C2C SVN Changelog

If you have logging enabled there is a PythonErr.log in the Logs folder.
The problem with Rev in general is that none of us has any deep insight into that code so it is hard to say what exactly causes what.

that log file is 0kb empty at the moment, but I have reverted back to svn 3792 to be able to continue playing the game >.>
 
that log file is 0kb empty at the moment, but I have reverted back to svn 3792 to be able to continue playing the game >.>
The easiest way to find what exactly caused this would be if you find out the exact revision that does the change (e.g. try the revision in mid between the two and so on).
 
that is the national stability though, not local. are you saying national stability has an affect on cities revolt risks?

I believe (but my depth of understanding of REV is not huge) that national instability adds to every city's revolt risk. local instability only to that city's.
 
The easiest way to find what exactly caused this would be if you find out the exact revision that does the change (e.g. try the revision in mid between the two and so on).

well I hope you can understand that I opened up a video game to play a video game not debug it lol already been a couple hours i'm not going to fiddle around problem solving this morning
 
well I hope you can understand that I opened up a video game to play a video game not debug it lol already been a couple hours i'm not going to fiddle around problem solving this morning

That's understandable. Could you post the save so that someone on the mod team can do I though please.

Edit - I can do this if nobody else can pick it up, but it'll be a couple of days before I am able to do so - probably mid-week next week, as I am in the middle of other stuff currently. As a result I'd appreciate someone else picking it up (especially someone who understands how to debug Python better than me)
 
Just pushed to SVN (3832):
  • Small memory usage tweak (nothing much - just experimenting a bit)
  • Increased AI threat assessment of nearby players who are playing at a higher difficulty level than the AI is, in proportion to the difference
The second of these is in response to Shenryyr's easy conquest of some neighbors who seemed to lack significant defense - essentially it will modify up the size of the defensive garrison in cities with high-difficulty-enemy-threats somewhat. May need further tweaks - feedback always welcome.
 
Update:

-Added basic Equipment promotions.

NOTE: these should not be active yet in games (they have a techprereq of TECH_SPECIAL_PROMOTION), as they are experimental for the moment. I still need a couple more things done before they can be activated.
 
Using the older svn 3792 I was able to stabilize the empire, and rushed tech to Rifling, then Representative Democracy and Liberalism. This allowed civics switches on massive scale, which, after installing svn 3815, still seems stable, even with 41 cities. I am pleased to be able to continue with the rolling svn updates, but damn was that a struggle.

But to that point, it seems all civics that cause -any- instability at all, are simply pointless. and civics that do not lower instability(neutral civics) are also pretty pointless...
 
@Shen

I am very greatfull for your feedback but please post it ither threads. This one is for recent pushed svn changes. If you need you also can post new thread.

You are great player.
 
Using the older svn 3792 I was able to stabilize the empire, and rushed tech to Rifling, then Representative Democracy and Liberalism. This allowed civics switches on massive scale, which, after installing svn 3815, still seems stable, even with 41 cities. I am pleased to be able to continue with the rolling svn updates, but damn was that a struggle.

But to that point, it seems all civics that cause -any- instability at all, are simply pointless. and civics that do not lower instability(neutral civics) are also pretty pointless...

This suggests we need some more stability-providing buildings from industrial era onwrad so that you are not strait-jacketed in your civic choices...
 
Just pushed to SVN (3834):
  • Fixed SNAFU with plot culture saving
  • Some early work towards AI crime management (not hooked up at all yet)

The culture save bug basically means anything saved using a version from the last day is broken. You need to revert to an earlier save I'm afraid.
 
Updates

- Add depletion values for metals which did not have them.
- Tidy up Extra Diplomacy including adding in Great Statesman unit (no missions yet).
 
Updates
New tech quotes:
  • Arithmetic
  • Piracy
  • Constitution [original Constitution quote goes to Charters]
  • Dada
  • Lunar Exploration
  • Cyberpunk
  • Ascension

Unit Changes:
  • Chaser no longer upgrades to Wooden Spearman and force-obsoletes at Archery
  • Warden points to artwork in FPK; deleted my extra copy
  • New Warden button

Deleted:
All Pocket Monsters material (will be moved to modmod)
 
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