C2C SVN Changelog

That's why I didn't go through it myself... figured I'd need to open the civopedia and give them all a thorough review before giving suggested Sub-Combats.
 
added Diplomacy sounds for

Hiawatha
Gurion
David
Solomon
Amazons
Troy
and a BUNCH more to come later when i get time to get the AudioInfo done.

LARGE FILE over 200MB

I think WE are going to have to make the Audio files a separate modmod for C2C, it is OVER 800ishMB now:eek::eek:
 
Btw, you should make the long movie download and advertise it. It just contains movies that overwrite their smaller versions that come with the main download. The trick to making it was to have the short and long movie have the same name.

It it were possible to have the animated leader heads have the same folder structure and file name as is currently used for the static leader heads then we could put out an animated leader head download which does not require much maintenance on our part as well. IE no XML required.
 
Btw, you should make the long movie download and advertise it. It just contains movies that overwrite their smaller versions that come with the main download. The trick to making it was to have the short and long movie have the same name.

It it were possible to have the animated leader heads have the same folder structure and file name as is currently used for the static leader heads then we could put out an animated leader head download which does not require much maintenance on our part as well. IE no XML required.

I completely agree with you, and its on my TO-DO list, but right at the bottom.:rolleyes: Got to get my Barb stuff first, then tags, then Star stuff and alot more first:p
 
added Diplomacy sounds for

Hiawatha
Gurion
David
Solomon
Amazons
Troy
and a BUNCH more to come later when i get time to get the AudioInfo done.

LARGE FILE over 200MB

I think WE are going to have to make the Audio files a separate modmod for C2C, it is OVER 800ishMB now:eek::eek:

It's 500 MB in the SVN for me. But since I'm still reliably able to compress the release to 1 GB or so I'm fine with leaving them in like they are now.
 
It's 500 MB in the SVN for me. But since I'm still reliably able to compress the release to 1 GB or so I'm fine with leaving them in like they are now.

What compression zip are you using, i use 7zip and it almost 2GB?
 
I think WE are going to have to make the Audio files a separate modmod for C2C, it is OVER 800ishMB now:eek::eek:

While I was downloading I noticed this. You have a lot of huge wav files that could easily be converted to smaller mp3 files.

EDIT---I'm using 7z to compress and it also is only a little over 1GB for me, and that is with the fpks unpacked so you must not have 7z optimized.
 
While I was downloading I noticed this. You have a lot of huge wav files that could easily be converted to smaller mp3 files.

EDIT---I'm using 7z to compress and it also is only a little over 1GB for me, and that is with the fpks unpacked so you must not have 7z optimized.

I bet thats it, ls612, what is your setting again, i bet i missed it last tie, and thx duck. btw i dont have a wav to mp3 changer??(thats free) I left alot of stuff on my old PC and never put stuff back:blush:
 
I bet thats it, ls612, what is your setting again, i bet i missed it last tie, and thx duck. btw i dont have a wav to mp3 changer??(thats free) I left alot of stuff on my old PC and never put stuff back:blush:

I'd use Audacity for any and all of your audio editing needs. It is free and quite good.
 
Latest svn caused xml errors in dh and ls612 folders. Undefined combat classes in unitinfos xml
 
Latest svn caused xml errors in dh and ls612 folders. Undefined combat classes in unitinfos xml

That was SO's change, but I'll look at what he broke.

Edit: He forgot to replace the old schema with a new one that has Sub Combats in it. I'll fix that real quick now on the SVN.

Edit2: Done.
 
I bet thats it, ls612, what is your setting again, i bet i missed it last tie, and thx duck. btw i dont have a wav to mp3 changer??(thats free) I left alot of stuff on my old PC and never put stuff back:blush:

I just tested it with the newest stuff and it is at 1.07 GB now. I'll bet with further tweaking I could get it under a gig, but for now no need to worry about release sizes.
 

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Update

- Captives - GP can now turn off Slavery. I had to reorder the Modules MLF to get this working. I just moved Orion Veteran's modules to just before mine so that the Great Doctor would be defined.

Edit

- Captives - removal of slavery now working with more game text.
- text changes to Scriptures modmod
 
Update

- Captives - GP can now turn off Slavery. I had to reorder the Modules MLF to get this working. I just moved Orion Veteran's modules to just before mine so that the Great Doctor would be defined.
Which tag is the problem? That sounds like a self reference that uses neither two pass nor delayed resolution when it should.
 
Which tag is the problem? That sounds like a self reference that uses neither two pass nor delayed resolution when it should.

It was the actions tag. I was adding the remove mission to each of the great people and it was saying the Great Doctor was not defined. It is the GP_UnitInfos.XML file in my captives folder if you need to look at it.
 
Just pushed to SVN (4966):
  • Added AI for captives
  • Fixed an issue with great general escort logic
  • Improved AI handling of workers that get caught outside of their own territory without escorts unexpectedly (notably this includes freshly captured captives)
  • Enabled processing and evaluation (by the AI) of upgrades that change a unit's AI type

@DH:

In regard to the captives AI work:
  1. I modified your captive units file slightly to put the military captive and the neanderthal back on UNITAI_WORKER, since they both have builds they can perform (see below for details)
  2. The AI still cannot see any benefit in the population increase outcome that the captive civilian has, but since that's not working anyway currently (I believe) it doesn't really matter until the mechanic is fixed (let me know when it is please and I'll make sure the AI can see it)

In regard to UNITAIs, I have added processing of outcomes, construct missions, and upgrades to both worker and subdued animal AIs. The main distinction is that only the worker AI can execute builds, so any captives that have builds need to use it. Those that don't will work ok if they also use it, but will execute more efficiently using the subdued animal AI.
 
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