C2C SVN Changelog

My SVN step by step usage guide given to someone else earlier: LINK

EDIT: Revision 9098-9125 break old saves

Can u get with DH on this, so he can get it into the 1st post correctly, WHEN he gets his computer going again that is, thx . . SO
 
Can u get with DH on this, so he can get it into the 1st post correctly, WHEN he gets his computer going again that is, thx . . SO

Thanks for all the replies guys. I'm afraid the link given only answers very little of what I ask. Especially considering the export matter, which option should I choose?

@Toffer90 The revision that breaks savegames, you mean 9099+ right? I went back and had a read, and it appears to be 9099 that's the breaker. That should be in the first post also.

I'm trying 9098 with the "revision all" option - now to see if it works.


EDIT: It worked! Fixed my crash too :D
 
hey guys i dunno if this is the right thread to ask but im wondering what exactly happend to all the purple promotions? your units used to be able to get them assuming they meet the requierements but now they can't, last time i played was back on v35 and it wasn't like this
 
hey guys i dunno if this is the right thread to ask but im wondering what exactly happend to all the purple promotions? your units used to be able to get them assuming they meet the requierements but now they can't, last time i played was back on v35 and it wasn't like this

This is the wrong thread.;) Those promotions are being turned back to special ones like in RI where they come from. They will require you to spend a Great General/Admiral/Hunter/Pilot to get them and will use a Great or National Wonder for the mechanics.
 
This is the wrong thread.;) Those promotions are being turned back to special ones like in RI where they come from. They will require you to spend a Great General/Admiral/Hunter/Pilot to get them and will use a Great or National Wonder for the mechanics.

i see, that isn't currently in game right? the snv version i currently have is the one right before the first save break
 
UPDATE: I'm finding the depth of the problem I'm butting against here is a bit more difficult to resolve than previous issues to overcome here. I thought it would be a very simple procedure once I knew what the issue was but it's proving to be resistant to fixes to the same underlying issues utilized elsewhere.
 
9126
  • Makes an adjustment in the unit schema to make the nested 'title' tag fully optional
  • Major fix to the Animal/Barb NPC project. Breaks saves again but new games should not be crashing on reload now.
 
Can I please ask a favour of whoever is in charge of the handicap files; can you please add GOODY_TRIBE as a Goody Type, above the GOODY_SETTLER for the first couple of handicap levels (Settler and Chieftain)?

It will help those new to the game.
 
9127
  • Adds isAnimal() back to UnitInfos and adjusting python again so that animals cannot be captured as slaves.

I think there was more to it and I mentioned it elsewhere but I'm a little frazzled. Work's takin' a lot out of me lately.
 
Would it not be more elegant to add this line to UNITCOMBAT_ANIMAL & UNITCOMBAT_SEA_ANIMAL?
<iCaptureResistanceModifierChange>1000</iCaptureResistanceModifierChange>

I think units such as trained dogs, wardogs, and train-able felines should loose the UNITCOMBAT_ANIMAL and rather use the UNITCOMBAT_TAMED or perhaps UNITCOMBAT_ANIMAL_ASSISTED.


This one is already used in UNITCOMBAT_WILD
<iCaptureProbabilityModifierChange>-1000</iCaptureProbabilityModifierChange>
The reason not to put the resistance at wild is because Neanderthals are wild and not wild if built by the player, so it is difficult to then fix it so both the wild and un-wild both gives Neanderthal captives.
Well, it's one of the many reasons Neanderthals shouldn't be animal player units. Making them animal player units also means they are susceptible to animal combat modifiers.
Should dogs and felines not be animals that cannot be captured as slaves? I've always wanted hunters to be good counters for those units too.
 
WARNING Save Game Compatibility.

TO ALL PLAYERS Do Not Update to SVN 9127 IF you wish to Continue previous SVN version Games.

ONLY use SVN 9127 If you want to start a NEW game.

Seems players are coming back and not seeing these Notices. Starting New Threads and placing Bug reports that deal Directly with the latest set of SVN that were Posted to be Save Game Breaking.

So here is Another one to Warn you.

JosEPh :)
 
9128
  • Adds 3 new gameoptions for animal factors:
    • Peace Among NPCs - keeps the various npc factions from being at war with each other.
    • Animals Stay Out! - Keeps animals from ever being able to spawn within or move within civilization borders.
    • Reckless Animals - Makes animals much more likely to attack, pretty much reverting to the old rules that rely entirely on the likelihood as established by the handicap value.
  • Fixes one game load bug.
  • Updates with the first posted spawn infos from Harrier that makes some animals of the Creatures group. I'm sure he'll have an update to that again right around the corner but I'd included it in my fileset for testing and am including it in the update so that others can as well while we wait for his latest draft version.
  • Fixes some erroneous logic in alerting players to enemies on the border when harmless animals are there.

DOES NOT BREAK SAVE COMPAT with last commit.

What animal specific modifiers would Neanderthals get if they were assigned to the AGGRESSIVE/PASSIVE animal team?
<iAnimalCombat> is the only one I can think of and it could easily be replaced by a modifier against UNITCOMBAT_ANIMAL instead.
It's just a lot of various entanglements, not the least of which, Neanderthals are not animals. Conceptually. There would be AI issues and the tag that gives units a combat modifier against barbs would stop working against neanderthals, which is really at the beginning of the game the primary reason to take those promos! I'd LOVE to add them as their own NPC civ though. Would be even more interesting if they could have their own cities and be a truly alternative barbarian NPC using much of the same programming as barbs.

Let me sort out some of the problems with loads that may still be an issue, and some of the problems with minor civs that have come up and then I'll move towards making Neanders their own NPC group.
 
9129
  • Changed texture of the viper animal.
  • Defined aggression, spawning group volume, and impassable terrain/features for all animals.
  • Tweaked some animals.
  • Added three new wild animal specific promotions. Feral I-III

@Harrier I removed two spawns (the ones that spawn 3 bisons and 3 wolfes at the same time) & tweaked a few team affiliation (far from all, just a few.).
 
I removed two spawns (the ones that spawn 3 bisons and 3 wolfes at the same time)
Actually this is not necessary to remove because for the core game these still function but on Size Matters they do not.
 
9129
[
@Harrier I removed two spawns (the ones that spawn 3 bisons and 3 wolfes at the same time) & tweaked a few team affiliation (far from all, just a few.).

OK - still updating spawns from your recent changes. Almost finished.

Guess the above just need to be removed from my file.

I have not yet commited to the SVN - so not sure how it plays out.

Getting an opponent to your Killer Rabbit - is proving a bit tricky.

Actually this is not necessary to remove because for the core game these still function but on Size Matters they do not.


Explain please.
 
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