C2C SVN Changelog

No offense to TB:

But DO NOT update to this new SVN, something is wrong with the dll, sorry.:blush:
No offense taken. Sorry for the major error. I'll be working hard to fix it tonight so hopefully within the next few hrs will have a repair in place.
 
No offense taken. Sorry for the major error. I'll be working hard to fix it tonight so hopefully within the next few hrs will have a repair in place.

Dont rush it, take your time and get it right is all i am saying, and again thx for helping!! Well your wife also!!!:p
 
Updates
  • MAJOR bug fix to combat
  • Incidentally had already developed and now am updating with a new tag for PromotionLinesInfos: <CriticalOriginCombatClassTypes> which establishes what combat classes can deliver which kinds of Critical Afflictions (if none are listed, then the Afflictions in that PromotionLine are able to be generated by all combat classes.) Note: there is no text for this - I figured it'd be ok to keep that mechanic concealed from the players.

About the fix: This was severe irony at work. I simply had forgotten the smallest detail in a function call. What makes it terribly ironic is that I REALLY think the compiler SHOULD have caught the error (and should've called it an undeclared variable) but for some mysterious reason found a way around flagging it. It was the tiniest little stupid thing and caused this big a problem - amazing stuff this coding!

Thanks for being patient with the fix.
 
Updates
  • MAJOR bug fix to combat
  • Incidentally had already developed and now am updating with a new tag for PromotionLinesInfos: <CriticalOriginCombatClassTypes> which establishes what combat classes can deliver which kinds of Critical Afflictions (if none are listed, then the Afflictions in that PromotionLine are able to be generated by all combat classes.) Note: there is no text for this - I figured it'd be ok to keep that mechanic concealed from the players.

About the fix: This was severe irony at work. I simply had forgotten the smallest detail in a function call. What makes it terribly ironic is that I REALLY think the compiler SHOULD have caught the error (and should've called it an undeclared variable) but for some mysterious reason found a way around flagging it. It was the tiniest little stupid thing and caused this big a problem - amazing stuff this coding!

Thanks for being patient with the fix.
with the latest svt promotions like cover dont give bonuses. why
 
Updates
  • Cut Global Combat Round Damage base to extend combat so as to reduce the impact of First Strike, Power Attacks and Combat Stuns.

I have to wonder about this. It will throw the balance of the promotions off. If the first strikes are less useful, then the entire Drill line becomes even less useful. Any other promotion that gives a first strike, or (even worse) a first strike chance, will also be less valuable than before. It also reduces the strength of any unit that gets built-in first strikes (like, say, an archer).
 
I have to wonder about this. It will throw the balance of the promotions off. If the first strikes are less useful, then the entire Drill line becomes even less useful. Any other promotion that gives a first strike, or (even worse) a first strike chance, will also be less valuable than before. It also reduces the strength of any unit that gets built-in first strikes (like, say, an archer).

I think that First Strikes work slightly differently (and better) now, so a slight nerf was probably a good idea.
 
Well if it reduces the AI Ribaldeguin (sp?) from having 4-5 1st strikes that's fine with me! That was nuts 1st time I encountered it.

JosEPh
 
with the latest svt promotions like cover dont give bonuses. why
Huh? Really? I wonder if its just a display issue or if its something more. I'll look into it but no solutions will be forthcoming tonight. Sorry. I'm wondering what ALL promos are included in this.

I have to wonder about this. It will throw the balance of the promotions off. If the first strikes are less useful, then the entire Drill line becomes even less useful. Any other promotion that gives a first strike, or (even worse) a first strike chance, will also be less valuable than before. It also reduces the strength of any unit that gets built-in first strikes (like, say, an archer).
I'd already thrown the balance off for first strike severely by making the unit strength recalculate every round. With an average of 18 - 30 damage each strike, 1/3rd to 1/8th of a units strength may have been decreased by suffering a single successful first strike before the actual engagement even begins, which makes that unit basically useless once it gets there.

First strike is still stronger than it was before for the same reason, but this change does, as you say, decrease the value of a first strike by half so brings it a bit closer to the power it had before the change. Nevertheless, being able to weaken your opponent before they even get to you is far more powerful an ability for first strike than it ever was before.

SGT Slick brought this up to me in a PM and although I defended the status quo at the time, I got to thinking... he was right. ls had mentioned he felt First Strike should be nerfed a bit to get it back closer to the strength it was at and while I was designing Combat Stuns, I realized the whole system would benefit greatly from this adjustment.
 
Update
- Updated all my building schemas.
- Added new orbital tags to Commercial Satellite and Military Satellite.
- Added new orbital tags to Solar Power Satellite.


with ALL these schema changes, you will probably not be able to continue your save game compatibility.
 
WARNING

with ALL these schema changes, you will probably not be able to continue your save game compatibility.

Is it just going to freeze when it gets to the recalculate stats? I got that far, but I'm running a supersize game right now, so I'm wondering if that is where compatibility is going to break.
 
Updates
New tech quotes for Counting, Geometry, Poultry Domestication, and Television.

Munitions Factory:
  • Double production speed for Aggressive leaders.
  • New button
 
Is it just going to freeze when it gets to the recalculate stats? I got that far, but I'm running a supersize game right now, so I'm wondering if that is where compatibility is going to break.

EDIT: This is what i did, i said NO to the pop-up, then i played for 1 turn, saved it, then did a back to Desktop, used autosaved game from there, and then i used buttons Ctrl-T, when it started again, now it will take quite a while for it to work, but eventually it will.
 
Do I need to get the Gunsmith to be replaced by this? And/Or other buildings?

I'd like for Gunsmith and Cannon Forge to be replaced by Munitions Factory. (I'd also still like Siege Weapons Workshop to be replaced by Cannon Forge, but we need to do some more tweaking on unit prerequisites first.)
 
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