C2C SVN Changelog

Updates

- Replaced Zoroastrianism religion founding movie with Johny Smith's version
- messages now sent when you capture a civilian or military unit.
- more text for Captives - did you know we have over 59 things a worker can do?:)

@AIAndy you should use leading tabs or spaces in your python code.:crazyeye: Your MusicUpdate.py failed to compile due to inconsistent indentation.
 
How much was it leaking? I ask because over the weekend I was experiencing some odd issues with my well-developed game where after three hours of playing I was getting graphical errors. I checked it out and C2C was using almost 3 GB of memory (I'm lucky I didn't MAF). When I started that game again I found that it was starting with 2.1 GB of memory.
37 bytes whenever the actual effect of a building that employs population is calculated but I am not sure if we have one of those at the moment or how often that calculation takes place.
 
leather factory been bugged for last month or more, it replaces normal factory which it shouldn't as no other trading material factory replaces normal factory , because of that you lose access to buildings and extra hammers, which results in building never used
 
leather factory been bugged for last month or more, it replaces normal factory which it shouldn't as no other trading material factory replaces normal factory , because of that you lose access to buildings and extra hammers, which results in building never used

Wrong thread. This should be reported in the bugs thread.
 
If you look in the first post of this thread there is a link to our bug forum. In there you will find a number of bug reporting threads the two main ones are for single play and multiplayer bugs. the correct threads are the stickied ones at the top.
 
Update
Added tech infos to the info replacement system. Check the changes in this revision as example on how to do it (the expression schema stuff does not need to be copied if it is already present in the target schema file).
 
Just pushed to SVN (4919):
  • Enhanced sea worker AI to handle non-bonus builds
  • Resurrected AI tweak that had been lost last year (found by AIAndy's analysis)

I also pushed a small performance tweak yesterday that wasn't worthy of separate mention
 
Updates

-Remove religion tech dependencies for Cannaism tech and cannaism req for Judean tech
- Adjust spawn rates for Quoll and Dart Frog.
 
Update:

-Updated my new Traits XML for AIAndy's new option method
This is an incorrect usage.
Remove the EditedTrait tag. Instead you need to use the same Type ID as the trait you want to replace. Finally you need a ReplacementID tag to identify your replacement (no restriction on the ID you use, it just needs to be unique).
I would also suggest to place ReplacementID and ReplacementCondition directly below the Type tag so anyone reading the XML knows right away that this is an info for a specific game option.
 
This is an incorrect usage.
Remove the EditedTrait tag. Instead you need to use the same Type ID as the trait you want to replace. Finally you need a ReplacementID tag to identify your replacement (no restriction on the ID you use, it just needs to be unique).
I would also suggest to place ReplacementID and ReplacementCondition directly below the Type tag so anyone reading the XML knows right away that this is an info for a specific game option.

Syntax for that? I maybe missed the early posts about this but I just copy-pased the first usage example I saw in the options thread. Sorry about that.
 
Syntax for that? I maybe missed the early posts about this but I just copy-pased the first usage example I saw in the options thread. Sorry about that.
It is just an ID tag similar to the Type tag.
So something like this:
Code:
<ReplacementID>TRAITS_REPL_LS612_PHILOSOPHICAL</ReplacementID>
 
Back
Top Bottom