C2C SVN Changelog

Don't know how to do that.
It's very easy. I gave you instructions in the Welcome to the Team pm... go back and review and ask for more advice in that PM thread if needbe. If you don't have it anymore, let me know and I'll rewrite it out for ya.
 
Except to say, it still does not work. Maybe an XP problem. It asks to send a report to Firaxis etc.
Send me a PM on it and let me know what happens and I'll see what I can do to resolve it with you. It's not an XP problem... I learned this when XP was the thing.
 
9471
- Added tech icons for Executions, Plague Medicine and Water Wheels.

9472
- Moved Weather Lore and Geocentrism back a column.
- Added Astrology as requirement.for Geocentrism tech.
- Added City Planning as requirement.for Paved Roads tech.
- Added Calendar as a requirement for Weather Lore tech.
 
Last edited:
9473

Renamed Atomic Era -> Modern Era. The era tag is ERA_MODERN and always has been been; only the description and strategy tags are affected. If we conclude that we can call it the Atomic Era without causing problems elsewhere in the code, I'd like to change it back.
 
Renamed Atomic Era -> Modern Era. The era tag is ERA_MODERN and always has been been; only the description and strategy tags are affected. If we conclude that we can call it the Atomic Era without causing problems elsewhere in the code, I'd like to change it back.
It can be simply relabelled in the TXT key. I don't think it would be hard for us to remember that the Atomic Age is the ERA_MODERN. When we break saves next we can update the Type tag and everywhere it's applied. Would be one of many places we've had to rename an item after its primary key was defined.
 
9474
- Moved Vassalage and Smithing to the Medieval Era.
- Added Medieval Lifestyle, Executions, Windmills, Rat Catching and Plague Medicine techs.
- Moved around a bunch of Medieval era techs.
- Tweaked a bunch of Medieval tech requirements.
- Moved Windmill building to Windmills tech.
- Moved Windmill improvement to Windmills tech.
- Moved Gallows building to Executions tech.

9475
- Moved around the later half of the Medieval Era techs.
- X50 is now open for the Gateway tech.
 
Last edited:
9476

- Charters tech require Paper tech instead of Philosophy AND Democracy AND Feudalism. All those are covered with just Paper tech.
- Moved Charters, Parliaments and Banking forward 1 column so they are ot in the same row as Paper.
- Added Torture tech. Which is ...

Torture (NEW)
Req Tech: Executions AND Invention AND Usury
Location: X47 Y5
Building: Dungeon (was previously at Engineering)

- Jurisprudence tech requirements are changed to Political Philosophy AND Torture.
- Moved Bubonic Plague and Leprosy to Medieval Lifestyle
- New Icon Button for Crop Rotaion tech.
 
9478
- Added Yeomanry and Warrants & Decrees techs.
- Heraldry and Usury now require Yeomanry.
- Tournaments now requires Warrants & Decrees.
- Moved Arrow Slits and Archery range to Yeomanry.
- Moved Longbowman to Yeomanry.
- Moved the Longbow UU to Yeomanry.
- Moved Robin Hood to Yeomanry.
- Moved Welsh culture to Yeomanry.
- Moved LE promotions from Charters to Warrants & Decrees.
 
Moved LE promotions from Charters to Warrants & Decrees.
Don't forget the guard unit needs to move too. And the Guardhouse, from wherever it currently is. I can look at how to adjust the stats on that to make it a proper upgrade for the law buildings from there.
 
9479
  • Extensive XML cleanup in Tech_CIV4GameText.xml. 600 KB file size reduction.
  • Fixed some text issues.
  • Changed tag name for lunar colonization tech, if you have the tech in your game you will have to reinvent it, sorry about that.
  • Prettied up the shortcut pages for advisors, units and mouse shortcuts found in the pedia.
  • Added a note in the root folder where we can all fill in notes on what should be done the next time we decide to break save game compatibility.
 
Don't forget the guard unit needs to move too. And the Guardhouse, from wherever it currently is. I can look at how to adjust the stats on that to make it a proper upgrade for the law buildings from there.
Related topic: Why does Sentry Post go obsolete in Class Era ? Seems too early.
 
Last edited:
Don't forget the guard unit needs to move too. And the Guardhouse, from wherever it currently is. I can look at how to adjust the stats on that to make it a proper upgrade for the law buildings from there.

Guardhouse is all the way back in Military Training. I moved the Keep Tower there instead. It was at engineering. If you want me to move it back I can.

Note Guards require Town Patrol which comes at Law Enforcement. There is nothing that comes after Town Patrol.
 
9479
  • Extensive XML cleanup in Tech_CIV4GameText.xml. 600 KB file size reduction.
  • Fixed some text issues.
  • Changed tag name for lunar colonization tech, if you have the tech in your game you will have to reinvent it, sorry about that.
  • Prettied up the shortcut pages for advisors, units and mouse shortcuts found in the pedia.
  • Added a note in the root folder where we can all fill in notes on what should be done the next time we decide to break save game compatibility.

This breaks save games, especially the changed tag name for lunar colonization tech.
 
9483
- Added Waterwheels tech.
- Engineering now requires Waterwheels tech.
- Watermills improvement has been moved to Waterwheels.
- Watermill, Water Clock and Noria building has been moved to Waterwheels.
- Watermill and Water Clock related wonders have been moved to Waterwheels.
- Forced Captives now make Windmills and Watermills at the appropriate techs.

9484
- Re-Fixed Toffer's changes since my last commit did not merge correctly.

9485
- I think i re-fixed the lunar stuff from Toffer now. I hope.
 
Last edited:
Back
Top Bottom