C2C SVN Changelog

OK i get it, just color pic of LH, got it!!:p:p:(:rolleyes:

New Civ

Minoans

If the king's a nudist, I hope one of their UPs is that the crime of flashing doesn't build for them...:lol:
 
Added a Scenario "Desert Map" (beta-testing)


New Buildings

Electric Vehicle Recharging Station
Blacknet
Gesture Recognition Software
Facial Recognition Software
Intuitive Algorithms
Natural Language Algorithms
Evolutionary Algorithms
Binary Consciousness Algorithms
Artificial Intelligence Core
Recharging Node
E-Stock Market
Blogs
Biomorphics Lab
Nanoactuator Factory
Anthropomorphic Lab
Digitized Membrane Factory
ISP Offices


New Resources

Nanoactuators
Digitized Membranes


Fixed/Tweaked Buildings

Hydraulics Factory
Bionics Factory
Mechatronics Lab
Speech Recognition Software



Missing:

Code for "+1 :health: / :) from Civic" for Blogs and Electric Vehicle Recharging Station.
Pedia for Intuitive Algorithms, IPS Offices, Digitized Membrane Factory and Digitized Membranes.
 
Missing:

Code for "+1 :health: / :) from Civic" for Blogs and Electric Vehicle Recharging Station.
Pedia for Intuitive Algorithms, IPS Offices, Digitized Membrane Factory and Digitized Membranes.

You need to make a Faustmouse_CIV4CivicInfos.xml file and include a Faustmouse_CIV4GameInfoSchema.xml. See my Electricity and/or Transportation Mod for how its done.
 
Missing:

Code for "+1 :health: / :) from Civic" for Blogs and Electric Vehicle Recharging Station.
Pedia for Intuitive Algorithms, IPS Offices, Digitized Membrane Factory and Digitized Membranes.

For intuitive Algorithms copy the summary of the Affective Computing Wikipedia. If u can't do Pedia for a building , no worries, I can post the paragraph later.
 
Updates

- Fix American hero Narbona schema file name
- Remove ability to upgrade Captives to other units. We changed it to have an adjusted cost but that cost is not being used and the upgrades are free. I have mentioned this on the bug thread and PMed ls612
- Update main interface for bug fixes in same place as in BUG 4.4. Raw Yields still to be done to finish this upgrade.
 
New Buildings

Aeroponics Lab
MRI Lab
3D Body Atlas
Medical Tricoder Factory
Hypospray Factory
Autodoctor
Medical Diagnostat
Anima Chamber
Stimpack Factory
Neuron Regenerator Lab
Neurotransmitter Manipulator Lab
Somatosensory Manipulator Lab
Pyschoscanner


New Resources (@SO: I ONLY add manufactured resources, no map resources)

Stimpacks
Medical Tricoders
Hyposprays


Also, added the Civic related code to my previous buildings.
 
Just pushed to SVN (rev 6034):
  • Merged Super Forts mod
  • A couple of code tidy ups suggested by n47

Note - I have set the new attributes identically for the 3 existing 'fort' improvements in C2C (Fort, Bunker, Future bunker). Specifically:
Code:
      <iCulture>2</iCulture>
      <iCultureRange>1</iCultureRange>
      <iVisibilityChange>2</iVisibilityChange>
      <iSeeFrom>1</iSeeFrom>
      <iUnique>2</iUnique>
      <bBombardable>1</bBombardable>
      <bUpgradeRequiresFortify>1</bUpgradeRequiresFortify>
We may well want to tweak these to differentiate the fort types (and/or add more).

Currently this is the base level of Super Forts merged as directly as I could into C2C. I plan to make a few more tweaks, but it may be a week or two before I do so, so please report any issues with forts, or AI behavior relating to forts. The tweaks I will be making before too long are:
  • Consider a fort to have choke value if its placeemnt forces an enemy to path PAST it (as well as just THROUGH it). This reflects both the presence of ZOCs on C2C forts, and the fact that being forced to pass adjacent to a fortified position is disadvantageous. It also reflects the added value of adjacent plot culture when NOT at war but not havign open borders.
  • Move the presence of ZOCs from the DLL (all forts have them) into the XML. This will allow us to add early forts that just provide extra sight, or defense, or culture, without the ZOC.

Edit - further change (rev 6035):
  • Fixed potential hang when using stack attack
 
so i just realized how constantly the svn version gets updated beyond the latest posted revision its already two revs past the latest one lol

also am wondering how far along the new religion system is, im anxious to see what happens with it. cause if i understand correctly it would add an entire new area of strategy and depth to C2C.
 
so i just realized how constantly the svn version gets updated beyond the latest posted revision its already two revs past the latest one lol

also am wondering how far along the new religion system is, im anxious to see what happens with it. cause if i understand correctly it would add an entire new area of strategy and depth to C2C.

That is absolutely correct, Dancing Hoskuld JUST is starting on that, so i dont see it working for another 2 version or maybe longer from now, i will let him say more, but hopefully IN the religion thread. So i suggest ASKING him in THAT thread, thx.
 
Just pushed to SVN (6040):
  • Fixed bombard crashes reported by SO and Nevets

Edit - and another crash fix (6041):
  • Fixed potential crash when calculating victory influence after killing a unit in a fort
 
Just pushed to SVN (6043):
  • Fixed crash when airlifting units to forts/bunkers, reported by Nevets
  • Fixed rare crash when a player cannot build any city defense AI types, reported by SO
 
Icons by Mr Azure.

New Buildings

Mechanical Organs Lab
Medical Prosthetics Lab
Augmented Organ Lab
Cybernetic Organ Lab
Singularity Brain Lab
Fertility Clinic
Phenotype Studio
Genotype Studio
Gestation Tanks
Uterine Replicator
Anima Studio
Resurrection Hub
Flash Memory Factory
Metamaterial Foundry
Plasma Generator Factory


New Resources

Flash Memory Devices
Metamaterial Wares
Plasma Generators
 
New Resources: Mr Azure, do you want to make Pedia and Art for these, too?


Organic Photonic Cells
Enabled: Organic Photonics
Revealed: Organic Photonics

---

Microgenerator
Enabled: Microgenerators
Revealed: Microgenerators

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Liquid Metal Wares
Reveals: Liquid Metals
Enables: Liquid Metals

---

Shockwave Engines
Reveals: Internal Shockwave Engine
Enables: Internal Shockwave Engine

---

Nanogenerator
Reveals: Nanogenerators
Enables: Nanogenerators

---

Novus Chemicals
Reveals: Novus Chemistry
Enables: Novus Chemistry

---

Antigrav Generators
Reveals: Antigrav
Enables: Antigrav

---

Superstrong Alloy Wares
Reveals: Superstrong Alloys
Enables: Superstrong Alloys

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Cybernetic Chloroplasts
Reveals: Artificial Photosynthesis
Enables: Artificial Photosynthesis

---

Antimatter
Reveals: Antimatter Rocket
Enables: Antimatter Rocket

---

Megastrong Alloy Wares
Reveals: Megastrong Alloys
Enables: Megastrong Alloys
 
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