C2C SVN Changelog

The mistake i made was not telling you what was wrong. You can't use & inside an Xml you have to write & instead.

Yes, but you posted it here and the SVN is one of the few threads I always read before changing my files, so that's ok. I just wanted to inform you.
Thanks for the fix and the explaination!
 
SVN6552

Fixed a save format incompatibility in CvPlot (leading to crashes) when culture levels are removed.
 
6554 update

- Fix sounds for training missionaries (Andean, Mesopotamian and Scientology)
- Fixed translations for my modules thanks to Hale_9204
 
6576
Tweaked cost of several of my Prehistoric Buildings for Balance.
Fixed SpecilistCount of Moon Dance and Nature Dance. Now its (Can Turn 1 Citizen To).

6578
Fixed Quiltmaker (BuildingCommerceModifers in wrong place) [thanks Strategyonly]
 
Newer art for SA Adventurer and SA monk

added new artstyles for Anasazi, Brazil, and Jivaro


Added S America to core artstylesinfo except Meso America, so it was S America and Aztec

Anasazi is not South American, its North American. Specifically Utah, Colorado, Arizona and New Mexico.

Spoiler :
mcd-SWculturesmapWEB.jpg


Note its not even Mesoamerican either. They are just Ancient Pueblo Peoples within the Southwest Indians such as Navajo, Hopi and Zuni.

EDIT: Here is a lit of the "American" playable civs and what category they are under.

North American
- Anasazi
- Apache
- Aztec (Mesoamerican)
- Canadian
- Cherokee
- Chippewa
- Comanche
- Confederates
- Cuba (Caribbean)
- Great Plains
- Haida
- Inuit
- Iroquois
- Lower Sioux
- Maya (Mesoamerican)
- Mexican (Mesoamerican)
- Midwest
- Navajo
- Olmec (Mesoamerican)
- Paleo Indians
- Sioux
- United States
- Zapotec (Mesoamerican)

South American
- Brazilian
- Incan
- Jivaro
- Nazca
- Tupi
- Venezuelan
 
[offtopic]wrong thread but ok
Spoiler :
North American
- Anasazi
- Apache
- Aztec (Mesoamerican)
- Canadian
- Cherokee
- Chippewa
- Comanche
- Confederates
- Cuba (Caribbean)
- Great Plains
- Haida
- Inuit
- Iroquois
- Lower Sioux
- Maya (Mesoamerican)
- Mexican (Mesoamerican)
- Midwest
- Navajo
- Olmec (Mesoamerican)
- Paleo Indians
- Sioux
- United States
- Zapotec (Mesoamerican)

South American
- Brazilian
- Incan
- Jivaro
- Nazca
- Tupi
- Venezuelan

See this is what i was talking about the other thread, I am not going to put European units with Aztecs, Mayan, Olmec and other Meso, i am going to treat them like S American units. btw, if you read the SVN, i made the MidWest and Plains (cultures) for scenario purposes, that why they are in the modules area, so people can UN-modular them if they want to, and i am going to keep them ON by default, plus i will be adding more also,like Outlaw culture etc etc. thx.:p:mischief:

I am just waaaay too busy to do stuff the way i want them for NOW ok, sorry, i have over 3000ish things i want done and little time, also i do have Cal and Tex cultures on my list of over 200ish more but they are near the bottom.

EDIT:

Fixed srtstyles for Anasazi, yes Hydro sorry:blush:;)

Fixed S Amer Advan kfm problem, thx Sparth.
 
6562 Update

- Fix problem with Immigrant unit not able to join city. (Note: this may also fix Whisper's problem with the unit in multi player mode.
 
Obsolete Post see #7317
Spoiler :
65666569
Grand Balance Patch
Requires a New Game, Won't Affect Saves


Main Benefits
Prehistoric Era is somewhat Longer Techwise. This is needed on most game speeds.

Controls Snowballing and Lets Others Catch Up to Leading Player faster . The reason is entering a New Era raises Costs, especially Construction.

Balance Tech Costs for Later Eras as they were currently really slow, and Early Game were really fast.

Controls :gold: better. Longer Game Speed get more gold.

Buildings take longer to build so hopefully there is less 1-Turn Buildings.

Cities grow slower, about half rate at Classical. .

The New Values

You now start with 100 :gold: in Prehistoric because of Inflation.
The higher the number, the longer it takes (more hammers, culture, science needed). The lower, the faster. 100 = 100%.

6569 Update
Era | Research| Construction|Unit Training| Population Growth|Tech Modifer|Culture
Prehistoric| 75|115|115|150|75|75
Ancient | 125| 120| 120|175|100|100
Classical |125|140|140|200|125|115
Medieval |100|160|160|215|150|120
Renaissance |100|180|180|230|175|125
Industrial l|75|200|200|245|175|130
Modern | 75|220|220|260|200|135
Transhuman |75|240|240|275|225|140
Galactic |50|260|260|290|250|145

GoldModifier = Global percentage modifier for ALL costs. Higher equals less gold, lower equals more gold.
Gamespeed|New iGoldModifer|New Inflation % | New Inflation Offset
Eternity|80 | 10 | -720 |
Eons|90|15|-600|
Snail|100|25 |-480|
Marathon|100| 25| -360|
Epic| 110| 30 |-240|
Normal| 110|40 |-120|
Quick|120|50|-60
Blitz|120|60|-30
 
Update 6567

- reset the Unit Naming Tab of the BUG options screens to just the basic combat types.

Unit Naming can only work with one value of combat type I think. I have just dropped it back to the basics. If anyone has errors I will see if about adding that combat type in. If you want the names to include size, weapon type, off hand weapon type etc. then you will need to replace this part of BUG with something else.
 
Obsolete Post see #7317
Spoiler :
6568, 6569

Lowered Prehistoric Era Research from 125 to 75 because Tech modifier went from 0 to 75.

Era| New Construction and Unit Training
Prehistoric|115
Ancient|120
Classical|140
Medieval|160
Rennassiance|180
Industrial|200
Modern |220
Transhuman|240
Galactic|260


Era | Research| Construction|Unit Training| Population Growth|Tech Modifer|Culture
Prehistoric| 75|115|115|150|75|75
Ancient | 125| 120| 120|175|100|100
Classical |125|140|140|200|125|115
Medieval |100|160|160|215|150|120
Renaissance |100|180|180|230|175|125
Industrial l|75|200|200|245|175|130
Modern | 75|220|220|260|200|135
Transhuman |75|240|240|275|225|140
Galactic |50|260|260|290|250|145
 
I'm not sure if this is the right thread to ask in, but I may as well try. I was downloading from the SVN, but it got cut short by a blackout. Will the download be able to pick up where it left off, and if so, how? Or will I just have to download every bit of it again?
 
6570
Tweaked the Balance because it was quite Brutal with 3 AI Auto Plays. I believe this is a more conservative and balanced approach while still having equilibrium. Tested with 2 Ai Autoplays to Medieval on Snail.

Larger means it takes longer
Era | Research| Construction|Unit Training| Population Growth|Tech Modifer|Culture
Prehistoric |75|95|95|105|75 (it was 0)|75
Ancient |125| 100| 100|110|100|85
Classical |125|110|110|115|125|95
Medieval |100|120|120|120|150|105
Renaissance |100|130|130|125|175|115
Industrial |75|140|140|130|175|125
Modern |75|150|150|135|200|135
Transhuman |75|160|160|140|225|145
Galactic |50|170|170|145|250 (it was 500)|155


GoldModifier = Global percentage modifier for ALL costs. Higher equals less gold, lower equals more gold.
Gamespeed|New iGoldModifer|New Inflation % | New Inflation Offset
Eternity |50|10| -720 |
Eons |60|15|-600|
Snail |65|20 |-480|
Marathon |65| 25| -360|
Epic | 70| 30 |-240|
Normal |75|35 |-120|
Quick |80|40|-60|
Blitz |85|50|-30|


Initial number of free units outside the civilization.
INITIAL_FREE_OUTSIDE_UNITS from 6 to 10.

How much food needed to go up 1 population point.
FOOD_CONSUMPTION_PER_POPULATION from 3 to 4.
 
I'm not sure if this is the right thread to ask in, but I may as well try. I was downloading from the SVN, but it got cut short by a blackout. Will the download be able to pick up where it left off, and if so, how? Or will I just have to download every bit of it again?

It will continue from here it stopped. Plus any changes to files you have already downloaded.

6571 update

- Redo the latest Italian translations.
 
6572

FOOD_CONSUMPTION_PER_POPULATION back to 3 from 4.
Prehistoric iTechCostModifier from 75 to 50.
 
6572

FOOD_CONSUMPTION_PER_POPULATION back to 3 from 4.
Prehistoric iTechCostModifier from 75 to 50.

Is there a way to make it so that the food consumption goes up to 4 after a certain tech or perhaps after a certain city size? (like 30 or something)

This way its not so much of a big change early game but the change can still be implemented (which helps balance). Perhaps even something as simple as extra waste due to the size of population, this I think is in place to an extent, you could just increase this after a certain city size, like -10 :food: @size 30, -15 :food: size 40, -20 :food: size 50 etc.
 
Back
Top Bottom