• Our friends from AlphaCentauri2.info are in need of technical assistance. If you have experience with the LAMP stack and some hours to spare, please help them out and post here.

C2C SVN Changelog

Why, it has been there for at least two releases?

The NIMBY stuff needs to be removed if you want to have this as a default on. Otherwise it needs to be default off.

Likewise during those releases I personally have not been as active or have I gotten to play like I have now. Also bringing it to light with the code is a factor too.
 
The NIMBY stuff needs to be removed if you want to have this as a default on. Otherwise it needs to be default off.

Likewise during those releases I personally have not been as active or have I gotten to play like I have now. Also bringing it to light with the code is a factor too.

I agree here.
They are displayed nowhere(pedia, techtree...) and the AI has now way to know about them either this makes it a player only cheat. Whoever added the NewCityFree tag did not think about those things.
 
@DH

I have a solution. I will split up the mod into 2 new mods and then remov the old. One will be a NIMBY which has all the building you would not want to build if you can help it which by default will be in the unloaded mods folder and then the YIMBY which have all the buildings you WOULD want because they have no down side. This will be in the loaded mods by default.

However I still think the pedia and/or message should be in the game to let you know you got the building(s).
 
Updates
- Free New City Mod was split up into 2 mod; a YIMBY (Yes In My Backyard) and NIMBY (Not In My Backyard). The YIMBY is placed by default in the MyMods folder while the NIMBY is placed by default in the MyMod(Unloaded) folder. As the names suggest the YIMBY have buildings you would want built everywhere and NIMBY has buildings you probably don't want built everywhere due to their negative stats. Note one can manually move either mod so they are turned on or off. Hopefully this will be a compromise from just deactivating the original mod.
 
@DH

I have a solution. I will split up the mod into 2 new mods and then remov the old. One will be a NIMBY which has all the building you would not want to build if you can help it which by default will be in the unloaded mods folder and then the YIMBY which have all the buildings you WOULD want because they have no down side. This will be in the loaded mods by default.

However I still think the pedia and/or message should be in the game to let you know you got the building(s).

Not really happy with this solution either though. The more I consider the Free Buildings issue the more I feel it should not be an automatic thing. The Settlers earning promos to achieve these would be a suitable solution (though I'll have to be careful not to overload the AI eval on promos!) but even giving positive buildings for free can have a negative effect on gameplay.

IMO, any use of the Free Buildings tag there should be applied into a modmod as I don't think players will be able to agree on what should and shouldn't be free. I COULD, however, add an option that can turn the whole tag on or off.

EDIT: @HYDRO: My arguments against any free buildings at all are perhaps best worded here. Rwn proposed some interesting countersolutions but I still think we would have a player personality polarization issue with this modification being a default either way.
 
Not really happy with this solution either though. The more I consider the Free Buildings issue the more I feel it should not be an automatic thing. The Settlers earning promos to achieve these would be a suitable solution (though I'll have to be careful not to overload the AI eval on promos!) but even giving positive buildings for free can have a negative effect on gameplay.

IMO, any use of the Free Buildings tag there should be applied into a modmod as I don't think players will be able to agree on what should and shouldn't be free. I COULD, however, add an option that can turn the whole tag on or off.

EDIT: @HYDRO: My arguments against any free buildings at all are perhaps best worded here. Rwn proposed some interesting countersolutions but I still think we would have a player personality polarization issue with this modification being a default either way.

1. Its free upon building the city right? So existing cities would not get free buildings. Or am I wrong?

2. A tag or something might be nice. However I am surprised this whole thing was not discussed more before it was put in. I guess stuff gets snuck in while I am away.

3. I will check out the link.
 
Updates (7574/7575/7576)
  • Bugfix for Ranged Assault accuracy inaccuracy.

  • If the tech that unlocks the primary improvementupgrade hasn't been earned yet, it won't start the upgrade countdown yet.

  • The iCost of the most expensive existing build of an improvement will be charged to the player when an improvement upgrades and the upgrade will not take place until the player can afford it.

  • Major Audit of most Improvements, Base Bonus values and most Builds along the way of setting up the improvement upgrade pathways.

  • Added new tag nested within the Improvement's BonusTypeStructs tag: bObsoleteBonusMakesValid which enables upgrades and builds to only be valid on plots with obsoleted bonuses (and still may give some resulting yield benefit).

  • Whisperr's tales button tweaks to show the alternatively proposed buttons in game (will be looking for comments and feedback when possible.)

  • Explicitly prevent Mines and Quarries from being built on Peaks, even if the peak contains a bonus that makes building them there valid while allowing any improvement with bPeakMakesValid true to be built at any time by a unit that may move onto the peak.

    Thus it is now possible for the Stone Gatherer to be built on peaks before mountaineering and it may upgrade to a Mountain Mine while no other mine or quarry may be built on the peak.

  • Gave Llama Workers the free Mountaineering promo

  • If an improvement is on a plot with a bonus, it now may NOT upgrade to the next improvement IF that particular improvement DOESN'T have that bonus as a bonus that makes valid.

  • Fixed up some display issues for the Alternative Improvement Upgrades

  • Give Ambushers the added cost of rogues. Returned them to 3 base str. Took away from them the free promo that was giving them espionage from defeating an opponent and gave it to rogues. Took away from them the ability to infiltrate a city to gain espionage and gave that to rogues. Some other units tweaked to follow these small pattern changes.

  • Another Major XP award system audit.

  • An addendum option for Size Matters (Size Matters Uncut) that gives a version that doesn't alter core game unit strengths ever.

  • Major bugfix review of AI promotion evaluations in CvPlayerAI::AI_promotionValue and unitcombat evaluations in CvPlayerAI::AIunitcombatValue.

  • Added OnGameOptions and NotOnGameOptions tags to EventTriggerInfos (will be applying them to events that are problematic on Size Matters over the course of the week.)

This represents me being at about 99% readiness for release. Just a little xml work and some deeper testing (and maybe one other small debug project if I can figure it out regarding the Commanders not triggering their levelups when they should be) and I'll be done with the workload for this version. 'Spose I could try to merge my module into the core too.

And I need to work up a changelog for this version...
 
7579:

Changed text for the beliefs so it's easier to see what they do.

Added a 30% capture resistace modifier to the Palace to lower the overall capture rate.


The only thing I would like to do before the release is to fix my Desert Planet map, but I have no clue how.
 
Updates 7585
  • Merged my module into the core
  • Added the use of NotOnGameOptions to disable mission triggers for Size Matters that begin the quest events that require a player to train (possess) a certain amount of a given unit type to succeed

7586
Some text file tweaks with a fix

7587
A few very minor fixes in Improvement infos
 
Back
Top Bottom