C2C SVN Changelog

Tried out those pests. Pretty nice inclusion, my empire was pretty fuct for like 50 turns. I had just put in a bunch of those new slave units into some cities, then pests came after I updated for another like +4 or +5 unhappiness, I nearly had massive revolts. Luckily I made it to masonry and stuff now and have a bunch more happiness buildings. I also had 7 cities in chiefdom on deity.
 
Do not overwrite anything. Delete your old copy of the mod entirely either by deleting the whole Caveman2Cosmos folder or ALL files and folders inside it. (In the mods folder, NOT the SVN folder on the desktop.)
If you delete the entire folder then recreate the Caveman2Cosmos folder so it has to be totally EMPTY.

Then when you click on the SVN folder on your desktop and select Export... you have to navigate to your empty Caveman2Cosmos folder. When the export is done you can start the mod.

Periodically you right click on your SVN folder and select SVN update to see if there was an update, if there was, then your desktop folder is always updated to the LATEST version. After update you delete your old Caveman2Cosmos folder (inside the .......Beyond the Sword\Mods folder) or all files and folders inside it and export the newest version into it as written above.

Nuh uh! :( I can't export directly from the desktop into Mods, it won't let me.
 
Just pushed to SVN (3814):
  • Fixed minor civs that result from REV breakups not being at ware
  • Fixed civic building enablement evaluation with partial civic vacuum

The second of these was causing the AI to only count the value of buildings enabled by a civic for the civic (in a category) that it was considering switching to, not for the one it was currently in, when comparing. This caused instability and frequent civic switches. The example from my logs was oscillating between Church and Public Works because of the enablement of 'Founding Hospital' by Church, which it saw as an extra value when it was in PW, but didn't see as a current value when in Church (making PW look more valuable until it got there)
 
Well there is still a Homing Pigeon Coop in the game that gives the benefits of them. Feral Pigeons are the ones I am representing.

Which are the ones hunted and eaten. Feral pigeons weren't a problem until recent times. You keep adding stuff that makes sense today and then say it was a problem in the prehistoric period when it wasn't :p
 
Updates

Anti-crime from my defense buildings:
  • Cannon Turret gives -4 crime/turn
  • Star Fort gives -10 crime/turn

New Wonder building prerequisites:
  • Alcatraz requires Jail
  • Bank of China Tower requires Skyscraper
  • Bauhaus School requires Engineering School or University
  • Bayreuth Festspielhaus requires 3 total Opera House
  • Pearl Harbor requires Drydock
  • River Rouge Complex requires Factory
  • Scapa Flow requires Drydock
  • Svalbard Global Seed Vault requires 1 total Refrigerator Factory
  • Tokyo Sky Tree requires Skyscraper
  • Tokyo Tower requires Skyscraper
  • Willow Run requires Factory
 
Updates

- Moved Mangrove feature into core
- Removed Fossil feature and added it as a bonus. @Hydro it is urgent that you change your fossil buildings. ;)
- Added Henna and Indigo map resources.
- Added Dye (BONUS_DYE2) as a manufactured resource. Switched off putting old Dye on map but will still work with existing maps and appears in pedia. Eventually I will remove the duplicate but it may cause problems to existing games when I do.
 
Switched off putting old Dye on map but will still work with existing maps and appears in pedia. Eventually I will remove the duplicate but it may cause problems to existing games when I do.

It shouldn't, i believe thats were the "Non-fatal" error will come in and just delete that part of your existing game (I believe thats how that works)
 
Updates

- Moved Mangrove feature into core
- Removed Fossil feature and added it as a bonus. @Hydro it is urgent that you change your fossil buildings. ;)
- Added Henna and Indigo map resources.
- Added Dye (BONUS_DYE2) as a manufactured resource. Switched off putting old Dye on map but will still work with existing maps and appears in pedia. Eventually I will remove the duplicate but it may cause problems to existing games when I do.

Will do! And thanks! :goodjob:
 
Some buildings require the map dye at the moment, then there are the plantations. I will remove it after the next release.

OH ok, i wasn't even thinking of the building part:blush:


EDIT: I finally deleted the old NWA icon, no biggy.
 
Updates

New Units:
  • Chaser: Prehistoric Era one-use Hunter
  • Warden: Medieval Era Hunter

New Wonders:
  • Berlin Wall
  • Burning Man
  • Congress of Vienna

Updates to existing Wonders:
  • Alamut: Requires Bricks or Stone, no production bonus from Stone
  • Coit Tower: Requires Cement
  • Disneyland: Requires Cement, Requires Access to Power
  • Hockey Night in Canada: Requires Broadcast Tower or Communications Tower, +1 happy from all Communications Tower
  • Monte Carlo: Requires Cement or Marble or Steel
 
updated svn 3796 -> 3824 and the revolt risk has gone ridiculous. posted pic is an example of such ridiculousness. this city has no crime, is only 9 tiles from the capitol, has 8 guards (I'm building more every turn) and is still getting huge amounts of increasing revolt risk per turn. the capitol has similar problems, but the red bar is a little thinner. civics are: republic, legislature, proletariat, free market, mercenaries(I tried pacifism but it did not help), secular, private, waste exportation, open borders, written tradition, interpreters, privatized agriculture, coinage, and ownership
 
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