C2C SVN Changelog

Log says it was CIVPlayer8. Do you know how to commit things properly? Also do you have a 2nd playing copy? Its a good idea to have at least 2 separate files. One for the SVN to update and commit to and one to play the mod with.
Okay, but what was it that i changed?
 
Updates:

-Changes to the handicap maintenance modifiers (thanks Joseph)
-New Gamespeed modifier for gold.

NOTE: The last one is important. I've assigned it values for all gamespeeds based off of purely empirical observations, so they could be off. However, you will experience a significant drop in your revenues if you play Eons or Eternity, and a sizable one on Snail. Epic and Normal will now have easier gold situations. Again, I may have overdone it on quantities, so please tell me if I have.

I'm not an SVN player... but please test this out heavily before the next release. I'm finding the V27 gold changes in themselves are pretty darn drastic to begin with; and now you're making them even harder?
 
just fired up 2 games with revision 4288.

first game no animal spawning until classical era (when i quit)
second game no animal spawns well 100 turns into the game (when i also quit)

possible bug?
 
just fired up 2 games with revision 4288.

first game no animal spawning until classical era (when i quit)
second game no animal spawns well 100 turns into the game (when i also quit)

possible bug?

Ask in the bugs thread. This is for revision announcements only.
 
Updates:

-Changes to the handicap maintenance modifiers (thanks Joseph)
-New Gamespeed modifier for gold.

NOTE: The last one is important. I've assigned it values for all gamespeeds based off of purely empirical observations, so they could be off. However, you will experience a significant drop in your revenues if you play Eons or Eternity, and a sizable one on Snail. Epic and Normal will now have easier gold situations. Again, I may have overdone it on quantities, so please tell me if I have.

I'm still playing on 4262 (Eternity), but if I have time this weekend I'll export the latest SVN to my working copy and try it (and I'll also note if there are still any duplicates in the fpks if no one else will).
 
just fired up 2 games with revision 4288.

first game no animal spawning until classical era (when i quit)
second game no animal spawns well 100 turns into the game (when i also quit)

possible bug?

Possible. Are you playing with the No Barbarians option though?
 
I'm still playing on 4262 (Eternity), but if I have time this weekend I'll export the latest SVN to my working copy and try it (and I'll also note if there are still any duplicates in the fpks if no one else will).

You may need to drop your Science slider after this update. :)
 
Updates
- Changed build sound for Temple of Set, Ptah, and Thoth to Egypt Myth sounds.
- About half way there with the Help text on the subdued animals.
 
Updates

New buildings:
  • Military Base
  • Combat Simulator
  • Flight Simulator
  • Holographic Combat Simulator
  • Holographic Flight Simulator

New Wonders:
  • Walk of Fame
  • Warhol's Factory
  • Westminster Abbey
 
Updates

Building Changes:
  • Brandenburg Gate requires Garrison OR Military Base
  • Control Center requires Military Base
  • Ultimate Soldiers Trainer requires Military Base
  • Pentagon requires Logistics tech and Military Base (4 total on Standard size map)
  • Text fixes for Congress of Vienna
 
@ls612 - I took a quick look at your gold changes for gamespeed and I'm afraid you have quite a lot more work to do to make it all consistent. Specifically you're going to need to make quite a few changes to the Python of the financial advisor (at least) or else I think you'll find that the numbers it displays just don't add up any more (you changed the total that gets applied rather than changing the constituents that generate it, so the financial advisor, which breaks it down into all its constituents will see unmodified costs). TBH, the better way is probably to modify the constituent parts at ach one's source so that the values reported by the various APIs all add up consistently.
 
@ls612 - I took a quick look at your gold changes for gamespeed and I'm afraid you have quite a lot more work to do to make it all consistent. Specifically you're going to need to make quite a few changes to the Python of the financial advisor (at least) or else I think you'll find that the numbers it displays just don't add up any more (you changed the total that gets applied rather than changing the constituents that generate it, so the financial advisor, which breaks it down into all its constituents will see unmodified costs). TBH, the better way is probably to modify the constituent parts at ach one's source so that the values reported by the various APIs all add up consistently.

Hm, For me when I changed the sliders it would very briefly display an incorrect number, then switch back to the correct number. However, as far as I can tell the actual gold gained or lost per turn is calculated correctly, so it isn't my biggest concern. I don't understand python at all and I don't really understand well how all of the constituent numbers are added. I know that calculatePreInflatedCosts() gets the first number, and then is modified by inflation. Would it be as simple as changing all of the functions called there to apply the modifier? Or would it be more complicated?
 
Updates

- New version of my art FPK file (still uploading)
- Folder for rightfuture (in active) to test out the Stone Age events as we convert them for C2C.
- Preparation for changing Story Teller to use Outcomes rather than the Great Work so we can limit how much anarchy is removed.
 
Hm, For me when I changed the sliders it would very briefly display an incorrect number, then switch back to the correct number. However, as far as I can tell the actual gold gained or lost per turn is calculated correctly, so it isn't my biggest concern. I don't understand python at all and I don't really understand well how all of the constituent numbers are added. I know that calculatePreInflatedCosts() gets the first number, and then is modified by inflation. Would it be as simple as changing all of the functions called there to apply the modifier? Or would it be more complicated?

The overall income number will be fine. But if you go into the financial advisor to see how it breaks down you'll find the sub-totals don' add up to the income number any more, because you applied the modifier to the total only.

Instead of changing the total, if you change the inputs (so the amount generated by each source - buildings, trade routes, taxation, ...) it will give the same effect on the total, but also show up correctly for all the sub-totals. I'm not sure off hand how many basic input values there are, but it's order-of 5 or so I think. Note that this will also cause the numbers displayed in the city screen and the building hover text to b correct (i.e. - adding a building with a hiver text saying I will give 2 gold will result in your total gold/turn going up by 2, which right now is not the case because you apply the modifier to the gold-per-turn but not the building hover text)
 
The overall income number will be fine. But if you go into the financial advisor to see how it breaks down you'll find the sub-totals don' add up to the income number any more, because you applied the modifier to the total only.

Instead of changing the total, if you change the inputs (so the amount generated by each source - buildings, trade routes, taxation, ...) it will give the same effect on the total, but also show up correctly for all the sub-totals. I'm not sure off hand how many basic input values there are, but it's order-of 5 or so I think. Note that this will also cause the numbers displayed in the city screen and the building hover text to b correct (i.e. - adding a building with a hiver text saying I will give 2 gold will result in your total gold/turn going up by 2, which right now is not the case because you apply the modifier to the gold-per-turn but not the building hover text)

OK, that shouldn't be too bad. Only issue would be then it wouldn't modify inflation. I'll look into that today.
 
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