C2C SVN Changelog

Updates
- Applied even more metal wares and ingots to buildings.
- Applied metal wares and ingots to Alt-Timeline buildings.
- Applied metal wares and ingots to Core buildings.
- Tweaked World Trade Center.
- Applied metal wares and ingots to Project Hades buildings.
- Applied metal wares and ingots to Religious buildings.
- Applied metal wares and ingots to Vokarya's wonders.
- Tweaked Ark of the Covenant.
- Tweaked Famen Temple.
 
Small fix for SO (rev 4787):
  • Fixed Python error when a player with no capital city researches Gathering (DH please note - this was in Python\Dancing Hoskuld\Caveman2Cosmos.py)
 
Just pushed to SVN (4791):
  • Optimizations to unit upgrade cost and unit combat valuation

Based on analysis of ls612's recent save (see bugs thread)
 
Updates
- Added Titanium Smelter, Titaniumsmith, Steelsmith and Aluminumsmith.
- Applied more metal wares and ingots to buildings.
- Applied metal wares and ingots to Alt-Timeline buildings.
- Applied metal wares and ingots to Religious buildings.
- Applied metal wares and ingots to Core buildings.
- Applied metal wares and ingots to Vokarya's wonders and buildings.
- Tweaked NASA.
- Fixed Guillotine.
 
Just pushed to SVN (4801):
  • Fixed a slight bug in some over-zealous caching recently added
  • Fixed a small bug in building evaluation
  • Added logging of AI best build changes for city vicinity plots
 
Update

- Fix Abandon City mod. The problem was that the Barter Post was the first auto build building that also had a cost (ie iCost not -1). The test for auto build was in one part of the code but not the other.
 
Just pushed a small optimization of the max-compatibility load/save code - should shave a couple of seconds off the save time, which helps those of us that play with auto-save every turn as the auto-save time can be a significant component of turn time.
 
Update
- Fix the event for the Story teller line.

Edit
- Change Tar pit, Caves and Crater terrain features. Earth ones are now passable and can be worked.
- Change improvements for Tar pit, and Crater.
- Add "Stuck in Tar pit" event.
 
Looks like we might be committing at the same time here DH so that'll be interesting to see how that pans out...

I'm doing my GameOptionEdit Project (Traits) merge.
  • Added requested changes to all unit files that change metal bonuses to ware versions of the same.
  • Added Trait Option Edits method
  • The above required adding some new tags to traitsinfos to control the option edits method and moving some tags in use in other files to generating the same effects on tags in the traitsinfos. Those tags that were used are listed here with what they were replaced by in the trait file:
  • In BuildingInfos: ProductionTraits and HappinessTraits, moved to BuildingProductionModifierTypes and BuildingHappinessModifierTypes in TraitsInfos
  • In UnitInfos: ProductionTraits, moved to UnitProductionModifierTypes in TraitsInfos
  • In SpecialBuildingInfos: ProductionTraits, moved to Traits infos as SpecialBuildingProductionModifierTypes (On this and only this conversion, I found it was important to update ALL building schemas and infos files to eliminate ProductionTraits entirely due to a potential error if it were ever to be used - load sequence had to be slightly adjusted which set this up for big problems without absolute removal.)
  • In SpecialUnitInfos: ProductionTraits, moved to Traits infos as SpecialUnitProductionModifierTypes.
  • In ImprovementInfos: TraitYields moved to ImprovementYieldChanges in TraitsInfos file.
  • Updated all current traits to reflect all data found throughout all above files. It was found to be necessary to include all modular entries in the core trait definitions - testing shows they are safely ignored if the module is turned off. However, if it ends up causing a problem, the trait entry causing trouble could be edited with a modular edit as well. But so far I'm not detecting issues with that.
  • In CivicOptionInfos: TraitNoUpkeep - moved to CivicOptionNoUpkeepType (though let's be honest... this wasn't in USE at all! It's apparently supposed to make a particular civic category have not civic upkeep for civs/leaders with the specified trait (now the other way around - traits can specify entire civic categories that have no upkeep for leaders with the civic.
  • More information on the GameOptionEdit method coming soon in the forum.

Yep... just interrupted my commit to update since we both had changes in the ImprovementInfos file. It safely automerged them though and set me back on track for the commit to resume. Should be good.
 
Looks like we might be committing at the same time here DH so that'll be interesting to see how that pans out...

I'm doing my GameOptionEdit Project (Traits) merge.

Did your end say it went through, i dont see it in the SVN?? Ok its through now, thx.
 
Yeah, just took about 3 hrs to get it through is all... sorry for that but my internet does kinda suck.

I'm working on getting the dll archive updated here too.
 
Yeah, just took about 3 hrs to get it through is all... sorry for that but my internet does kinda suck.

I'm working on getting the dll archive updated here too.

Did you just put back all my Custom_religions that I moved last week? Or did someone else? Were there any changes or can I just delete them again?

Edit: It was Hydro and his bonuses!!! No it wasn't, I was looking in reverse. Looks like I can just delete them again as they are old.

Edit2: - Remove duplicates of the custom religions.

Update

- Put tornado event graphic back so someone can fix it. (The graphic sometimes stays around after it should have gone = if you can move a unit onto the plot the tornado should not be there)
- Fix Indigo game text and use latest schema in Tar Pit event.
- Add three new improvements Core Mine, Greenhouse and Farm Scraper that can be built and another (Geolyphs) which will come with the Nazca lines when I get to it.
- Change the Farm to be able to be built on burnt, new and ancient forest.
- Mangroves now provide defense.
 
I'm not understanding... what did you have to undo? When you update, do you look through the file list in the update to make sure there aren't any conflicts? Most of the time the files will safely automerge if they can. If you have open unsaved files when you update though any changes in those files may be unrecoverable. If there's a noted conflict (the files shown in red on the update list), you can right click and select which version of the two to keep or update to or you can initiate a merge program right there. Usually I make a copy of my mod file before I update so I can take any conflicted files and accept the incoming update change and then go and merge the two with BeyondCompare since I like that program better than the merge program in Tortoise.

Otherwise, I'm not sure what I might've done wrong for you but I was a little worried all the files would've all pushed in properly as other's pushes were coming in as I was trying to push my changes. I suppose I could give a warning here to say hey I'm about to push some changes so until futher notice don't do any for now... is that what you're asking for?
 
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