C2C SVN Changelog

Adds CommercePerPopChanges and YieldPerPopChanges tags to BuildingInfos


These look to be working properly with one exception. And I think I'll need some help with it. If you look at the screenshot, you'll see that when you hover over a building, any qualifying adjustments to the base Yields and Commerces from a per population tag will show up as calculated in. (In this example, the commerce amount has been modified to reflect +11 commerce). However, in the single line listing in the building list itself, the modified commerce isn't showing as adjusted... still showing +10 (the base). This I think is taking place in python. The python must be calling to the correct amount for commerces because the culture would only be +2 if it wasn't properly calculating on that line. So it's only yields that need to be adjusted.

I Really hope this does not turn out to be another Blue Genie fiasco. Guess we will all find out soon enough.

JosEPh
 
9052
  • Adds 2 tags to both civics and traits: iFreedomFighterChange and bFreedomFighter. These compile at the player level and are accessed by python with getExtraFreedomFighters() (for the total modification to the number that should emerge) and hasFreedomFighter() (use this if you want it DH to get a yes or no based on whether a player has a civic or trait that opens up their ability to have FFs at all.)


9053
  • Adds three new Info Classes along with xml files to support them:
    • MapCategories
    • IdeaClasses
    • Ideas
  • Changes the MapTypes and PrereqMapTypes tags introduced a few commits ago to MapCategoryTypes tags. They should now work as originally described except will need to refer to the types listed in the MapCategoryInfos.xml

More information on this small step into the Ideas project in a new thread on the subject. Honestly the main reason I launched into it at all is because I needed to take this step for MapCategories to support Mouse's Lunar project. While taking all the same steps it was time conservative to add the ideas classes I'd long intended to add. They currently have no interaction in the rest of the code and are just a preparation for further work to be done.

But the MapCategories have all the interactions previously programmed for the PrereqMapTypes and MapTypes tags. I do still need to do some text display work for those tags but now I CAN. We could also have some interesting new tags for MapCategoryTypes at some point.


9054
  • Fixes bug with courthouse count (and other similar counts towards some building prerequisites). Will need to recalc for this.
  • Makes it possible for the count to persist after the building has been replaced or obsoleted.
  • A fix for stack attack (both options) involving units that have more than one movement.
 
9055
  • Fix Spearpoint Burial strategy text

  • Add two new burial traditions that cross the existing ones and reduce the cost of Great Wonders if built.
 
9056
  • Adds tag to UnitCombatInfos: DefaultStatusTypes - allows us to set a status as a default for a particular unitcombat. When the unit is trained or otherwise initialized into the game, the defaults are set. IF a unitcombat has a removal status then THAT will take precedence over any other unitcombat that may be trying to set a default to another status in that promotionline.

  • Establishes some basic status defaults, such as standout on combatants (except on strike teams and ruffians which turn that off and instead take stealth defense as a default.) This should help tremendously with some of the less expected sour results that can take place on Hide and Seek.
 
9057
  • Improve the Mammoth promotions and Buildings

  • Add in some Antiquities bonuses (not yet used)

  • Add some auto build buildings I need for this project.

    These are not working can some one look and tell me what I am doing wrong with them. They are in My_Mods/Burial_Traditions and are in files prefixed AutoBuild_.

    The Elite Housing one makes it possible to require Elite Housing and something else.

    The Cave location ones will allow me to have "fake caves" in cities with Cave Burial but no caves, just like they had in history:D.

    I still have more buildings to add, including Burial Platforms for Sky burial, Burial Mound
    for Earth and Crematorium for Fire.
 
9058
  • Adjusted AI for stealth combat promos
  • Removed Increasing upgrade costs
  • Injected a message on positive investigation result
  • Adjusted support modifier on subdued animals down to -90%
I did find during some playtesting that gold was getting a little challenging after tribalism. Not overwhelmingly so but it took a little focus on it - some animals I had still had the original support requirements so I can't say how effective that shift was. After a little more playtesting it MIGHT show that I need to start the healer and LE lines at 0 extra support. That little adjustment would make a fairly major impact but it's still hard to say if it's necessary. It does help to slow down infinite spread strategy as it is now. I know there's a great divide in opinion on whether that's a good thing or not...

Also noticed that entertainers are still overbuilt a bit so I've gotta do a little more analysis with them. And I need to add another message for criminals becoming Wanted to alert the player that owns the criminal.

Therefore:

9059
  • Adjusted some upgrade cost variables.
  • Evaluated and determined the cause of Entertainer AI overbuild, which wasn't a problem, thankfully, with the formula so much as I found I needed to use one of the values IN that formula to get the AI to more gradually try to address their education deficiencies. Thankfully some XML I programmed into the mix recently allowed me to make this tweak without recoding anything.
  • Added a message for the owner of a criminal that has become wanted.
  • Some XML fixes noted in the bugs thread.
 
9060
  • Update Brackenspore techs - added Heliocentrism. An unloaded mod.

  • Add Fine Clay as an or requirement to Bead buildings.

  • Add Pearls as an or requirement to Jewellery.

  • Fix the Grave Goods buttons and some tags in the Burial Traditions.

  • Update some schema files.
9061
  • Move two generic paleolithic myths to Taxonomy

  • Add Remains buildings for Moa and Haast's Eagle

  • Extend the Giraffe special units (No unique graphics yet. They all use the Giraffe Archer art. - @Sparth can you or Toffer90 help here?)

WARNING - there seems to be something very wrong on the SVN now. I did test it twice but when I tried the third and subsequent times it gets stuck in Initialising.

9062
  • Reset Giraffe Units
9063
  • Move Mummification to before Masonry

  • Remove Candle Making requirement from Oil Lamps and Soap Making
9063
  • Put the complete set of Giraffes back in. (I had missed defining one:blush:)
9064
  • First pass at review of Mammoths

  • Fix missing text and icons in burial traditions
 
When did the Tech Conduct get moved? I don't see anyone logging this move!
It's now column 8 when it was column 16 before. This places 2 Ind Crimes Too early in the Tech tree and the Big One is Looting.

9066-- Tech Conduct Put Back to proper place X-16, Y-11.
9067--Tech Conduct to X-16, Y-9, Correct position in grid.

JosEPh
 
9068
  • Brackenspor's Mythical Bestiary buildings

edit Since no prerequisites were provided for them I decided that you could only build one of the seven in any given city.

9069
  • Some fixes to Burial Traditions

  • Brackenspore's wonder Las Medulas and building Luxury Furniture Workshop
 
9070 --Revert SVN 9067 change Per ThunderBrd's demand.
 
9072
  • Adds game text to help hovers and/or pedia entries where appropriate for displaying Map Category information.
  • Shifts location of InvisibleInfos.xml to the Units file (was necessary to complete below projects.)
  • Adds icons for each Invisible Info.
  • Adjusts text displays for Invisibility abilities to use the icons instead of long text (text was too long to easily absorb and was overflowing help hovers.)
  • A few promotion access tweaks. Nothing to the degree of the full review promos need but a few promolines weren't being given to some unitcombats I had intended them for.

If we ever need more generic icons, I may now be able to sort out how to accomplish this but I also have a pretty good sense now of the complexity of adding new icon categories as a whole and the complexity of working with icons in general. Whew!

I'll have to post the Icon graphics for invisibilities here in a new post. Given that there are now few places where the invisibility type names are actually given, it may be getting very beneficial to have a pedia page for them so as to be able to link the type name to the icon graphic for a player. Wouldn't mind adding some pedia text to explain what each really is anyhow.
 
I really love this mod but I would really like it even more if instead of just adding more small details you guys would work more on the big picture: Like adding more to the late game, trimming the number of buildings/technologies, maybe splitting prehistoric into paleolithic and neolithic(to make progress seem faster).

You guys are doing a great job. It just sometimes feels as if more details are added while the big picture is neglected.
 
I have installed SVN, but not sure how to make it work with any mod. My main issue is that I do not have control buttons at the bottom of the screen for a lot of the mods that I like to play: Next Fantasy War, Multiverse, Erebus in the Balance, plus several others.

What can I do to fix this issue?? Also I am running Win 10.
 
9073
  • Move worker and archery traditions into core

  • Move "chariot fix" into core - gives you a longer period in which to build the Hippodome

I noticed that the archery tradition in particular was causing problem with the space prototype stuff since it was force overwriting the archery range.
 
9075
  • Remove Confederacy at SO's request. ie set it to 0 in the MLF.

    If you are playing a game with this civ in it that civ will be replaced and the game can continue.

    If you are playing a game as that nation you will need to change the entry in the MLF file in Custom_Civilisations back to 1


  • Added City specialists Investigator and Sleuth and a unit Great Detective

    This is a bit of a bodge job at the moment - the graphics are very bad and the unit looks like a Great Spy. Some text is there and only a couple of buildings will let you build investigators.

    I could only think of four fictional detectives; Shirlock Holms, Miss Marple, Hercule Poriot and my favorite Inspector Montalbano.:D


  • Scotland Yard can no longer be built without its prerequisites. It can be built by Great Spy or Great Detective
 
9075
  • Remove Confederacy at SO's request. ie set it to 0 in the MLF.
    <snip>

Could we Please get Israel with David back as a playable empire again? Please?!

JosEPh
 
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