C2C SVN Changelog

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

sweeeeet! :) I like the little wheat symbol of the food chain^^ :goodjob:
 
My SVN copy currently gives me a red exclamation mark because C2C\Assets\art\AlternateRoute and C2C\Assets\art\interface are unversioned.
 
My SVN copy currently gives me a red exclamation mark because C2C\Assets\art\AlternateRoute and C2C\Assets\art\interface are unversioned.

Do a "Clean Up" and see if that helps.

Also i just changed the FPK for the LST:

sorry for the BIG FPK, but i think its worth it,

I changed the look of those called "Goody Hut." Its really called a Tribal Village and NOW it looks like one and you reap the benefits of taking over that so called "village."
 
I was trying to do an commit but it says it failed. So I tried to update and it says its locked. So I went and updated to the newest Tortoise SVN software. And it still give the error. How do I get it so I can use the SVN again? :mad:

ahaha i went though that same turmoil recently. You tried to do a commit prior to updating and something that was updated conflicted with your commit. Thats why i always have 2 SVNs, one i only update once a week and the other like 10 times daily.

best thing to do is, do another SVN download, heck i just named mine SVN C2C1. And placed in in the 2nd mods folder i have (ie Mods - Copy) again 2nd copy is key. Always do you stuff you change in a different C2C folder than the SVN one, then do a winmerge when it is correctly done.

I am sure there is another way to do it, but that is a revision stuff, and that always doesnt work correctly for some odd reason.

btw i have 5 copies of C2C, once a day i move one backwards, to the next folder, then the next folder, etc, for stuff like this, just happens.:blush:

Attached:

1. 2nd mods copy folder
2. Main mod folder.


EDIT:

Changed Flag and Buttons for Lower Sioux done by dacubz145
 
Changed and Added techs


- Agriculture = Sedentary Lifestyle AND Slash and Burn
- Fermentation = Orchards AND Pottery
- Megalith Construction = Mysticism AND Slavery
- Polytheism = Dualism AND Masonry AND Sacrifice Cult
- Sailing = Boat Fishing AND Trade
- Sedentary Lifestyle = Chiefdom AND Livestock Domestication AND Megalith Construction

added these ...

Road Building
Req Techs: Trade AND Masonry AND Monarchy
Location: X29 Y11
Special: Enables Roads

Concrete
Req Techs: Construction AND Road Building AND Glass Working
Location: X31 Y5

Mosaic Working
Req Techs: Aesthetics AND Concrete
Location: X33 Y11

Paved Roads
Req Techs: Mosaic Working AND Machinery
Location: X34 Y11
Special: Enables Paved Roads

Also Changed ...

City Planning
Req Techs: Road Building AND Writing

Engineering
Req Techs: Paved Roads AND Canal Systems
 
A small bug:

After capturing barbarian city - unit supply increased (in current game i have it at 12 units, while in fact i have 4 - 2 trackers and 2 great generals). Savegame attached - you can check it by pressing F2.

p.s. And recalculating modifiers (ctrl+shift+t) if you have research of wealth turned on in cities work improperly - it recalculates this research/wealth as negative.

p.p.s. Volcano eruption - i had it happen near my border, and all land tiles around it had 0 food, after eruption they had 1 food.
 
p.s. And recalculating assets if you have research of wealth turned on in cities work improperly - if recalculates this research/wealth as negative.
ya, i noticed the research part of that a few weeks ago, and posted in bug thread. while avoidable for the human player, if it does the same to the AI (which I would assume it does) it would be harder to avoid and cause prolems.
 
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