C2C SVN Changelog

More Techs

Binding
Location: X9 Y11
Req Techs: Weaving AND Skinning

Earth Oven
Location: X14 Y5
Req Techs: Fire Making AND Cooking
Tweaked...

Fire Making
Location: X13 Y7

Slash and Burn
Location: X14 Y7

Composite Tools
Req Techs: Simple Wood Working AND Bone Working AND Binding

Hunting
Req Techs: Cooking AND Trapping

Portable Shelter
Location: X12 Y1
Req Techs: Hunting AND Stone Building AND Composite Tools

Pottery
Req Techs: Mining AND Earth Oven


Earth Oven tech should not give +:health: to all cities. Also it is missing its "help" text. Both fixed.

Also ...

- Soft-Hammer Percussion is missing it Pedia. Fixed
 
Did you notice you created a loop here?
  • Mining requires Pottery.
  • Pottery requires Mining.

You'll never be able to research either tech. Were you planning on changing Mining?

Good catch,

I changed Pottery to Req Heat Treatment AND Barter
 
Updates
- A couple of minor graphics changes. (Sorry, I missed a few so I will need to do another before the next release.)
- Adjust geographic spawn for some animals.
 
Even more Techs . . .

Added ....

Adhesives
Location: X9 Y13
Req Techs: Natropathy AND Natural Pigments AND Bone Working

Bark Working
Location: X11 Y3
Req Techs: Simple Wood Working AND Personal Adornment AND Shelter Building

Tweaked ...

Pottery
Req Techs: Earth Oven AND Agriculture

Composite Tools
Req Techs: Adhesives AND Simple Wood Working AND Binding

Personal Adornment
Req Techs: Binding AND Adhesives

Fine Edge Tools
Req Techs: Carving AND Piercing

Flint Knapping
Req Techs: Fine Edge Tools AND Heat Treatment

Wood Working
Req Techs: Axe Making and Bark Working
 
@strategyonly

Here are the rest of the icon/buttons for the Prehistoric techs.

Added the provided buttons:

barkworking.dds
binding.dds
heattreatment.dds
piercing.dds
portableshelter.dds
scraping.dds
simplewoodworking.dds
skinning.dds
 
Current SVN:

TECH_PERSONAL_ADORNMENT has an OR pre-req of TECH_BINDINGS. TECH_BINDINGS does not exist

BUILDINGCLASS_CRIME_VIGILANTISM has a default building of BUILDING_CRIME_VIGILANTISMY which does not exist (should be BUILDING_CRIME_VIGILANTISM I presume?)
 
Just pushed to SVN:
  • Fixed lack of translation of tech ids for player research queues on game load (across changes to the tech tree)
  • Fixed AI handling of multiple research
  • Made multiple research code robust against mal-translated tech ids, which could lead to hangs or very slow processing
  • Partial implementation of AI unit production tendering to allow cities to build units for one another. Not yet activated in this build.
 
Just pushed to SVN:
  • Fixed lack of translation of tech ids for player research queues on game load (across changes to the tech tree)
  • Fixed AI handling of multiple research
  • Made multiple research code robust against mal-translated tech ids, which could lead to hangs or very slow processing
  • Partial implementation of AI unit production tendering to allow cities to build units for one another. Not yet activated in this build.

1. Is that going to give me a log on stuff like above, so i can keep better track of what i am missing, like the (s) in Binding?
2. Didnt know that was a problem, thx for fixing that, thats a must infact;)
3. Dont quite understand what a mal- translated tech ids if, sorry:blush:
4. Now that sounds very interesting, and also, much needed.:)

Also lately there has been an influx of mini-dumps, anything to be concerned about?
 
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