C2C SVN Changelog

WARNING to ALL​

In light of the recent discussion that was made and the final decision by our Temporary Fearless Leader/Boss DH, it has been determined to delete some of the Custom Civilizations that are in the modules area.

Please DO NOT discuss it any further in this thread.

If you need to keep some of them, do so now, i will be deleting them alittle later, but will post them in the modmod thread instead. thx you for you patronage. . .thx. . . SO:)
 
WARNING to ALL​

In light of the recent discussion that was made and the final decision by our Temporary Fearless Leader/Boss DH, it has been determined to delete some of the Custom Civilizations that are in the modules area.

Please DO NOT discuss it any further in this thread.

If you need to keep some of them, do so now, i will be deleting them alittle later, but will post them in the modmod thread instead. thx you for you patronage. . .thx. . . SO:)

:confused:I thought I said new ones should be in the modmod area not existing ones.
 
The only true question (for us, players) is the impact on actual game using these civs.
If save are f*cked, maybe it's time ti put all these thing that will break compatibility

Nothing to do with compatibility.
 
Well... If I may interject - we do need a civ for every culture we have and vice versa. It simply means those cultures need to be modularized along with the civilization itself but if we've defined a culture then we should still define a civ to go with it even if it's going to just be modularized into an optional civ pack. (Doing this with cultural heroes and units will also help with our maf issues as well.)

So for THIS reason I'd ask us to not put a complete ban on the continued development of new civs that are made to match to cultures we've already defined. I'd say we should make sure to make them 100% modular though. And in the process, bundle the module with the culture and all things derived from the culture as well.
 
WARNING to ALL​

In light of the recent discussion that was made and the final decision by our Temporary Fearless Leader/Boss DH, it has been determined to delete some of the Custom Civilizations that are in the modules area.

Please DO NOT discuss it any further in this thread.

If you need to keep some of them, do so now, i will be deleting them alittle later, but will post them in the modmod thread instead. thx you for you patronage. . .thx. . . SO:)

Would be nice to put a majority of the units in a modmod too. Or at least collect all of the custom units from the modules and put them in a separate one. Nothing i hate more than clogged up unit lists with 99% being something no one uses.
 
Would be nice to put a majority of the units in a modmod too. Or at least collect all of the custom units from the modules and put them in a separate one. Nothing i hate more than clogged up unit lists with 99% being something no one uses.

Not quite understanding what your trying to imply??
 
He says that somes units are less popular or not popular at all and never used in game.

I kinda thought that but you can take it 3 different ways. And YES i agree absolutely, but thats Hydro's stuff, and i have fought him for 3 years on this already, so i just gave up.:mischief:

I would take out more than half the units listed.
 
IMO the only units that really fall into this category would be cultural ones that aren't as well balanced for the game as they were when introduced. Including them in their cultural/civ mod folders as I'm suggesting would achieve the same result as what's being suggested. They should also be reconsidered at some point for their game balance factors but that's a pretty big job in itself.
 
Some units are useless because in same time there is better ones avaible and no need to use them.

For example in modern times tanks are so powerful that building infantry units is almost useless. In real life tanks are not so numerous and most of the armies consists on light vehicles/infantry units. Look at this list:
http://en.wikipedia.org/wiki/List_of_currently_active_United_States_military_land_vehicles

260 000 Humvies and only 6 344 tanks :)
 
So savegames are not compatible anymore? Trying to load week old SVN version GEM map savegame but game crashes with error.

Also, i didn't understand are those custom civs being totally removed from mod or what?

And last question - it was said that enormous map size no more supported. Unfortunately, that was my favorite size =(

I kept last copy of SVN with it being supported yet.

If i want to keep playing that size what should i do (copy some folders/files etc.) ?
 
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