C2C SVN Changelog

There is something wrong with the last dll, whom ever submitted it, the PEDIA STALL and wont work correctly unless you press ESC sometimes??

AIAndy fixed an error with the Pedia index, perhaps he created a new one in the process?

At any rate shouldn't this be in the bugs/crashes thread, as you constantly tell others? ;)
 
Like SO I noticed that with the latest SVN it is sometimes impossible to close windows with the mouse (clicking on close/exit/whatever does nothing) and I have to use escape to close them.

Edit: sorry for the wrong thread, thought to be in Bugs and Errors.
 
@Hydro,
So you're doing Civics Now?

JosEPh

Just helping out. ;) Like I said before I made Garbage, Education, Language, Immigration and Agriculture Civics. Plus some random other ones sprinkled in the other civics. Just trying to fill in some loose ends and help out where stuff needed to be fixed.

Updates:
-Added Meritocracy

Thanks! I am surprised it went under Rule rather than Society. But whatever as long as its in there somewhere.
 
At any rate shouldn't this be in the bugs/crashes thread, as you constantly tell others? ;)

Your right i forgot at the BEGINNING of it i should have put a WARNING at the top . . . fixed
 
Update
Changed some MultiFeatureMod code that should make sure it never displays river or tile art as symbol features (that should remove any chance of the weird forest being displayed that is just an incorrectly displayed forest).
 
Just pushed to SVN (4870):
  • AI tweak - actively seek extra defenders in city if attack units are being used in that role, so as to free them up
  • Optimization to plot group recalculation
  • Big optimization to bonus effect recalculation
The optimizations stem from analysis of Spoon's 4-minute end turn save, and for later game positions should be very significant (knocked 30% off end turn time for Spoon's recent saves), and apply to fairly common circumstances. However, it's another not entirely low-risk change in a complex area, so be on the lookout for introduced bugs, which would likely manifest as missing bonuses in cities as trade routes evolve, or possibly retention of bonuses that should have been lost when trade routes are cut
 
Updates:
-New crime/disease modifiers for Border civics
 
Warning to all,
i am going to do a FPK for the UNITs, so it will be a big d/l, just letting everyone know just incase they/you want to miss this SVN update for those with slow internet or old PC's.

Reason: There were HUGE artstyle errors and missing unit content that no one found before, all so far, dealing with Rome.

There were 2 Mounted Infantry identified, 2 Horseman also, the cavalry unit was missing from the folder, the war elephant had missing content, and i think 2-3 other things, i just cant think of now, so just letting everyone know, i will be doing that shortly.
 
UPDATES
  • Fixes ls612's trait option edits -also establishes his option - @ls612: you'll need to at least include some text file support for this.

  • Added some tag displays for Traits to help players keep the various trait options sorted out in the pedia. Some known bugs exist in the pedia display under some options and whether in game or not - will bring up further with AIAndy for assistance.

  • Merged in TheLadiesOgre's tags that were appropriate for C2C application:
    For Promotions:
    • <bDefensiveVictoryMove>: If this is set to 1, whenever the unit wins while defending, they will gain one point of movement.

    • <bFreeDrop>: If this is set to 1, paradropping does not act as an attack or cost any movement and the unit can drop onto FoW tiles. (In addition to being available with a promotion, I have also given this to Paratroopers by default)

    • <bOffensiveVictoryMove>: If this is set to 1, whenever the unit wins while attacking, they will gain one point of movement.

    • <bPillageCulture>: If this is set to 1, the unit will pillage culture (ala IDW) whenever they pillage a tile.

    • <bPillageEspionage>: If this is set to 1, the unit will recieve espionage points (vs. the owner of the tile) whenever they pillage a tile.

    • <bPillageMarauder>: If this is set to 1, the unit will pillage twice (if possible) whenever they pillage a tile.

    • <bPillageOnMove>: If this is set to 1, the unit will pillage (free of charge concerning attack/movement) whenever they move to a new tile that is applicable.

    • <bPillageOnVictory>: If this is set to 1, the unit will recieve the profits of pillaging (though with no tile improvement loss) on a combat victory.

    • <bPillageResearch>: If this is set to 1, the unit will pillage research (toward their current research tech) whenever they pillage a tile.

    • <iAirCombatLimitChange>: Whatever number is entered here will be applied to the units Air Combat Limit.

    • <iCollateralDamageLimitChange>: Whatever number is entered here will be applied to the units Collateral Damage Limit.

    • <iCollateralDamageMaxUnitsChange>: Whatever number is entered here will be applied to the units Collateral Damage Max Units Limit.

    • <iCombatLimitChange>: Whatever number is entered here will be applied to the units Combat Limit (thus making it possible to kill with collateral damage if the % goes over 100%).

    • <iExtraDropRange>: Whatever number is entered here will be applied to the units drop range (thus giving units previously unable to paradrop the ability to do so

    • <iVictoryHeal>: Whatever number is entered here will be the chance that the unit has to heal (one turn's worth) on a combat victory.

    • For Units:
    • <bFreeDrop>: As noted above, this is also a unit tag which I have set to 1 for paratroopers by default.
Note: @SO: you will want to thoroughly test these tags. Let me know if any seem to function improperly in any way.
 
Yeah, it was really as simple as you had one of the trait optionedits labeled as the same type as what it was attempting to edit... bad thing. Creates an infinite loop. Watch out for that ;)

Note: one of the known bugs is the pedia display on traits when operating under an optionediting gameoption. Not sure what's wrong there but the actual traits work fine. I just pm'd AIAndy to see if I can get a bit of guidance on fixing that problem.
 
Updates:

-New Set of Traits (see below)
-Reworked Barbarian Civ to be more aggressive in finding other barbarian cities to add to the new civ
-Tweaks to Era progression
-Fixed the Knight
-Added reduced Gold to the Feudalism and Education techs
-Changed Occupation times to be reduced and also to scale by gamespeed.

The new traits make use of Thunderbrd's new Game Option Edits system, meaning that when they are enabled they completely replace the XML for the traits with XML in /modules/ls612/Traits. These traits are based on three principles. The first is simplicity. I want people to know at a glance what the trait will and won't do for them, and so almost all of the traits have 5 effects or less. The second is focus. I highly dislike traits (or civics for that matter, but that's another story) that go all over the place and try to be a little bit of everything. These traits blend together too easily. My traits are all quite unique and distinct from one another. The third principle is balance, of course. I've set them up as I see fit for now, but I will appreciate feedback on what is too powerful/underwhelming.

The new traits are under the option "Balanced Traits". If you would like to try them in your existing game, press the ~ key (shift + `) to open the Python console. Make sure it actually is the python console, as you could accidentally open the Chat console. Then type the following code.

Code:
gc.getGame().setOption(79, True)

Then do a modifier recalc, and you should have the new traits. NOTE: The new traits do not play well with the Pedia, this is a known issue. Their ingame effects should work fine though.


The Occupation times were tweaked on request from sp00n, they were IMO too high, and now are lower in general and scale by gamespeed. I do think though that the Castle Keep (the one that increases resistance times) should be nerfed slightly, +200% is too much.

The Barbarian civ changes address what I've noticed in my game, namely that most of the emerging civs on the map are really small and insignificant. They serve only to bother me with useless diplomatic requests and to become snacks/vassals of other established players. I have though made the algorithm quite aggressive now at finding new cities to add to the new civ, so if it is too much please tell me and I'll scale it back.
 
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