C2C SVN Changelog

Please tell me, where did the expenditure Sub-total? I played with profit like it was all good and suddenly there was this article in the end had to reduce expenditure on science is almost at minimum. If it's supposed to be something to make these costs decrease?
Playing the latest SVN version.
 

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I mean, I suddenly on the next turn has increased the cost about this amount,that looks strange. Crime is everywhere below 0,of the building which could amount to consume is also not built. So I do not understand how suddenly could take these expenses.
I apologize if my words are unclear,English is not my native language.
 
The sub total is the sub total:
"city distance to capital" + "num of cities maintenance" + "building maintenance"
The total equals: Sub total * gamespeed modifier

I'm not really sure what it is you are asking about...

@JosEPh_II: Did you increase the gamespeed modifier iGoldModifier, or any city maintenance modifiers in rev 9767?
That would explain a sudden increase in expenditure after updating svn.

No.

In fact I Decreased some of the Home Continent Maint costs on several Civics. Once certain Civics are adopted there can be 2 more "maint costs"; Home Continent and Other (which is for colonies). So your formula can be: "city distance to capital" + "num of cities maintenance" + "building maintenance + Home continent + Other continent". Has been this way for some time now.

Divizor either adopted an new civic or 2 or 3 Or increased his overall building and unit costs.

I also gave all GS a longer inflation offset period. went from ~73% of Preh Era before Inflation kicks in to ~85-86%. The Inflation Offset is the period of turns from game start that Inflation is not used in the calculations for Maint. costs. And yes his game is past that period of time now since he is in the Ancient Era.

Not enough Details to jump to any conclusion here.


Please tell me, where did the expenditure Sub-total? I played with profit like it was all good and suddenly there was this article in the end

Note to Divizor: Also If this is a turn or 2 After a ReCalc from Updating the SVN the base modifiers would be reset and need several turns to return to normal. Normal being the new base + the adjusted modifiers from the Update if they included any changes.

Too many factors to just say Costs jumped. Big lack of details also and the Screen shot only shows 1 area of Maint costs.

And what is this "suddenly there was this article in the end" mean? Did you have a pop up in game?

EDIT: @Divizor,
This is not the thread for posting this type problem. This thread is for Modder SVN changelog posts and Modder interaction over those posts.

Please use the appropriate Bug thread in the Bug and Crash sub forum next time.
 
9769

Fixed a handful of XML issues relating to units, map improvements, and unit builds, as reported by raxo.
 
9770
  • updated more the vanilla civ translations (german) to the grammatically better translations by the german Civ IV community (more natural language).
    The main work was put in the Diplomacy-Texts, some minor changes were also made to Espionage-Texts.
 
9771
  • Fixed two python bugs.
    • Demolish building not applying the gamespeed modifier to gold outcome as it obviously was meant to do.
    • Lascaux caves culture boost from great person birth not working at all.
 
9773
  • Adds tags for RawVicinityBonus requirements. These work the same way as the normal vicinity bonus requirements with 2 exceptions - The tags for vicinity yield improvements do not work with Raw Vicinity Bonus prerequisites like they do with normal ones AND Raw Vicinity requirements do not also require that the bonus be routed nor improved. If the bonus is within the workable radius of the city at all, the requirement is fulfilled. (Also, these tags are only for buildings and do not mirror the use of vicinity prereqs for units.)
  • Fixes the Nest Thief with the application of this new tag set.

Yeah, I'm still alive and modding... just a bit slower is all.

This may seem like a 'new element' when we're so near to being in an official freeze but really, it was intended as a bug fix for now. Anyone who knows other good places to apply or switch to the use of RAW vicinity prereqs as opposed to the normal vicinity prereqs are invited to mention those in the ideas thread. Be watching for buildings anyhow. There's some cool potential applications for this I think.
 
9774

  • Small adjustments to NM Deity and AI behavior in BBAI_AI_Variables_GlobalDefines.xml and GlobalDefines.xml
 
9775
  • python adjustment - "Messages about destroying or capturing wonders" code was all weird, better now.
9776
  • Removed some junk data that wasn't used by the game.
    • This got rid of an annoying warning message in the top message box right after creating a new game.
      • Something about a WIDGET_BUILD_LIST_SCREEN already registered.
 
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9777
  • Should make it possible for cities to work peak plots that have a route. This also means that such plots will provide the bonuses that are on them so long as they have a route and are improved in a manner that provides the bonus.
 
9778
  • Added Free Tech Deception to Nightmare Deity
 
This should apply to any setting where the AI players automatically get Cooperation. If that's the only difficulty setting where they do, this is complete. Thanks for the help Joe!

9779
  • Adjust Handicaps for Free Tech given
 
9780
  • Adds a new game option: Downsizing is Profitable - This optionalizes out the ability to get gold from disbanding units. (Personally I don't think you should get gold from that but I know it's an appreciated facet of the mod now.) I urge @Toffer90 to consider expanding on this option to allow for folks to be appeased on both sides of the aisle of the building selling and city destruction for profit debate.
  • If Size Matters is ON, any gold one gets from disbanding units is now adjusted by the overall size rank differential.
  • Upgrading units should no longer be able to kill them when the unit is severely hurt. There could still be some odd places where it can happen but I'll need to follow the processing on that with a savegame.
 
9781
  • Optimized the capture captive python file.
    • One gameplay change: Now all neanderthal units provide neanderthal captives when defeated.
      • Not just the one that looks like a neanderthal
@DH: Please feel free to review, and if needed criticize anything I did, if you feel so inclined.
 
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Correct. This was not original Vanilla behavior anyhow but something Afforess had modded in. There was a global to allow it to be switched but I'd rather make the option choice more upfront for players. It also allows you to enable a difference for the city demolish handling with that option as well since I figure the same players would probably have similar preferences regarding the unit disbanding.
Better explain this one in the Discussion Thread. Plenty of players will be confused.
 
9782
  • Fixes some problems with the NO Tech Diffusion option, including its interaction with No Tech Handicaps for Humans.
 
So the save helped. Good.
 
9780
  • Adds a new game option: Downsizing is Profitable - This optionalizes out the ability to get gold from disbanding units. (Personally I don't think you should get gold from that but I know it's an appreciated facet of the mod now.) I urge @Toffer90 to consider expanding on this option to allow for folks to be appeased on both sides of the aisle of the building selling and city destruction for profit debate.
  • If Size Matters is ON, any gold one gets from disbanding units is now adjusted by the overall size rank differential.
  • Upgrading units should no longer be able to kill them when the unit is severely hurt. There could still be some odd places where it can happen but I'll need to follow the processing on that with a savegame.
Note to players: the last bullet point has a problem and will be fixed asap. Currently Upgrading units causes them to only have 1/100 of their new strength value. They will need to be "Healed" until this is corrected.
 
9783
  • Fixes a bug related to upgrades. Units no longer start as damaged as possible and needing to heal after an upgrade.
Takes care of the matter Joe was referring to in the last post.
 
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