hope someone has better luck lol.

i thought all btn dds were supposed to be DXT 3? you have 5??
 
Can you just fix it (not sure if its broken) and just have the population have +3 (which is what I edited it to).

It wasn't broken, but I have tweaked it to widen the operational range out to 1000 so as to encompass terrorism when it gets added.
 
i thought all btn dds were supposed to be DXT 3? you have 5??

You might be onto something here. I didn't make that Arena.dds, I actaully found it already INside the C2C.FPK after seeing the XML set for arena.dds and not coloseum.dds.... I'm going to remake it and check that its saved as dxt3 or dxt1.
lol I was wondering how it could already be in a .FPK and still not work. :D
-------------------EDIT
Just tried making it a DXT3 and DXT1 and neither worked.
 
Just pushed a small speculative fix that **might** prevent the occassional 'weird' paths people have seen their unit wanting to take. This is for the times they seem to go via land/water when they shouldn't. I have not seen any examples of the issues with stacks a couple of people have mentioned, so still need a save game for that one please...
 
Pushed a few small tweaks and fixes today:
  • Speculative (no test case so can't be sure) fix for weird human unit pathing (where water and land seem to get swapped)
  • Fix to automated workers getting scared of their own shadows
  • Fix to animals freezing inside barbarian territory and cities
  • Fix to great generals wandering around unsafe territory unprotected
  • Fixed units being pushed out of plots they share with another player's unit (when one is invisible to the other) when a war is declared (e.g. - when a new minor civ is spawned typically)
 
Updates
  • Change in property values compared to last turn is calculated. City property tab displays that change.
  • Fixed a missing return value in CvUnitAI.cpp
 
Updates
  • Fixed a missing return value in CvUnitAI.cpp

Oops. I seem to be quite good at those! Should probabyl set treat-warnings-as-errors on the compiler options so I notice. Thanks for fixing it.
 
You might be onto something here. I didn't make that Arena.dds, I actually found it already Inside the C2C.FPK after seeing the XML set for arena.dds and not coliseum.dds.... I'm going to remake it and check that its saved as dxt3 or dxt1.
lol I was wondering how it could already be in a .FPK and still not work. :D
-------------------EDIT
Just tried making it a DXT3 and DXT1 and neither worked.

I just looked at it, and someplace, i cant find out where, is calling the Colosseum dds rather than the arena one, i tried 15 different ways and it still doesn't work right??:crazyeye: OH well the Colosseum looks fine.
 
Update
Added filtering and sorting buildings by crime and flammability.

The new filters only have placeholder graphics.
Anyone up to making some proper button graphics for the filters?
 
Update
- For Modifieda4's mods, added in the missing language tags but just put English text in them. Not having all the language tags in there with something in them has been known to cause some problems (CTD's) for people not playing in English.
 
Updates
  • Added sum of constant building sources in the city to the property mouseover.
  • Added property range to tooltip and Sevopedia of autobuilt buildings.
 
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