C2C SVN Changelog

9504
  • Fixes an error in my last commit - should correct tech costs.
  • A number of additional tweaks that amounts to a part I implementation of the redesign of the Advanced Disease system - adds the option, in development, C2C Combat Mod - Outbreaks and Afflictions.
 
@T-brd,
Please, revert the math changes you have done for the tech cost modifiers starting with SVN 9495. It's really hosing all the game speeds. Maybe After all the tech tree stuff is in we can look at it again. What it has done is greatly complicate the tech costs per game speed and by era with these changes. The GS tech cost modifier Has to be the last/most important modifier, not an "=" modifier to the base cost and other areas that modify these tech costs. Even Era needs to be after the rest but before GS.


Nvrmnd, it's not important anymore.
 
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@T-brd,
Please, revert the math changes you have done for the tech cost modifiers starting with SVN 9495. It's really hosing all the game speeds. Maybe After all the tech tree stuff is in we can look at it again. What it has done is greatly complicate the tech costs per game speed and by era with these changes. The GS tech cost modifier Has to be the last/most important modifier, not an "=" modifier to the base cost and other areas that modify these tech costs. Even Era needs to be after the rest but before GS.
Refer to the discussion in the B&C thread. I'm not against reverting for now but it'll have to wait until after I get home and sort out how I can compile a bugfree dll in the middle of a major project. At least, thanks to the SVN, it IS possible to revert to the old calculation system, since the changes are well documented in the log.
 
9508

Added Pomegranate to Great Farmer placing.

Thanks to Oleh Lunin.
 
9513
  • Fix spelling of Wildebeest

  • Fix a couple more incorrect references to schema files
If you had any Wildebeest Myths or Story buildings you will loose them. A message will be displayed saying that.
 
9515
- Added Polymerization, Agrichemicals, Catalytic Polymerization, Gyrocompass, Encryption Machines and Decryption Machines techs.
- Tweaked some techs to link to the new techs.
- Moved Intelligence Agency to Encryption Machines tech.
- Moved Fiberglass Factory to Catalytic Polymerization tech.
- Moved Rubber Plant, Chemical Plant and Nylon Factory to Polymerization tech.
- Moved Synthetic Rubber, Chemicals and Nylon resources to Polymerization tech.
- Moved Fiberglass resouce to Catalytic Polymerization tech.

9516
- Fixed Chemicals resource to come at Chemistry tech.
 
9519
  • NationalWonders_CIV4BuildingInfos.xml - Halved commerce yield from palace. Reverted
  • CIV4EraInfos.xml - Reduced great people spawns in early eras and increased them for later eras.
  • CIV4GameSpeedInfo.xml - Standardized game speeds. Reverted
  • GlobalDefines.xml - Set start date to 200 000 BC, reduced minimum anarchy time from 5 to 1 turn, several other small tweaks.
  • TechDiffusion_GlobalDefines.xml - Reduced the effect of tech diffusion. Reverted
  • CIV4SpawnInfos.xml - Adjusted start date for all spawn, changed end date for some spawns.
  • CIV4UnitInfos.xml - Gave the first settler unit "Band of Homo Sapiens" a bit strength, defensive only.
 
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9523

Added Kava, Guava, Guinea Pig and Parrots to the Great Farmer placement options.

9524

Slight error on TXT_KEY.. naming.
 
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