C2C SVN Changelog

Dancing Hoskuld did change the name of the improvement Bunker to Command Bunker so it can be shown in the Pedia (see SVN 6323).

Thats dealing with FUTURE bunkers.
 
Thats dealing with FUTURE bunkers.

No I did it to the improvement Bunker (now Command Bunker) so the pedia would work and point to the improvement not the building of the same name.

I.E. I changed TXT_KEY_IMPROVEMENT_BUNKER to Command Bunker and left TXT_KEY_BUILDING_BUNKER as Bunker.
 
No I did it to the improvement Bunker (now Command Bunker) so the pedia would work and point to the improvement not the building of the same name.

I.E. I changed TXT_KEY_IMPROVEMENT_BUNKER to Command Bunker and left TXT_KEY_BUILDING_BUNKER as Bunker.

There was 2 bunkers listed, see pic 1 for OLD XML.

I didnt see YOUR one ABOVE for Command Center (pic 2)

Now i just looked and i also see the Future Bunker is labeled Command Center also, now wont that do the same thing as you were trying to defeat?? 2 Command Centers?? (pic 3)

????


DH said he will handle this, i said OK.
 
There was 2 bunkers listed, see pic 1 for OLD XML.

I didnt see YOUR one ABOVE for Command Center (pic 2)

Now i just looked and i also see the Future Bunker is labeled Command Center also, now wont that do the same thing as you were trying to defeat?? 2 Command Centers?? (pic 3)

????

That is Command Bunker not Command Centre!

I forgot about the TXT_KEY_BUILD_BUNKER. I will fix it a bit later, I am due somewhere right now.
 
NEW culture COMANCHE

One of the fiercest Native Warrior's (not known) was Nocona.

His band Noconis, or Wanderers, or travellers were named after him. Nocona, Texas is named after the Noconi leader.
He led his tribe during the extensive Indian Wars in Texas from the 1830s to 1860. He was the son of the Comanche chief Iron Jacket and father of chief Quanah Parker.

ALL these units were new SKIN's provided by Sparth.

New units include
Arsonist
Brute
Deer Archer
Early Merchant
Gatherer
Great Hunter
Healer
Horseman
Hunter
Llama Rider
Log Ram
Obsidian - Axe, mace, spear and swordsman
Rogue
Slinger
Stone - Axe, mace, and spearman
Story Teller
Thief
Tracker
Tribe
Wood Spearman


Also added NEW ArtStyles to other N American cultures in the modules area only

I changed the headdress from white to grayish-brown for storyteller (Comanche)

EDIT: changed the Money Press btn provided by Snofru1
 
added art for Comanche for:

assassin
ballista_elephant
bandit_footpad
bandit_rider
caravan
chariotarcher
javelineer
maceman
ranger
town watchman
tracker
warlord_ancient (didnt work, so i left old one)

I got the Deer Archer working also.

Put in NEW schema's for Comanche
New LH schema for Comanche
Got the Warlord New skin working for Great General (Comanche)
 
Updates
*Fixed a rounding issue with the build filters that was improperly invalidating buildings under applicable filter settings.

*Tweaks to get the AI to value spacing its cities out farther

*Numerous new Combat Classes defined in preparation for implementing assignments on our units

*Established a minimum 1% damage to defenses with the new Breakdown ability intended for Rams

*Added a comment line that indicates the file path beginning with Assets/ to all unit files - makes it a little easier to copy over to documentation.

*This update does update the debug dll as well. I should be either adding the PDB to the archive after committing this OR I'll upload it here for Koshling or any other programmer if and when the need arises.

EDIT: Yeah, if you need the PDB/DLL archive file you can get it here!
 
6353 Update

- Adjust map resources Donkey, Guinea Pig, Guava, Kava and Parrots should all be showing up on maps. Sulphur should be slightly more common.
- New Tamer for horses and donkeys.
 
6353 Update

- Adjust map resources Donkey, Guinea Pig, Guava, Kava and Parrots should all be showing up on maps. Sulphur should be slightly more common.

:goodjob::clap:

EDIT: Just tried a Giant map on Mongoose and still no Guinea Pigs. Didnt know what Kava and Guava looked like, sorry.
 
6353 Update

- Adjust map resources Donkey, Guinea Pig, Guava, Kava and Parrots should all be showing up on maps. Sulphur should be slightly more common.
- New Tamer for horses and donkeys.

:goodjob::clap:

EDIT: Just tried a Giant map on Mongoose and still no Guinea Pigs. Didnt know what Kava and Guava looked like, sorry.

I also tried a giant Perfect_Mongoose map and i can say that all the mentioned resources are in, including Guinea Pigs, Kava and Guavas! Great job, Dancing Hoskuld!
 
added NEW re-skins for N America units to Modules ArtStyles

deleted duplicate Overwhelm event


Added Comanche to the Cultural Linked python, thx DH for the reminder, AGAIN

NEW mapscript SmartMap, great for Extremely Gigantic making maps the way you want them, o don't believe the "continents" making is NOT working, but its OK other wise, i believe.



{NEW mapscript Totestra

Its a newer way for those who like PerfectWorld2f, Tectonics and alot more maps. I believe this one is way better than these.

WARNING it does take about 1 minute PER each level of game-play, meaning it will take around 10 minutes to load a Gigantic map.
Large usually takes about 5 minutes or so.

There is ALOT of water in this mapscript.}
 
6364 Update

- Minor text fix for AAranda wonders and art fix so cow fits on pedia screen.
- New Beastmaster units and buildings - Camilid Tamer (camels and llamas) and Bovine (Bison, Buffalo, Cattle and Musk Ox). Pachyderm Tamer building there but no tamed units yet.
Note this probably means that some of Thunderbrds changes in the Beastmaster folder have been lost as I reduced the number of files. sorry. edit plus I added more units.
 
6364 Update

- Minor text fix for AAranda wonders and art fix so cow fits on pedia screen.
- New Beastmaster units and buildings - Camilid Tamer (camels and llamas) and Bovine (Bison, Buffalo, Cattle and Musk Ox). Pachyderm Tamer building there but no tamed units yet.
Note this probably means that some of Thunderbrds changes in the Beastmaster folder have been lost as I reduced the number of files. sorry. edit plus I added more units.
All I changed there was to add the file path of the file itself from Assets/ onward in a comment line.

I'll have to work on those new units in the CC planning docs but I'll do that in a bit when I need to catch everything that's gone in since last weekend.
 
All I changed there was to add the file path of the file itself from Assets/ onward in a comment line.

I'll have to work on those new units in the CC planning docs but I'll do that in a bit when I need to catch everything that's gone in since last weekend.

OK then nothing was lost as I just merged the horse and donkey into the main files. Though I have no idea why you would be doing this. Luckily I don't intend to do any more moves of mods up a level like I did for the Custom_religions.
 
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