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C2C SVN Changelog

I had a MiniDump with the CTD during loading so he has that. I could not load thru Main BtS or my C2C shortcut.

JosEPh
 
@TB: You do realize that you broke my mapscript with your changes to it in rev.9345... ^^
See... that is why I don't use modmods. I didn't mean to commit that. Sorry. I'll revert it immediately...

9347
  • Recovers Toffer's map ;)
 
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9349

  • Fixed C2C_World_WIP.py that was broken in rev. 9345
  • added a steam and non-steam shortcuts to start the mod (that may or not work for everyone)
When u added "ur" shortcut, it deleted "mine" that works for those that dont have steam . .
 

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I was hoping the new non-steam shortcut would work for all user no matter the folder structure of their BtS installation; I didn't get to test it as I got a steam error with the non-steam shortcut.

Questions:
  • Is your Civ4BeyondSword.exe named thusly?
  • Is it exactly two folder earlier than the shortcut is, by that I mean is it in the X folder in this path: " X \ Y \ Caveman2Cosmos" ?
"C:\Program Files (x86)\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword"
 

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9352
  • Fixes Route Upgrade option and makes it the default.
  • Adjusts a few animals.
  • Defensive Withdrawal no longer costs the unit movement. Was screwing up simultaneous play.
  • Any unit that cannot explore unrevealed territory cannot pop a goody hut when moving onto it.
 
9353
Map Script - World_WIP:
-Fixed some bugs in bonus placement and lake genereration routines.
-Several tweaks to optimize and hopefully improve the script.


Next up will be to rewrite the pangea breaker (meteors) routines, I don't think they do a good job and they are not time effective.
 
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9354
  • Adjusts spawn coding so that it favors units with smaller amounts of valid tiles to spawn in to help balance out with units that get large tracts of land available to spawn in. This focuses spawn points more to the point that it's noticeable, but it does also increase biodiversity tremendously.
  • Corrects and recalibrates the spawn modifiers on NON-peace among NPC games
  • Adjusts the player type for quite a few spawns.
  • Corrects Anarchy modifiers in Era Infos (were so low they were way outside of the purpose of the tag usage) and adjusts in the code how this works so that if we use these numbers to deviate from 100 (all reset to 100 for now) then we can use that to help to adjust Anarchy round counts based on the amount of time that a turn should currently take in that era. It was previously only a sweeping modifier that applied only to the era that the game began in.
  • Adjusts Civic Anarchy rules so that if there is a base value on civic anarchy on the civic itself, there must be at least a minimum of 1 round of anarchy for that change.
  • Some very short term caching in CvArea to help with Animal Spawn code speed.

9355

  • Fixes a crash when recalculating
  • Fixes a bad text for the Insectoid player name.
 
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9357
  • Fixed a problem with Wanted Promotions being removed as soon as added on Hide and Seek option.
  • Fixed iCostModifierChange tag (which means hoarding animals should nearly be free as intended at this point.)
  • UnitCombats weren't being removed as part of the death cycle of the unit which was causing some inaccuracies. This has been repaired.
  • Audited the system accounting for volume on transports under Size Matters. Should be fixed at this point.
  • Wild animals pretty much can no longer see any criminal as long as that criminal does have at least one point of disguise (most start with this.) Human and Neanderthal units now naturally have 1 pt of same tile visibility on disguise.
  • Makes it impossible to total up less than 0% bonus yield or commerce modifier in a golden age.
  • Some organization to the PromotionInfos file. Statuses and Buildups have their own sections in the file now to keep Statuses from blending in with earned promotions. (Note: I thought we could add new files to separate these out but it didn't work and I don't know why...)
  • Fixes a text issue with same tile visibility display.
 
  • Some organization to the PromotionInfos file. Statuses and Buildups have their own sections in the file now to keep Statuses from blending in with earned promotions. (Note: I thought we could add new files to separate these out but it didn't work and I don't know why...)
Some special code need to be added to allow us to have multiple building and unit files in the core folders. I expect it was not extended to other types.
 
9358
  • Changed the team assignment and adjusted the aggressiveness of some animals.
  • Moved some UNITCOMBAT_CROCODILIAN values to ANIMAL_REPTILE.
9359
World_WIP map script:

  • Fixed forest and jungle not being placed due to a mistake I made when I last changed the map script. (I didn't notice the mistake until after several map generations... lol)
 
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Some special code need to be added to allow us to have multiple building and unit files in the core folders. I expect it was not extended to other types.
I'll have to figure out how to open that capacity up for promos someday.
 
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