C2C SVN Changelog

No offense, BUT did you use the NEW dll when you did your stuff on your NEW dll, because the behavior that was corrected by Koshling is happening to my NEW game, i left my city W-I-D-E open and the enemy just took a step backwards and never attacked, infact it has done it twice now, and i have nothing in the city at all?? And i know the enemy has Spearman so he can take over the city?????

Are you using the one from the latest svn (in which case a marge issue in what aiandy uploaded is indeed possible), or the one I uploaded to the patch thread? As a check you download the patch thread one and try the same save with that....
 
No offense, BUT did you use the NEW dll when you did your stuff on your NEW dll, because the behavior that was corrected by Koshling is happening to my NEW game, i left my city W-I-D-E open and the enemy just took a step backwards and never attacked, infact it has done it twice now, and i have nothing in the city at all?? And i know the enemy has Spearman so he can take over the city?????
Yes, of course that change is included (as long as Koshling uploaded all source code changes associated with it). The SVN would not allow me to upload a new DLL without first downloading the latest one including all source codes and that gives me a clear sign that I need to recompile.
 
Update
- All animals that are subdued now return to the nearest city instantly.

Praise be! So now it's just like the 'tales of...' sea creatures? This is wonderful news, I really enjoy the hunting aspect but on a gigantic map escorting the ones you want to keep back home can be a logistical nightmare and gets very tiresome after a hundred thousand years or so :lol: :goodjob:
 
Praise be! So now it's just like the 'tales of...' sea creatures? This is wonderful news, I really enjoy the hunting aspect but on a gigantic map escorting the ones you want to keep back home can be a logistical nightmare and gets very tiresome after a hundred thousand years or so :lol: :goodjob:

Ahhh, diversity is a wonderful thing! I LIKED dragging the animals back home! Also on a gigantic map. I found it challenging to craft a safe route home from distant lands carrying exotic animals. Especially before Tribalism, when there was not a lot of action going on in the empire.

Admittedly it was boring for the local pests, but I used slower spearmen at my empire's borders to collect anything valuable from the Hunters. For junk animals to be butchered, I did it in the field, to avoid the :gold: cost of bringing them back to my city.

More on the topic in my other post: http://forums.civfanatics.com/showpost.php?p=11369643&postcount=31
 
Ahhh, diversity is a wonderful thing! I LIKED dragging the animals back home! Also on a gigantic map. I found it challenging to craft a safe route home from distant lands carrying exotic animals. Especially before Tribalism, when there was not a lot of action going on in the empire.

Admittedly it was boring for the local pests, but I used slower spearmen at my empire's borders to collect anything valuable from the Hunters. For junk animals to be butchered, I did it in the field, to avoid the :gold: cost of bringing them back to my city.

More on the topic in my other post: http://forums.civfanatics.com/showpost.php?p=11369643&postcount=31

I haven't looked at your other post yet, sorry, I'll have a look in a minute.

I did it a similar way, using "escort units" near a city to head out and help bring animals back home, but I am a chronic restarter and although I have always found subduing the animals great fun, having played through the prehistoric in far more games than I ever finish, I had lost interest in getting them home - once the 'tales of...' seacreatures equivalent were introduced I have wished for the same thing for land animals (and have used the 'butcher' button more often than not!), because it just gets boring after a while escorting them back, even though hunting and subduing animals is still one of the best parts of the mod!

I am fully in favour of this change, if a lot of people don't like it please make it an option rather than removing it completely, because for me it is brilliant and I don't want to lose this from the game, for me it makes all the difference, hunting was starting to feel a bit bogged down and more of a logistical nightmare than fun gameplay. I like this development very much. Keep it fun.

Edit to add: WimpyTheWarrior, I have just read the post you linked to and I do like to micromanage myself, but more in terms of city buildings and specialists, and I always retain control over my worker units! It just goes to show what different people get out of the game, I'd be gutted if I could no longer control worker movements, so I understand completely if you are unhappy with this change and would like the option to escort animals home yourself, however much it pains me to say it!

I do really appreciate this new development myself - however, is there any chance it could be made optional rather than automatic? Button on the active animal's bar to send it home on its first active turn after being subdued, so that players have the choice? Keep more people happy that way perhaps, because it would be optional. I love it, but if others are unhappy I'd hate to see it excluded completely (or them left unhappy!)
 
I did it a similar way, using "escort units" near a city to head out and help bring animals back home, but I am a chronic restarter and although I have always found subduing the animals great fun, having played through the prehistoric in far more games than I ever finish, I had lost interest in getting them home...

We're not as diverse as I thought! I never use automated workers or builds, and I am also a chronic restarter and have played the Prehistoric-Ancient-Classic eras to death, then get bored and start a new game. I got in Medieval and even Renaissance ONCE since maybe C2C v15? For me I love discovering the continent and especially setting my boats out to sea to find new lands (always play C2C_Terra). So I do play the part of the game I love the most; nothing wrong with that. My personal interests have always been about the great explorers. But I am trying with v22 and the new crime buildings to stick with it, just to see how to other eras play. I like the new crime buildings!

Back on topic - I agree an option or a button would keep everyone happy, but I'm not too fussed if the change stays in. I would likely use the SVN and cut that part of the release out, or if it's just an XML change I would edit my XML files. Right now I have three customisations that I apply to each SVN release.
 
Added Raft Building to Prehistoric Era
Changed
- Boat Building = Tanning AND Trap Fishing, Raft Building
- Ceremonial Burial = Bead Making AND Shamanism
- Naturopathy = Poison Crafting
- Sewing = Personal Adornment AND Weaving


EDIT:

Added Ainu Civ, per personal request
 
*Modding Roadblock*

Remember the Arena.dds problem? well, I'm seeing it again in other places. Today I went to make a new cannery pic, only to make one and find that it already exists. Its the correct name, in the correct place, with the correct XML. And yet it defaults to a different picture.
CIV4ArtDefines_Building.xml
<Button>Art/Interface/Buttons/Buildings/cannery.dds</Button>
In C2C FPK pack:
C2C\art\interface\buttons\buildings\cannery.dds

So what is going on that is messing us up? Or I should say, how can I get to the bottom of these issues?
I keep seeing this ROM buidlings Atlas stuff, included in some of the button defines with the normal dds. is that needed or repetative?

1. Anything in the art folder should overwrite anything in any FPK.
2. Are you clearing out your cache, sometime not all the art is cleared for some reason.
3. Do you have anything in Custom Assets?
 
Update
-New FPK. I had copied over the old viper rather than deleting it and adding the new.:blush:

Dang, I should have done the quick and dirty fix for melons, squash and pumpkins at the same time.:blush:
 
New Icons:
-New Hell Hound dog icon (voodoo)
-removed black border from planes:
F104, F111, F14, F18, F22, F4, F4u

hell hound change example:
 

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Update:
- Finally found and fixed the bugged XML defines that was forcing the Arena and Cannery to mimic the Colosseum and Assembly Plant instead of their own defines. :D
-New Cannery icon!
-New Arena icon!
 
Update:
- Finally found and fixed the bugged XML defines that was forcing the Arena and Cannery to mimic the Colosseum and Assembly Plant instead of their own defines. :D
-New Cannery icon!
-New Arena icon!

Next time you edit stuff inside the "Hydro" folder please let me know or I may accidentally undo all your work.
 
New Icons
-new Armored Car icon
-New icons for DH soon-to-be Food Merchants
-food trade caravan
-supply food train
-food freight
-early food merchant
 

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