C2C SVN Changelog

I did that but i use 2012 and it is working.

SVN6666
BoolExprConstant is now set as Constant or Define in the Xml.
UNIT_TALESOF_SEALION_SEA had one wrong OutcomeType changed it to OUTCOME_TALES_SEA.

Example Constant
Code:
<bUnitToCity>
	<Constant>0</Constant>
</bUnitToCity>
Example Define
Code:
<bUnitToCity>
	<Define>DONT_ESCORT_SUBDUED_LAND_ANIMAL</Define>
</bUnitToCity>

What does your Makefilepaths look like?
 
What does your Makefilepaths look like?

Code:
#### Civilization 4 SDK Makefile 1.0 ####
####  Copyright 2010 Danny Daemonic  ####
#########################################

#### Paths ####
TOOLKIT=H:\c2cbuild\Vc7
COMPILER_TOOLKIT=$(TOOLKIT)
SUB_DLL_COMPILER_TOOLKIT=C:\Program Files (x86)\Microsoft Visual Studio 11.0\VC
PSDK=H:\c2cbuild\Microsoft SDKs\Windows\v6.0
CIVINSTALL=C:\Program Files (x86)\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword
GLOBALBOOST=$(CIVINSTALL)\CvGameCoreDLL\Boost-1.32.0
GLOBALPYTHON=$(CIVINSTALL)\CvGameCoreDLL\Python24
TORTOISE="C:\Program files\TortoiseSVN"
## Uncomment to have newly compiled dlls copied to your mod's Assets directory
#YOURMOD=C:\Users\Danny\Documents\My Games\beyond the sword\MODS\MyMod
 
Code:
#### Civilization 4 SDK Makefile 1.0 ####
####  Copyright 2010 Danny Daemonic  ####
#########################################

#### Paths ####
TOOLKIT=H:\c2cbuild\Vc7
COMPILER_TOOLKIT=$(TOOLKIT)
SUB_DLL_COMPILER_TOOLKIT=C:\Program Files (x86)\Microsoft Visual Studio 11.0\VC
PSDK=H:\c2cbuild\Microsoft SDKs\Windows\v6.0
CIVINSTALL=C:\Program Files (x86)\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword
GLOBALBOOST=$(CIVINSTALL)\CvGameCoreDLL\Boost-1.32.0
GLOBALPYTHON=$(CIVINSTALL)\CvGameCoreDLL\Python24
TORTOISE="C:\Program files\TortoiseSVN"
## Uncomment to have newly compiled dlls copied to your mod's Assets directory
#YOURMOD=C:\Users\Danny\Documents\My Games\beyond the sword\MODS\MyMod

OK then, I think I may know what is wrong. I forgot that I don't have VS 2012 installed anymore now that I use 2013, so SUB_DLL_COMPILER_TOOLKIT is pointing at something which doesn't exist. Other than that everything matches up with what I'm using (the correct Platform SDK and toolkit).
 
This whole perception that you can't " muster up a decent war each era." using faster game speeds is blatantly and patently untrue. It needs to stop from the modders until they have play tested ALL game speeds. Stop perpetuating hear say.

JosEPh

Doesn't come from hearsay... comes from my own experience. If the techs blast by too fast you don't have enough time to get an army over to your enemy and fight a drawn out war before they need to upgrade already. Everything scales BUT movement speed.
 
@DH

Here is the Better Building Screen if you want to upload it to the core.


http://forums.civfanatics.com/showpost.php?p=12944558&postcount=110


Path: Assets\Python\Contrib\Sevopedia


Edit: Add this to any Text file
Code:
<TEXT>
		<Tag>TXT_KEY_PEDIA_REPLACED_BY</Tag>
		<English>Replaced By</English>
		<French>Replaced By</French>
		<German>Replaced By</German>
		<Italian>Replaced By</Italian>
		<Spanish>Replaced By</Spanish>
	</TEXT>
 

Attachments

Doesn't come from hearsay... comes from my own experience. If the techs blast by too fast you don't have enough time to get an army over to your enemy and fight a drawn out war before they need to upgrade already. Everything scales BUT movement speed.

Sorry T-Brd but I have to disagree with you from my experience of playing Epic and Normal for a long long time.

JosEPh
 
Sorry T-Brd but I have to disagree with you from my experience of playing Epic and Normal for a long long time.

JosEPh

No worries. That's why there's varied speeds - to match the preferences of each player.

Pretty sure we can maintain a peaceful disagreement on that matter ;)
 
SVN6668
Schema Validation is now added in the dll but not active. The new xsd schema required for the validation will be added later.
Removed the Define Tag from BoolExprConstant the Constant tag now takes Global Defines and Booleans in the form of 0 and 1.
 
I commit the first basic part of the new schema validation right now this changes alot xml files.

SVN6669

Added basic Schema Validation for "Civ4ModularLoadControls", "Civ4PlayerOptionInfos", "Civ4Defines", "Civ4Types", "Civ4ArtDefines", "Civ4BasicInfos", "Civ4NewConceptInfos", "Civ4DCMConceptInfos", "Civ4ANDConceptInfos", "Civ4InvisibleInfos", "Civ4MemoryInfos", "Civ4MapInfos", "Civ4MapSwitchInfos" and "Civ4GameText".
The Schema is WIP so it may not be perfect and i add the other types in the next Days.

The Validation is only active for the above listed Types.
To add schema validation to a xml you need to add the the following attributes to the root element if this is not done the file won't be validated.


For Civ4GameText like this:
Code:
<Civ4GameText xmlns="http://www.firaxis.com" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:schemaLocation="http://www.firaxis.com ..\Schema\Civ4Gametext.xsd">
For Everything else add these and remove the the old xmlns for example( xmlns="x-schema:C2C_CIV4GameInfoSchema.xml"):
Code:
xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="..\Schema\Caveman2Cosmos.xsd"

Important is to set the right path for the schema it is the relative path from the xml to the xsd. The xsd's are in Assets\XML\Schema.
 
6670 NEW re-skins for European Ren Era units
Added them to Euro/Conf/Denmark artstylesInfo (I didnt do USA artstyles, i just forgot)

I started at 4 am and ended at 4 PM on and off, my arm is starting to hurt again, sorry.

@ DH i cant do the Lawyer because it doesnt have a complete unitinfo done, Only some nodular form dependency style??

EDIT: I almost forgot to ask

Why is the "formation" of the units messed up now??
 
[@ DH i cant do the Lawyer because it doesnt have a complete unitinfo done, Only some nodular form dependency style?

There will be another file with a definition of the Lawyer which will have its art defines stuff in it. That one is a modular extension of the unit. In fact it is defined in the core unit file.
 
There will be another file with a definition of the Lawyer which will have its art defines stuff in it. That one is a modular extension of the unit. In fact it is defined in the core unit file.

HUH, i just looked and its there but i wonder why artsytles doesnt accept it:confused:

6671 more Euro re-skins
 
Again 100 techs without single building or unit have been added ... And more than half of them are just words or mechanisms (Leisure, Central Heating (btw central heating in Classical age????), Magic (wth this one doing in C2C???)? not techs as Construction or Mathematics.

From previous such dump of technologies into SVN passed more than year and still some of them are empty (Karma, Resurrestion, smth else).

Guys, i beg you, please please please do not do put such things in SVN until they are:
1. not empty
2. have some meaning both historical and gameplay wise
3. tested both of absence of major bugs and CTDs and that AI wont be crippled by not knowing how to utilize them (until tested make it an option off by default).
[edit] 4. or at least make them cost 1 bulb until they are non-empty.

By putting them in current SVN it is barely playable again in those ages (with dozens of totally empty techs been thrown in) ...

Sorry if i post it in wrong thread or offend someone, but i have been (and continue to) playing this mod for years and when such major stuff is added like it have been it is really annoying ...
 
I think you missed one major point: The SVN is for WORKING and MODDING and only secondary for playing. Often, new content needs to be added so you can develope something relating to it.

I fully understand that.

My whole point is that content that is added is not empty or poorly thought out (at least not in such proportions). And as i mentioned in my post some techs added year or so ago are still empty after several releases of C2C.

Btw, i made same suggestion make empty techs cost 1 bulb the time they were added year ago.

And secondly, i tested those in my current game and as a user/player i dont understand point of many of them being in the game at all. There was nice reasonable and understandable tech tree for end of prehistoric/ancient/classical ages. With different paths you can take. Now it is a mess.
 
I don't like calling it Central Heating in Classical, but the Romans had "hypocaust" home heating in villas all over their empire and it was almost exactly central heating.
 
Sea animals no longer go to cities?!? I am unable to build lighthouses on mysterious islands, are these new or a mistake some place guys?

EDIT: Apparently I am using an older revision of C2C I will restart a new game... :rolleyes:
 
Back
Top Bottom