C2C SVN Changelog

8020

1.Building: Mining Camp
+1 :hammers: with Pulley
+1 :hammers: with Gears

2.Building: Child Care Hut
+1 :culture: with Community

8021
Fixed </TechCommerceChanges> in Child Care Hut
 
8017
fixed ancient era starting image

8018
Reduce size for some music mp3 files

Great thx for fixing that darn Ancient Era pic, and those mp3's


Rev 8018
-Naval Unit Review Tech Updates (aka see naval review thread for details, or this thread.

Note: Included in this commit are my first efforts at recording tech quotes! Check them out in the Assets/Sounds/Techs folder. Let me know what y'all think.

Great sounding voice, actually sounds really really good, how was it on those techinfo and audio changes, a pain HUH?
 
Your voice did sound quite good, Thunderbrd. :)
 
8022 updates
- Add in Great Admiral unit and art (buttons still missing and no specialist buttons yet) with a couple of versions for you to examine in game but they don't do anything yet. Before we can implement the Great Admiral we need the buttons and at least the specialist button. The Naval Great Commander/Fleet Commander we can add later if necessary.

- Bonus pedia page improved. The stuff in the top left box should not go over the edge of the box now.

- Change the asset and power values for subdued animals so that they are all the same. This should stop the ai just keeping the units around not doing stuff with them. It was only 3 or 4 that had values.

- Add WoC modular XML for religions in the Unit Combat Infos file.

- Minor format changes to other XML​

edit Forgot to mention an update to the Map Script Tools. The code for balancing the strategic resources was hard coded to the 4 instead of the number or prerequisites defined in the GlobalDefines file. Turns out all I changed was the trace print part not the bit that does stuff.
 
Great thx for fixing that darn Ancient Era pic, and those mp3's




Great sounding voice, actually sounds really really good, how was it on those techinfo and audio changes, a pain HUH?
Didn't find the xml all that bad actually... pretty easily figured out. I did find Vokarya's tutorial and it didn't say what I was looking for but all in all I sorted it out. I'm suprised to find there are many techs still that don't have quotes/voice work done for them yet. I may have to get in and finish them all one of these days.

Your voice did sound quite good, Thunderbrd. :)
Thanks! I quite enjoyed the project but my wife was frustrated by the requirement to have the TV off for a while ;)

I agree. However Weaponized Lasers sounds a bit soft compared to the others.
I was still working out what settings and levels to have things at when I did that one. It was also one of the more difficult ones so I really did not want to have to do it over again - very hard finding the right inflection. If you really want me to I can but that's a tough one so I left it as it was figuring from one tech quote to the next, given the great variety of quality we already have, it would hardly be noticeable.

Perhaps the next time I get in and do more of these I'll make note to redo that one, fair enough?
 
Rev 8023
Added Naval Review UnitCombats.

More info Here!
It might be a little misguiding though... This update does not update the units themselves, just adds the list of new unitcombats shown if you scroll down on that page and look at the far left column.

Next I'll be adding Naval Combatant to all ships that should have it and making it possible for the Great Admiral to be generated by points earned from combat by Naval Combatants and to give xp TO Naval Combatants (@DH: your last commit added the specialist type too right?)


@Sparth:
Thanks! Maybe when things calm down a bit I'll do some more voice work for the mod in general :D.
 
@DH: your last commit added the specialist type too right?

No, we don't have the art for it yet. Sparth indicated he was on to it both the G Admiral unit button and the button for the specialist. I suggested the specialist button be similar to the Military Instructor but with a white uniform instead of green.
 
Rev 8024
-Updates all appropriate naval units with the Naval Combatant UnitCombat and enables the Great Admiral to gain Military Great People points from battles involving Naval Combatants.

@DH: Well... he said he was getting right on it so it shouldn't be too long for that. You had the XML in place for the specialist and the unit so I could add my end on it.

@Sparth: I guess this means finishing him off will be very high priority now.

I also need to tweak his AI some I think, otherwise we'll have the AI placing him in non-coastal cities... ugh.
 
8025
Created Modules/Hydro_master

Appended/Combined all of Modules/Hydro Building .xml files to one file.
Modules/Hydro is unmodifed

From 285 files to 11 files!

Contents of Modules/Hydro_master:

Hydro_CIV4ArtDefines_Building.xml
Hydro_CIV4BuildingClassInfos.xml
Hydro_CIV4BuildingInfos.xml
Hydro_CIV4GameText.xml

Hydro_CIV4ArtDefinesSchema.xml
Hydro_CIV4ArtDefinesSchema.xml

zDepend_Craft_CIV4BuildingInfos.xml
zDepend_Military_CIV4BuildingInfos.xml
zDepend_Sports_CIV4BuildingInfos.xml
zDepend_Transportation_CIV4BuildingInfos

ZDepend files were not combined with Hydro_CIV4BuildingInfos.

Modfied MLF_CIV4ModularLoadingControls
Code:
	<Module>
					<Directory>Hydro</Directory>
					<bLoad>0</bLoad>
				</Module>
				<Module>
					<Directory>Hydro_master</Directory>
					<bLoad>1</bLoad>
				</Module>

Tested XML Files synthax with:
Notepad++ XML Tools Plugin
Easy XML Editor
 
8026

Updated
Hydro_CIV4BuildingInfos.xml whth what was updated in Hydro/Ordinances in SVN 2023

Code:
BUILDINGCLASS_SMOKING_PROHIBITION

From <PrereqTech>TECH_COUNTERCULTURE</PrereqTech>

To

<PrereqTech>TECH_URBAN_CULTURE</PrereqTech>
 
8025
Created Modules/Hydro_master

Appended/Combined all of Modules/Hydro Building .xml files to one file.
Modules/Hydro is unmodifed

From 285 files to 11 files!

Contents of Modules/Hydro_master:

Hydro_CIV4ArtDefines_Building.xml
Hydro_CIV4BuildingClassInfos.xml
Hydro_CIV4BuildingInfos.xml
Hydro_CIV4GameText.xml

Hydro_CIV4ArtDefinesSchema.xml
Hydro_CIV4ArtDefinesSchema.xml

zDepend_Craft_CIV4BuildingInfos.xml
zDepend_Military_CIV4BuildingInfos.xml
zDepend_Sports_CIV4BuildingInfos.xml
zDepend_Transportation_CIV4BuildingInfos

ZDepend files were not combined with Hydro_CIV4BuildingInfos.

Modfied MLF_CIV4ModularLoadingControls
Code:
	<Module>
					<Directory>Hydro</Directory>
					<bLoad>0</bLoad>
				</Module>
				<Module>
					<Directory>Hydro_master</Directory>
					<bLoad>1</bLoad>
				</Module>

Tested XML Files synthax with:
Notepad++ XML Tools Plugin
Easy XML Editor

The four zDepends files can be merged into one file but can't be merged into the main building file. They need to be loaded after it hence the "z";)
 
8026

Updated
Hydro_CIV4BuildingInfos.xml whth what was updated in Hydro/Ordinances in SVN 2023

Code:
BUILDINGCLASS_SMOKING_PROHIBITION

From <PrereqTech>TECH_COUNTERCULTURE</PrereqTech>

To

<PrereqTech>TECH_URBAN_CULTURE</PrereqTech>
Did that in 8024. lol.
 
The four zDepends files can be merged into one file but can't be merged into the main building file. They need to be loaded after it hence the "z";)

By the way, Hydro_CIV4BuildingInfos.xml has 348,545 lines of code!

In regular Notepad it takes about 20 seconds to open, and in Notepad++ about 10 seconds so I recommend after opening waiting about 30 seconds so everything loads nicely/is 100% responsive.

I use Easy XML Editor Trial and Civ4 XML Editor v113
 

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Rev 8028
-Adds Invisibility Types as planned in the Naval Unit Review Thread. (Does not add them to the units - yet.) Here is where the new Invisibility types are listed.
 
When making my own audio quotes, I found that it easier if I imagined that I was talking to the screen, rather than just reading aloud. You become less self-conscious and breathe more naturally that way. (Veritasium has a video about this sort of thing on his side channel.)
 
Here is the latest version of SEM+. Details are in the 'version 5' addition to post 2 of the New SEM thread.

It is compatible with SO's addition of custom civs. It replaces the existing version which has a different name.

I have not added it yet to that thread as it is only compatible with the SVN.

I will remove the attachment when it is added.
 
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