C2C SVN Changelog

Not yet

7216 update

- Move parrot and Raven art into the new animals folder
- Fix Sargon files for buildings - the extra instance problem
- minor fix to volcano Python
- actually add the raven and parrot units.

edit 7217 update

- Fix red blob for wolf and Master Hunter line's companion dog.

and thank you also for the red blob fix in companion dog. :)
 
7221 update

- Merge most of super forts into core. Only leaving some bits that need to be merged into other mods in my modules for now.
- Remove mermaid and leviathan units from Fantasy folder.
 
7224: Fixed 2 events (tanks in medieval era and grenadiers upgrade in Classic Era).

7225:
Added a capture modifier to older Promotions (finally). This was done weeks ago, just didn't came around to upload it :mischief:
 
7227 update

- Cattle and sheep bonuses can now be added to your territory by subdued animals on the correct terrains with the correct techs. At trade they can be placed on clear grass and plains (flat lands for cattle and horses, hills for sheep) with 50% chance of success. With iron working the chance is 100% plus you get a pasture and uncleared land can be settled. You don't get :hammers: for clearing the land. Can't be placed on a plot with existing resources seen or unseen.
- Random map generation. Kangaroos should only appear in the south east 1/6th of the map and llamas in the south west 1/6th of the map.
 
Updates (Rev#s 7230 / 7231 )
  • Size Matters v2.0 (see forum thread for details - if you're familiar with Size Matters v1.0 just check out the What's New and the To Do list if you wish.)

  • Fixed filters on free promotions from buildings

  • Fixed bug with Double Move settings for units (needed to comment out all references and code regarding the Multiple Features mod... it had been disabled but the compiler wasn't reading the disabling correctly. This may fix a number of odd bugs.)

  • Fixed a number of building prerequisite evaluations

  • Added a tag to PromotionInfos (NotOnDomainTypes) and applied it to keep air and sea units from gaining access to those promotions that offer better movement on land terrains

  • Gave all Gatecrasher Siege weapons (rams) immunity to first strikes to see if this could give them some more rounds to cause damage to the city defenses. There may yet be something else wrong that's limiting the results they're getting when they attack a city so I'm still bughunting on this matter.

There might be a few more minor things I forgot to mention - will update if I recall anything more.
 
7234
After almost two weeks I clean all units from useless files, resize some textures, fix others and general cleaning of unit directory.
In the end we got almost 200Mb less data, almost 12.000 files less and core unit directory is easier to understand to future modders.

Beware
I do tons of changes in XML files and Im 90% sure that any of this changes can result critical error but before you download this SVN please make backup of yours C2C directory.
Also there can be some minor graphic bugs (red blobs, animation bugs and missing icosn) which I fix ASAP.
I check all units in different civ settings but in the end some of bugs still can exist

Information to fellow modders:
- in units1.fpk file I put all animals, heroes and unique units
- in units2.fpk are for rest of the units
- I created in unit directory some subdirectories and put related units to them: megafauna, steampunk, clockpunkt, apocalypse
- put all ships, planes, tanks, helicopters, cannons, nukes, ED units, heroes and unique units to specific directories.
- moved units from Afforess directory to core
- moved Lower Sioux, Denmark, Jivaro to fpk (unique directory)
- moved Raven and Parrot to FPK (animals directory)
- added better textures to Droid Tank, Stealth Gunship and War Galley
 
7236
- removed alpha channel from all static leaderheads
- resized some dds files
- removed useless unit from Comanche civ
- photoshopped some leaderheads to remove jpgs artifacts

~105 Mb less data in C2C

Tomorrow Ill try to look on static head files. I pretty sure we dont using them all (mostly old RoM ones).
 
7236



Tomorrow Ill try to look on static head files. I pretty sure we dont using them all (mostly old RoM ones).

If you do so, we should try to make those leaderheads modular whose civs are modular now.

And Great job btw!
 
7236 Fixed some errors and replaced some dds files for modders only

I've updated and I'm still getting the same problem with a number of previous saves.

I did some digging into what was taking place in the code when it sent this 'missing art "" 'message up and apparently it isn't actually (supposed to be) a problem with a removed civ. Those should be safely removable.

What it IS a problem with so far as I can tell (at first it appeared to be a missing flag graphic on the first civ that any missing civ would be replaced with. But checking that far more thoroughly showed we HAVE that graphic in place sooooo...) I'm stumped.

Looks like a code problem MAYBE but it's really hard to say. The American civ would be the first to come up in the id list according to the load sequence and the flag for that is firmly in the C2C1 fpk and the reference looks fine (though I really hope that art folders stated during path definitions aren't caps sensitive during reference calls otherwise we've got some big problems there since the caps didn't completely match up in the file path file names.)

There's some very unfamiliar programming methods taking place in the art reference calls so I don't think I can be of greater assistance. Suffice it to say one of the saves I've been trying to get into won't load due to the missing civ still.

EDIT: ACTUALLY - I've come to realize that thanks to this annoying code bug that's beyond me to fix, the missing art files actually aren't enough. We'd need the actual full civilization files back! Meh... if you want them removed keep them removed and I'll look to solve problems from new example saves and let those bygones be bygones for now.
 
Looks like a code problem MAYBE but it's really hard to say. The American civ would be the first to come up in the id list according to the load sequence and the flag for that is firmly in the C2C1 fpk and the reference looks fine (though I really hope that art folders stated during path definitions aren't caps sensitive during reference calls otherwise we've got some big problems there since the caps didn't completely match up in the file path file names.)

EDIT: ACTUALLY - I've come to realize that thanks to this annoying code bug that's beyond me to fix, the missing art files actually aren't enough. We'd need the actual full civilization files back! Meh... if you want them removed keep them removed and I'll look to solve problems from new example saves and let those bygones be bygones for now.

I have no idea what you just said, but i will look into it ok, thx. But i am removing almost ALl the civs and putting them into the modmod area.

Anything that is NOT modular is supposed to be in the core or modmod area, as DH keeps informing me of . . . Hydro can you hear this??
 
Back
Top Bottom