C2C SVN Changelog

9436
  • XML cleanup (Part I), and some adjustments to compliment TB's 9435 commit.
9437
  • XML cleanup (Part II, final).
  • Caodai missionary had no unitcombats assigned, fixed.
  • Moved Caananian female missionary to the female missionary xml.
 
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9439
  • 6 more animal Myths etc
  • Fix CoaDai Shrine name

  • More malus for Slavery part 1 - you can't build some production buildings if you are running slavery eg Factory

  • Workers with Aesthetic Tradition now have pollution clean up effects

  • Caves required in the city for Cave Burial Tradition
 
Does the player get a notification to this effect.?

i.e. Factory appears in available builds, but a hover over indicates you can not build while in slavery.
No you just can't build them. Such a change would require much coding changes in both the dll and Python to implement.
 
We don't do it for other things eg TBs Universities, State Religion buildings, Burial Practices and many more, so why would this be "special". Not only that it defeats the purpose of the show/hide buildable button.

We don't need a special HELP text because the pedia and existing help tells you that already.
 
There was no "?" in your text so I did not realise it was a question. Besides it has been over 30 degrees C here for the last three days (over 40 yesterday and today) and it is not cooling down like it should at night in a semi dry alpine region. Clouds form just at sunset and keep the heat in. Most unusual. So I am a little short on patience.
 
9441
  • An attempt to improve the Hunter AI further so they won't just stand there not going after stuff.
  • iAdvancedStart set to 100 as the default for Techs, Routes and Improvements.
  • iConquestProbability set to a default of 50 for buildings.
 
9442
  • XML cleanup (buildings, techs and improvement XML)
  • Started looking at the usage of the building tags iConquestProb and bNeverCapture for National wonders.
    • I feel that most NW should be destroyed when the city changes hands, with a few honest exceptions like the botanical garden and certain monuments.
    • Stuff like Chiefs funeral pyre or other NW that are very closely tied to one nation and completely uninteresting for another nation should at least always be destroyed.
      • Why would a tribe feel that the funeral pyre of chieftains from another tribe should hold any significant meaning for themselves as a people.
      • Archery tradition is too abstract, and specific to a people that I don't think it should be conquerable, same goes for all traditions, the victor doesn't make much room for the traditions of the defeated .
    • If someone wants to argue that all NW's should be destroyed in such a situation, or voice any other kind of opinion, please do it in the ideas and discussion thread.
9443
  • Fixed a mistake I made in last commit.
 
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9445
  • An extremely minor bugfix for a very rare problem.

Note: This is now the current template for the v37 MP games.
 
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9446
  • Fixed xml error in unloaded new mormon module Mormon_CIV4BuildingInfos.xml.
  • XML cleanup in CIV4ArtDefines_Building.xml.
  • Further review of NW usage of bNeverCapture and iConquestProb tags.
 
9420
  • Added "Burial Ground" building at "Ceremonial Burial" tech. (No building model)
  • Moved "Graveyard" building to "Scriptures" tech, and made it replaces "Burial Ground".
  • Reduced "Graveyard" maintenance from -5 to -4 :gold: (may be reverted later.)

I noticed its still in Ceremonial Burial. Why was it moved back?
 
9447
  • Fix for Sponge Gatherer and Farm

(I had everything go pare shaped and C2C would not load so I have had to go back to raw SVN and move forward from there :( )
 
What do you mean?
The Graveyard is atm in scriptures.... Burial Ground, the new building I added in rev 9420, is at ceremonial burial.

In the core it says the Graveyard is Scriptures tech but in the Civpedia it says Ceremonial Burial is there another mod that is changing it to the other tech? Cause right now I see both the Burial Ground and Graveyard at the same tech.

EDIT: Found it the "Burial_Traditions" modmod is overwriting it to the old tech. That needs to be changed in that mod mod.
 
9449
  • Fixed graveyard tech requirement.
In the core it says the Graveyard is Scriptures tech but in the Civpedia it says Ceremonial Burial is there another mod that is changing it to the other tech? Cause right now I see both the Burial Ground and Graveyard at the same tech.

EDIT: Found it the "Burial_Traditions" modmod is overwriting it to the old tech. That needs to be changed in that mod mod.
I completely missed that; thanks for finding. ^^
Good to have you back Hydro.
 
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