C2C SVN Changelog

9486
  • Fixes Hydro's merge issue
  • Fixes a major problem in the AI that showed up as an Automation error where automated units would wake up every round.
  • Fixes the ability of workboats to build the intended possible improvements on the Great Barrier Reef.
@Toffer... you might want to check the affected files one more time through to make sure that there weren't any other changes overwritten that were missed due to not being crash generating. Should be fine though.
 
No prob bro! Things like this happen to the best of us.

9487
  • Fixes some xml regarding prereqs in the Sea Hunter Promotions.
  • Should repair a problem found in the promotion obsolete and replace mechanism.
 
9488
- Moved Keep Tower back to Engineering tech.
- Fortified Outpost now goes obsolete at Engineering like before.
- Sentry Post cost -2 gold.

9489
- Followed TB's plans for Lookout Post, Sentry Post, Town Watch, Town Patrol, Guardhouse and Police Station. Stats are close for most. The Police Station I merged the existing with the new concepts. And also did my own tweaks to the Guardhouse.

9490
- Forgot to remove the maintenance % from Guardhouse.
 
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9495
  • Adds new Game Option: Win for Losing - Gives a research handicap for players that have fewer cities and population than the players with the most cities and population.
  • Adds new Game Option: Beeline Stings - Makes techs more expensive if they are in eras you have moved past in your research.
  • A promotion prereq fix that I thought I'd committed earlier.

@Toffer and/or Joe: There is a new tag in Era Infos, iBeelineStingsTechCostModifier. It zeroes out at 0 and is currently given default values of 50 in each of them. For each era a player has past a tech, the modifier cumulatively compiles this modifier to the tech cost. Thus if I haven't researched a tech in the Prehistoric and I'm in Ancient, the Prehistoric modifier applies to the cost of that prehistoric tech I left behind (if the option is on, of course.) But if I am in the Classical era, then both the Prehistoric Modifier and the Ancient Modifier both apply to the cost of the Prehistoric tech I left behind. I leave you guys to sort out the application of this modifier beyond my initial default +50%.

@All:
This commit also changed the way tech modifiers total, so that no one modifier is more important than another based on the order in which they apply. This could help to reduce some calculation confusion that can arise.

The display that gives the Tech Diffusion amount separated from the total tech income has always been a little flawed, as it actually is displaying the sum of the difference created by all research modifiers, though usually when TD is on, only TD really applies. However, now it reads "+x from TD and/or WFL" and includes any additional benefit being derived by Win For Losing.

Win For Losing simply totals the amount of cities of the player (AIs included but not NPCs) with the most cities and gives all players with less cities a bonus based on the % difference averaged with the % difference between the amount of population players have vs the player with the most population.

Very simple but should be very effective for players that don't want war to be a requirement in the game and players that want losing nations to have a real chance to catchup and potentially even surpass the larger, more successful nations. Yes, playing with this option will speed up global tech achievement rates a bit, particularly when combined with TD. However, for the sake of interplayer game balance, it should help a lot to keep players competitive and give a serious boost to those players emerging from barbarism to make it possible for them to become honestly competitive at some point. In a lot of ways, RL seems to be operating with both TD AND WFL in historical analysis.
 
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@Toffer and/or Joe: There is a new tag in Era Infos, iBeelineStingsTechCostModifier. It zeroes out at 0 and is currently given default values of 50 in each of them. For each era a player has past a tech, the modifier cumulatively compiles this modifier to the tech cost. Thus if I haven't researched a tech in the Prehistoric and I'm in Ancient, the Prehistoric modifier applies to the cost of that prehistoric tech I left behind (if the option is on, of course.) But if I am in the Classical era, then both the Prehistoric Modifier and the Ancient Modifier both apply to the cost of the Prehistoric tech I left behind. I leave you guys to sort out the application of this modifier beyond my initial default +50%.

Guess we'll find out soon enough.

EDIT: @T-brd, your last commit was 9495
 
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9496
- Cosmic, Transcendent and Future techs moved to their new location on the tech tree.
With this, do you think we have a stable X grid now? Or do we still need to insert new 'Lifestyle' gateways?
 
With this, do you think we have a stable X grid now? Or do we still need to insert new 'Lifestyle' gateways?

I cannot say for sure. I do not really know how to get the gateway techs in for later techs. For now the Renaissance will defiantly get one. And possibly Industrial. Beyond that I am more interested in getting the Space mod all into C2C. Then we can think about moving tech around again.

Moving those first will make stuff extra hard to do. Which is why I want to get the Space techs in before any of them are moved again.
 
I cannot say for sure. I do not really know how to get the gateway techs in for later techs. For now the Renaissance will defiantly get one. And possibly Industrial. Beyond that I am more interested in getting the Space mod all into C2C. Then we can think about moving tech around again.

Moving those first will make stuff extra hard to do. Which is why I want to get the Space techs in before any of them are moved again.
Simply inserting an additional X grid column for where those will go should be sufficient for now if the design of the techs and prereqs is the issue.
 
9502
- Changed Biopunk and Cyberpunk to the Information Era.
- Changed Nanopunk to the Nanotech Era.

9503
- Moved Biology, Zoology, Economics, Constitution, Rifling, Sextant, Replaceable Parts, Nationalism, Representative Democracy, Military Tradition and Grand War over to the left to make room for the "Gateway" tech.
- Moved Emancipation to the Industrial era.
 
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