C2C SVN Changelog

Update
- Move map Bonus infos into core area.
- Slightly increase the chance of papyrus to compensate for the loss of flood planes.

On to the last bit - improvements which is where cottages need changing and duplicates removed. IE the real work needed. ;)
 
Moved art/Interface/Buttons/Buildings/Techtree/Units/Promotions/LHs into the core C2C.FPK (Thx DH)

Changed btn reading for GroundStone/harpoonMaking/Atlatlmaking into techinfo TXT

Also added C2C.FPK

Changed TXT error (in-progress) for Ground Stone (used binding words, DUH!) Thx HX

Will be adding Units.FPK

Also LST.FPK

Added size to the Earth map 124X68 (Huge) 28 Civs

Added NEW Earth map 84X52 (Standard) 29 Civs

Added Malagasy Civ, and changed the MLF for it.
 
@SO: When are you planning on doing the pre-V23 freeze? I personally would be fine starting the freeze soon, but I don't know what everyone else is planning before the freeze.
 
@SO: When are you planning on doing the pre-V23 freeze? I personally would be fine starting the freeze soon, but I don't know what everyone else is planning before the freeze.

I would like to make the Prehistoric Era playable after all the new changes. Which means still moving round building and units. Possibly even adding more stuff to them so the techs are not so empty.

I would have liked to do the 20 culture wonders (they have cultures but no way to get access to them) and Dieselpunk stuff too but it looks like those will have to wait until next update.
 
@SO: When are you planning on doing the pre-V23 freeze? I personally would be fine starting the freeze soon, but I don't know what everyone else is planning before the freeze.

I would like to make the Prehistoric Era playable after all the new changes. Which means still moving round building and units. Possibly even adding more stuff to them so the techs are not so empty.

I would have liked to do the 20 culture wonders (they have cultures but no way to get access to them) and Dieselpunk stuff too but it looks like those will have to wait until next update.

I want that darn Great General being deleted first before i do the freeze, that really "t's" me off when i play with Rev On:mad:
 
I would like to get the Nomad Camp from RoH at least showing up on the tech tree even if it is not buildable yet.

Also the improvement fixes for Resin and the cottage line.
 
I would like to make the Prehistoric Era playable after all the new changes. Which means still moving round building and units. Possibly even adding more stuff to them so the techs are not so empty.

I would have liked to do the 20 culture wonders (they have cultures but no way to get access to them) and Dieselpunk stuff too but it looks like those will have to wait until next update.

Understand about the Prehistoric Era cleanup, but about the Culture Wonders, we are currently a good deal behind on making Culture Units, so it might make sense to catch up on those before adding even more Cultures.
 
I want that darn Great General being deleted first before i do the freeze, that really "t's" me off when i play with Rev On:mad:

Someone who is more Pythony than me will need to look at it. It may need a DLL change, but that all depends on what the Python does. If the Python investigation leads to a need to change the DLL hit me up.
 
Understand about the Prehistoric Era cleanup, but about the Culture Wonders, we are currently a good deal behind on making Culture Units, so it might make sense to catch up on those before adding even more Cultures.

Its not adding new ones it building wonders for the cultures we have. For instance we have Scottish culture resource and Highlander culture unit but no Scottish wonder that produces the resource. That is what I am behind at doing since making new wonders is a pain to plan out.
 
I want that darn Great General being deleted first before i do the freeze, that really "t's" me off when i play with Rev On:mad:

I'm almost done on the AI chnages I wanted to make for v23. I think we need to let the new prehistory techs 'fill out' slightly before we release them on the world (that era feels a bit sparse currently with the new techs that are largely in a filler role) which probably mean Hydro and/or DH need a little more time.
 
town well gives -3 :yuck: instead of :health: :)

That's because of waterborne diseases. However the Town Well does give you access to freshwater even if you are not next to a river, lake, oasis or rainforest.

I'm almost done on the AI chnages I wanted to make for v23. I think we need to let the new prehistory techs 'fill out' slightly before we release them on the world (that era feels a bit sparse currently with the new techs that are largely in a filler role) which probably mean Hydro and/or DH need a little more time.

Indeed. I want to make sure each tech gives something, even if as simple as unlocking a promotion or giving workers faster speed.
 
Even though it gives you freshwater when natural waters are lacking, it's still a steep price and therefore rarely, if it all, gets built. Just sayin'.

JosEPh :)
 
Even though it gives you freshwater when natural waters are lacking, it's still a steep price and therefore rarely, if it all, gets built. Just sayin'.

JosEPh :)

Not all buildings are ment to be built by every city. If you really need a well then you should build one. If you have freshwater then you don't need one.
 
Even though it gives you freshwater when natural waters are lacking, it's still a steep price and therefore rarely, if it all, gets built. Just sayin'.

JosEPh :)

If/when we get diseases working all the water source buildings can have their unhealthiness removed. Instead if you only have a well in a size 6(?) city the chance of cholera goes up significantly. Now where is that bhahaha smilie.
 
Update
- New Resources none usable yet even the earth based ones are not usable.

If/when we get diseases working all the water source buildings can have their unhealthiness removed. Instead if you only have a well in a size 6(?) city the chance of cholera goes up significantly. Now where is that bhahaha smilie.

All kinds of errors around 20-30 of them all dealing with Bonues??
attached are just some.
 
Updates
- Moved Quern to Ground Stones tech.
- Moved Seal, Walrus and Narwhal Hunting Camps to Harpoon Making tech.
- Moved Atlatl to Atlatl Making tech.
- Moved Inuit Harpooner to Harpoon Making tech.
- Moved Ironwood Clubman to Heat Treatment tech.
- Moved Chasquis to Composite Tools tech.
- Moved Holkan to Atlatl Making tech.
 
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