C2C SVN Changelog

Just pushed to SVN:
  • Fixed CTD when eliminating a player who still owns forts
  • Hardened the DLL against Python queries about non-existent promotions
 
Updates:

-Added the Repeating Crossbowman.
-Changed the Industrial Worker to TECH_NITROGLYCERIN
-Reduced the combat strength of the "normal" workers.
-Made the Combat Workers National Units to balance them for now.
 
@Hydro I have a Cocoa resource almost ready it just needs a button

This mod uses Cocoa as a resource and has their own button. Extract the button they used.

resources.jpg
 
@all modders "IMPROVEMENT_APPLE_FARM" is being replaced by the more generic "IMPROVEMENT_ORCHARD". Please remove it or rename it in your parts of C2C. It is used in the Civics and Events.

@Hydro I can't down load that mod:(. It ends up as a corrupt zip file.

Updates
- Finish major reorganisation of improvements.

Still need to do prickly pear and I have "better" graphics for peyote to add.
 
@Hydro I can't down load that mod:(. It ends up as a corrupt zip file.

History Rewritten says it has Cocoa as a resource. Maybe this will work. Note that I di ot know if they have an icon for it. :blush:

EDIT: Looks like we are talking about 2 different resources.

Coca (aka Cocaine) and Cocoa (aka Chocolate). History Rewritten has Chocolate resource. Which we should add.

Look like I will have to make a button for the Cocaine resource.

EDIT2: They also have Peat, which looks like it would be a good resource to have too.
 
@strategyonly
@hydro

Here are the first 25 new Transhuma Era Techs complete with art, pedia, quotes, and tech infos.

The only thing you may need to edit is the Tech Cost and Flavors (military, religion..i left them alone...all are near 4 or 5), i think i did a good job but I am a newbie.

You can safety just extract it to your Mod Folder, the only thing it replaces is the Modular XML controls file.


In Modules/MrAzure/TransReplacedOriginalTechs is the original C2C Techinfos, with most of the transhuman era techs modified with new prereqs. only new techs are in Modules/MrAzure/Civ4TechsInfos.xml


Ill keep working and sending updates.

You can pretty much copy and paste and everything will show up perfect in the game.
 
I will take a look. However you will need to add the Tech Cost and Flavors before I upload the complete final draft to the SVN. When guessing on the costs look for techs nearby that are similar or located in a similar part of the tree. The Flavors should be straight forward on what they should be since you are the one making the techs.

Overall I do not think I will be very strict with these since they all seem to be cool sounding techs. I suspect in the future may have to fix tech requirements Vokarya find for any redundant techs. Likewise it would be of great help if you also made new buildings for the techs. This would be an ongoing thing within your own modular folder.

You have some great ideas and we will need your help in filling in the techs you made too. The more we spread out the work the more can be done. ;)
 
I will take a look. However you will need to add the Tech Cost and Flavors before I upload the complete final draft to the SVN. When guessing on the costs look for techs nearby that are similar or located in a similar part of the tree. The Flavors should be straight forward on what they should be since you are the one making the techs.

Overall I do not think I will be very strict with these since they all seem to be cool sounding techs. I suspect in the future may have to fix tech requirements Vokarya find for any redundant techs. Likewise it would be of great help if you also made new buildings for the techs. This would be an ongoing thing within your own modular folder.

You have some great ideas and we will need your help in filling in the techs you made too. The more we spread out the work the more can be done. ;)

I added Tech Cost but I am unsure if I added the right amount. I think i did a good job on Tech Costs, i just need a second opinion. Yeah im also learning building xml design..
 
Not sure what has been decided as yet, but I'd like to request we remove all workers with combat strength until after v24, since they need considerable work, both in the AI and in other mechanics:
  • AI will never escort them since it only provides escort for 0 strength units
  • AI will never heal p since the worker AI has no expectation that it can take any damage at all and still be alive
  • AI will die to terrain damage with them since it has no expectation that they can take terrain damage
  • How do you ever build a road across a desert (or any other improvement in a desert tile)?? If the turns to build a road (in one tile) exceeds the number of turns to die there the worker will always die before finishing the improvement. This applies to both the AI and to players (probably needs a mechanic change to make the stack immune to terrain damage while its in the process of building an improvement or something, or perhaps a limit on terrain damage so that it cannot take a unit below (say) 10%)
 
Not sure what has been decided as yet, but I'd like to request we remove all workers with combat strength until after v24, since they need considerable work, both in the AI and in other mechanics:


Hydro/ls612,


i thought we agreed to take them out, same as the Combat Workers?? What happened??
 

Hydro/ls612,


i thought we agreed to take them out, same as the Combat Workers?? What happened??

They can be removed now since I have stopped loading the _remove module. I should remove it. ;)

Normal workers will need their strengths set back to zero also. And the Elephant worker should have the limit on number removed.

Updates
- Remove stuff to be removed before next release now that their removal does not cause save games not to load.
- Some text.
 
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