C2C SVN Changelog

9632
  • Civics Adjustments Part 1Global Maintenance Adjustment for City Maintenance Costs
9633
  • More Civic Maintenance adjustments Part 2
9634
  • Correction to Theology Civic
 
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9639 Crime, Disease, Air, and Water Pollution adjustments. Air and Water Pollution Ranges changed from 0 - 1000 to 0 - 2000 to match Crime's Range. All 4 properties entry levels for each "building" adjusted to new Ranges and revised original levels.
 
9640

Take 2 on adding a big batch of buildings on Earth, cislunar space, Moon, and Mars. Due to the large number of buildings, all the XML and building icons are in Modules/Pepper2000. There are also many icons for buildings that are not yet added.
 
9641 Special Buildings Global Health and Happiness adjustments, Pollution, Crime, and Disease Health and Happiness and level adjustments.

9642 Update Tourism Buildings
 
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9644

Hopefully fixed some XML bugs introduced at SVN 9640. Please let me know if there are still problems.

9645

Added Sparth's icon for the Protocol civic.
 
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9646

Fixed an issue with modularity and civics. If you turned off the pepper2000 module, this should fix some XML bugs. Otherwise, it should have no noticeable effect.
 
9647
  • Fix red blob for Ancient Way buildings

  • Move sacred site plot improvements into an unloaded module until someone can work on them (part of Nomadic Start)
 
9649

Added new off-planet terrains, terrain features, improvements, and routes. Due to the large amount of new content, they are in the Pepper2000 module. Note that the new terrains are not yet available in map scripts, nor are there units capable of building the new improvements or routes.
 
9650 Adjust how fast Leaders gain New traits for Developing Leaders for all Game Speeds (5x longer). Subject to further revision.
 
9651

Added the remaining buildings from the Space Colonization modmod. Mostly that's buildings in the following domains: Venus, Solar System, Interstellar, Intergalactic, Hyperspace. For those who have played the modmod, there are a few buildings here that are not in the modmod.

The last major integration step is units. That will be tricky because of some custom python code.
 
9652

Added the space units from the Space Colonization modmod. This is the last of the modmod material that needs to be migrated, although it is not the end of my modding plans.

Note: as discussed in another thread, executing a mission with one of these new units will trip an assert statement if you play in debug mode. By all appearances the behavior is harmless without the debugger on, and it appears that some work will be needed on the C++ end to get the right assertions. I welcome suggestions/help in resolving this matter. These new units are the only units I know about that use custom python code.
 
These new units are the only units I know about that use custom python code.
They are the only units that use custom python code inside the XML. The Great Farmer, some Tamed herd animals and mines among others have custom python but it is not in the XML. Mostly it is in the event and AI code. Mind you moving some of it to the XML may be a good idea.
 
They are the only units that use custom python code inside the XML. The Great Farmer, some Tamed herd animals and mines among others have custom python but it is not in the XML. Mostly it is in the event and AI code. Mind you moving some of it to the XML may be a good idea.

Thanks for the clarification. I hadn't looked at these other units as a template, but if the current structure of the space settlers causes any problems I will.
 
9653

- New routes: Hyperloop and Gravity Train
- New Planet Engineering icon
- New improvements: Venus Aerial Farm and Venus Surface Mine
- New units: Venus Settler and Venus Worker

9654

- Stripped mipmaps out of some new tech and unit icons (e.g. Agrichemicals and Organic Infantry). This will cause the icons to display at full resolution even when playing with reduced graphics quality.
- Tech renames: Cryogenics -> Cryonics and Binary Pyschokinesis -> Binary Psychokinesis.
 
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