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C2C SVN Changelog

Dang it, it started a new post . . .


3rd Group:

Galactic Era tweaks

- ACNP Propulsion = Interstellar Trade AND Quantum Computing
- Cryogenics = Homo Superior AND Smart Drugs
- Lunar Trade = Mass Driver AND Planetary Economics AND Solar Propulsion
- Megastrong Alloys = Singularity Stabilization AND Weaponized Antimatter
- Sentient Earth = Artificial Life AND Terra Computer
- Smart Dust = Nanoelectronics AND Wireless Electricity
- Weather Control = Climate Models AND Terra Computer

Renamed the existing Constitution tech to Charters and created a new Constitution tech:

Charters
Location: X39 Y9
Req Techs: Philosophy AND Democracy AND Feudalism

Changed ...

Constitution
Location: X50, Y5
Req Techs: Nationalism AND Social Contract

Divine Right
Req Techs: Political Philosophy AND Fundamentalism AND Papacy AND Gunpowder AND Charters

Representative Democracy
Req Techs: Printing Press AND Constitution

New Techs:

Counting
Req Techs: Carving AND Ritualism
Location: X10 Y13
Cost: Same as Ritualism

Arithmetic
Req Techs: Barter AND Petroglyphs
Location: X17 Y7
Cost: Same as Barter

Geometry
Req Techs: Mathematics AND Sundial
Location: X31 Y7
Cost: Same as Mathematics

Please Change ...

Barter
Req Techs: Tribalism AND Bead Making AND Counting

Megalith Construction
Req Techs: Slavery AND Mysticism AND Arithmetic

Mathematics
Req Techs: Writing AND Arithmetic

Aesthetics
Req Techs: Sericulture AND Sculpture AND Alphabet AND Geometry

OK All done now, thx.
 
Just pushed a small fix to solve the issue with the AI not being able to attack an entirely unoccupied city
 
Updates
- Beastmaster tamed animals strength increased, made national units and can be traded.
- Megafauna made national units (except zebra units) and made tradable.

Edit
- Three new antelopes one Asian two African.
- Sea creatures don't spawn until 5000BCE.
 
Updates
- Reduced cost of Science buildings across the board.

In order to head of at the pass 'too much gold', I have a proposal.

In base Civ4 (or BtS) the challenge from increasing difficulty level was mostly through happyness and health levels. In C2C both of these are (relatively) ineffective, and the difficulty levels become much more clustered (and generally easier than their equivalents in vanilla). Suppose we also added a commerce modifier in the difficulty level. For the sake of illustration only, say -50% at diety - that would halve all commerce income from buildings, plots etc. (since commerce is already handled fractionally this shouldn't be an issue for rounding).

This would allow those seeking a more challenging game (often the same peopel that are complaining about too much gold) a greater range between the difficulty settings, without having any effect on lower difficulties. It would also be easy to implement.
 
Big Prehistoric tech changes:

Herbalism
Location: X3 Y15

Shelter Building
Location: X4 Y1

Basketry
Location: X4 Y3

Tool Making
Location: X4 Y7

Trapping
Location: X5 Y7

Natural Pigments
Location: X6 Y15
Req Tech: Herbalism AND Stone Tools AND Fire Making

Prehistoric Music
Location: X5 Y17

Prehistoric Dance
Location: X5 Y19

Flint Knapping
Location: X11 Y11

Ritualism
Location: X6 Y19

Fire Making
Location: X3 Y11
Req Tech: Gathering

Cooking
Location: X4 Y11

Carving
Location: X7 Y11
Req Tech: Chopping AND Scraping

Counting
Location: X8 Y17

Bone Working
Location: X8 Y9
Req Tech: Carving AND Skinning AND Piercing

Wood Working
Location: X8 Y7
Req Tech: Carving AND Piercing

Cultural Identity
Location: X7 Y19

Carpentry
Location: X11 Y3

Trap Fishing
Location: X9 Y5

Raft Building
Location X12 Y3

Tribalism
Location X12 Y17

Petroglyphs
Location X8 Y15

Personal Adornment
Location X9 Y13

Sewing
Location X10 Y13
Req Tech: Personal Adornment AND Skinning

Hunting
Location X13 Y13

Tanning
Location X14 Y13

Tattoos
Location X13 Y17

Warfare
Location X14 Y15

Bead Making
Location X10 Y15

Barter
Location X13 Y15

Shamanism
Location X13 Y19

Poison Crafting
Location X14 Y11

Canine Domestication
Location X14 Y9

Arithmetic
Location X14 Y17

Chiefdom
Location X15 Y15

Ceremonial Burial
Location X14 Y19

Nauropathy
Location X15 Y11

Boat Building
Location X15 Y3

Boat Fishing
Location X16 Y1

Spear Fishing
Location X11 Y5

Slash and Burn
Location X4 Y13

Stone Tools
X5 Y9

New Techs ...

Portable Shelters
Location: X6 Y5
Req Techs: Shelter Building AND Tracking

Chopping
Location: X6 Y7
Req Techs: Stone Tools

Piercing
Location: X6 Y9
Req Techs: Stone Tools
Cost: Same as Stone Tools

Scraping
Location: X6 Y11
Req Techs: Stone Tools

Skinning
Location: X5 Y11
Req Techs: Scraping AND Tracking

Heat Treatment
Location: X9 Y11
Req Techs: Cooking AND Wood Working

Hafting
Location: X9 Y7
Req Techs: Wood Working
 
In order to head of at the pass 'too much gold', I have a proposal.

In base Civ4 (or BtS) the challenge from increasing difficulty level was mostly through happyness and health levels. In C2C both of these are (relatively) ineffective, and the difficulty levels become much more clustered (and generally easier than their equivalents in vanilla). Suppose we also added a commerce modifier in the difficulty level. For the sake of illustration only, say -50% at diety - that would halve all commerce income from buildings, plots etc. (since commerce is already handled fractionally this shouldn't be an issue for rounding).

This would allow those seeking a more challenging game (often the same peopel that are complaining about too much gold) a greater range between the difficulty settings, without having any effect on lower difficulties. It would also be easy to implement.

That seems like a great idea, It would satisfy both sides of the debate, and if you don't like the gold levels, the fix is as simple as changing diffuculties (through the BUG mod if you really want to). I'm all for it.
 
Just pushed a fix to SVN for AI not founding cities in about the last week's SVN. This was one major issue (which I accidentally introduced last week), but also compounded by a couple of minor issues which debugging the major one also highlighted (which have been there for a bit longer, but don't have quite such a drastic effect on their own). Anyway, all the issues I found are now fixed.

Let me know if you see continuing issues.
 
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