C2C SVN Changelog

Updates
- Removed Dye map resource in full.
- Immigration mod by Orion veteran reinstated. It was removed because of python callbacks, it now uses the expression system. The AI is still in python.
- Fix balloon techs.
- Plant forest, bamboo and savanna now end up with the terrain feature rather than an improvement. So they can be worked.
- Subdue Animal tweaks and Llama Myth.

Edit forgot that you can build immigrants but you can't do anything with them yet. :blush:

Edit2 something is very wrong with my copy of C2C - I hope I have not broken everyone else's. :(
 
Edit2 something is very wrong with my copy of C2C - I hope I have not broken everyone else's. :(

It takes literally forever to load for me (trying to kill the process after 20 minutes using Task Manager freezes my computer and the only way to end it is unplugging), but this was after 4377 this morning. I haven't tried the latest one yet (plus I unpack the fpks).
 
Updates
- Cave Dwellings is now an auto-build Housing building that no longer gives a golden age

I liked that early golden age :( It had gameplay significance for making you plan your tech route/civics choices in the prehistoric era to get best use of it.
 
Updates
- Fixed Aggressive promotion so only Aggressive trait leaders get it.
- Fixed Aggressive trait to give only Aggressive promotion and not Combat I promotion too.
- Condensed all my promotions into one folder.

Aggressives should ALSO be getting Combat I according to the discussion in the Traits thread.
 
Change:
-Civic City Limits changed to be less drastic.
 
Aggressives should ALSO be getting Combat I according to the discussion in the Traits thread.

The problem with that is that it makes the Culture Units that get Combat I less useful. If you want the Aggressive promotion to have the same stats as both combined then just edit the Aggressive promotion. In fact all traits should have their own unique promotions and not use existing promotions.
 
The problem with that is that it makes the Culture Units that get Combat I less useful. If you want the Aggressive promotion to have the same stats as both combined then just edit the Aggressive promotion. In fact all traits should have their own unique promotions and not use existing promotions.

Well... please discuss that with us in the traits section. I know SGTSlick is really looking for constructive feedback there and could use the responses. In short, my only feelings of reluctance and disagreement with you on that is that the big benefit to taking Aggressive all along has been the jumpstart it gives on the road to qualifying for other promos. But I'm sure we can discuss things to an agreement if we continue to counterpropose concepts until we can all agree on one. What I'm finding frustrating there is that the conversation just stops and someone makes a decision that only half those involved agree with. This is happening on all sides of the fence in that discussion and I think your presence there would be useful in smoothing that out.
 
Updates:

-More Plane fixes.
-Fixed Modern/Future Medics to properly reduce disease.
-Removed Redundancies from my Culture Units (thanks Vokarya)
-Added the Recon Plane
 
something happened with the last SVN - barbarians now get negative morale from numbers of cities, and therefore their cities can't grow beyond 1 pop. I usually keep barbarian city well placed to get some wild card culture, and then capture it. please someone fix it. i'm guessing it shouldn't take a lot of effort.

thanks.
 
something happened with the last SVN - barbarians now get negative morale from numbers of cities, and therefore their cities can't grow beyond 1 pop. I usually keep barbarian city well placed to get some wild card culture, and then capture it. please someone fix it. i'm guessing it shouldn't take a lot of effort.

thanks.

I agree - this is a problem that I have noticed also. Barbarian cities must grow for the Barbarian Civ option to work. This sort of thing happens when we change civics around. The barbarians break!
 
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