C2C SVN Changelog

Updates

- Sell captives (Neanderthal and Military only so far) into slavery now works correctly and has the correct text.
- Removed a couple of improvement builds.
- Changed Slave Market - it no longer gives a commerce or hammer boost. It just doubles your return from selling slaves. It should also increase the :hammers: you get from Hurry Production, but I have not done that bit yet.

@Koshling, yes I merged in your change as well.

It's likely that the new slave market has no apparent value to the ai since it no longer gives anything that I think is visible to the ai (not 100% sure, but strongly suspect), so it'll also need an aiweight - suggest you give it a 50 weight for now and well see how it goes.
 
Updates:

-Moved Kemetism over.
-Added new buttons for the new unitcombat and promotions.
-Added 3 new worker promotions.

Also, let's celebrate 5000 SVN revisions. :dance:
 
5000 seams so little compared to what amazing stuff you guys did Great job can't wait to make the Over 9000 joke :P
 
Well the SVN has been a HUGE factor in increasing productivity of C2C. I remeber before we used it that we had to post the mod and send it to SO. Then he had to combine it all and we really did not get to see what the mod would be like until the release. It was like having 3 separate mods that combined into one when released.

The other major step was the max compatibility for saves. Without that we would be breaking saves every time we added something new to the mod. Those 2 plus the fact we have our own sub-forum are what have let us as a team be so much more productive. I cannot even believe we function before those. People like Zappra and Afforess had it rough not only not having an an SVN and max compatibility but also doing it for the most part alone.

Thanks C2C Team! You have made this mod so much better. We have come so far and I am extremely happy with the mod now. I look forward to all that is to come. Keep up the great work!

:cheers:
 
Just pushed to SVN (5004):
  • Some more tweaks to captives AI to work better with the new slave market, and also to value upgrades a bit more logically
  • Added scaling of AI valuation of terrain damage protection by the prevalence of that terrain type in known plots (the scaling itself is not new, but previously was only applied to attack/defense/movement/work rate mods, but not to damage protection)
  • Fixed some financial advisor text that was not self-consistent, as pointed out in the unitCosts thread under bugs
  • Fixed an underlying bug in specialist commerce calculations
  • Slight performance optimization for bonus processing

Notes:
  1. You'll need to do a modifier recalc to fix some of the specialist commerce issues
  2. Reported specialist income is still slightly inconsistent, and I'm still digging to find out exactly where the remaining discrepancy arises. However, I've spent nearly 6 hours on this so far, so the remainder will wait for another update (hopefully tomorrow)

Edit - the remaining discrepancy is just rounding error due to the fact that the actual total comes from totaling all the cities, and each city can only contribute a whole number of gold each turn, whereas the breakdown totals the number of each type of specialist and multiples the total number by the amount per specialist (which can include fractions). The breakdown thus slightly over-reports. It's pretty minor and I'm not really sure what the best way to display it is so as not to be confusing one way or another, so I'm not going to worry about it further for now.
 
Updates

- Change captive Slavery Active building to allow unlimited (100) slaves and Slave market to give 5 free slaves.
- Italian Text by Hale_9204
- New Standard Earth map by RidetheSpiral23

Edit @ls612 I had a conflict when I updated my version of your promotions text (with Italian text) with your version. I think I did the merge properly but could you check to make sure. thanks.
 
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