C2C SVN Changelog

9660

Various tweaks to late game buildings and units. The most significant change is that the building costs of most space buildings has been substantially increased.
 
9661

Updated the vanilla civ translations (german) to the grammatically better translations by the german Civ IV community (more natural language).
These files were updated: Animals, Bonus, Buildings, Civics, Civ4GameTextInfos und Civ4GameText_Warlords.

More updates to come soon.
 
Hey been several months since I last tried this mod. Got a desktop that isn't slow af anymore. I installed beyond the sword to this comp and want to add this mod again. Do I need to download the 37 file from the main download page, and then download and move into the same folder the latest stable SVN? Also, whats this about some tortoise program now? Do I need that to play the mod? Can I just install the SVN without getting the v37 from the main page?

Edit: Also what SVN version do you recommend that is relatively stable?
 
9662
  • Recosting of Regular_CIV4BuildingInfos.xml buildings complete. (See new thread for details and feeback requested.)

May not seem like much but this took, what, over a month at least right? And sooooooooo much more to go! Much feedback requested on the new thread regarding this topic. To put it in a nutshell, I'm asking everyone who plays the game what buildings they feel should have their costs adjusted from here and why.
 
9663
  • Corrected the incorrect cost on the Elder Council
  • Adjusts iConstruct on all Era Infos to 50 for now. Seems to be producing good gameplay this way.
 
9664
  • Natural Wonder craters now let you build the Meteorite Lab

  • Reptile Enclosure now provides Lizards

  • Button for the Sell Building and Abandon City function - I found it while tidying up and I have figured out where it will fit on the screen. I just have no time to do it at the moment.
 
9665

- Added 22 new buildings, mostly in the Information Era and mostly space-related
- Moved Lunar Bases later in the tech tree
- Fixed Lunar Tourism -> Megacorporations issue
- Added Space Station improvements
- Added Heavy Rocket unit
- Added Mission Rewards for Cislunar Space, Moon, Inner Solar System, Outer Solar System, Transneptunian

9666

- Fixed XML errors with the previous update, in particular with GPS and Orbital Base.
 
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9667
  • Make Mammoths and Zebra mega fauna completely modular

    This means the normal animal and subdued animal units are now in core as are the myth and story buildings. Whereas the Herds, Tamed and other units are in the modules.

    (rats - just remembered - I may have forgotten the story teller line actions on the mammoth buildings)

    Note: this means I have deleted the old folders and added some new folders in the "done" part of the megafauna stuff.
 
9668
  • updated more the vanilla civ translations (german) to the grammatically better translations by the german Civ IV community (more natural language).
    Mainly these files were updated: Civics, Combat, Concepts, Corporations.
  • changes to german entries in Pedia_CIV4GameText.xml (fits now better into Sevopedia window)
 
9670

- Fixed a bug that was preventing the Deep Space Settler from working.
- Fixed a clash between my module and one of DH's recent updates (9667?).

DH, you could please look at all recently changed mammoth and zebra material and make sure it looks OK?
 
Always wanted this in the game... I'm hoping it will be a map resource!
You would have to have them on every map plot for realism. They are not "rare" in the sense that they only occur in a few places. They are "rare" because they are in minute amounts every where. China built the first processor so it is much cheaper for them to build the second than it would be for anyone else. The world only uses enough to support one at the moment but we are approaching the time when a second would be useful.
 
For now it's a manufactured bonus. I haven't tried to figure out how to make map scripts put them down, and I know we have a lot of other instances were bonuses that should be on the map are manufactured because there are too many to put on the map.

Although these elements are widespread, my understanding is that there are limited places where geological conditions concentrate them enough to be economically recoverable. Then again, with many resources, what is "economical" depends on a lot of factors.
 
9674
-
Adjustments to AI city attack values and Correct some Nightmare Deity AI values that were too high in the wrong direction.
 
9675
  • about 70% of the National wonders recost
  • A fix to era tags for building and unit cost adjustments so that it does not just adjust based on START era but rather on the Player's current era. This means, when the era gains 20% construction costs, when the player enters a new era all buildings gain 20% cost, which, in essence, strategically punishes the player that rushes to a new era. Also helps us to balance the construction costs by era.
  • Set the constrution costs to cumulatively increase by 20% each era to counter a known deficiency in costs. Testing shows this might need to even be enhanced.
 
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