C2C SVN Changelog

9874
  • Allows players to be rewarded for not upgrading their crime control buildings so they can train cheaper Law units by not forcing their obsoletion anymore. At least the AI should work better and we won't ever get complaints about being cutoff from being able to train SOME kind of LE unit, even if its a prehistoric one in the modern era. I may not have used the <ObsoleteTech> tag before so it might not be as disastrous as I think it will be. We'll see.

I don't get this. How does this prevent a player from getting into cutoff situation if he upgrades regardless of reward and if it doesn't, what good is it really? Isn't it much more sensible to just do a reasonable LE unit continuum with plenty of reach to prevent the cutoffs instead of some 'reward' mechanics? Great if it helps the AI but I fail to see any benefit for human player whatsoever and rewarding for not progressing does not fit into the spirit of the game at all imo.
 
9876
  • Reduced the amount of gold you get for demolishing buildings from 20 to 4 percent of its hammer cost.
This one I don't agree with. But we shall see.

9877

  • Various adjustments to Properties and Obsolescence on select buildings on To Do list.
  • 3 Labs: Entomology, Herpetology, and Ornithology plus Hospital had No Education Property at all
 
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9875
  • Modders may change the order XML missions are written.
    • Note that XML missions that do not appear in enums should always be below the last mission that do! (not sure if they will work, but they won't work for sure otherwise)
    • Additional notes on how the DO and DON'Ts when editing the DLL's enums are found at the CvEnums.h and CvXMLLoadUtilitySet.cpp files.
The general guidelines with this change is for the DLL modders when they touch the enums. From the XML perspective, aside from adding new XML at the bottom (I don't know if it should work), there shouldn't be any fear of switching between mission's position in the list and such in the future.

Welcome @Raledon :thumbsup:

Please take a look at cvInternalGlobals::registerUnitAIs. Doing the same with missions before the mission xml's are read would have also fixed this issue in a simpler way.
 
9879
  • Fixed wrong tooltip being displayed for promotions when hovering over the white circle (with a number inside) that indicates how many units in a selected stack that have the promotion.
 
I agree but this is how Joseph demands it be.
T-brd Tajo was not agreeing with you at all. I'm don't see how you came to that conclusion.
 
Welcome @Raledon :thumbsup:

Please take a look at cvInternalGlobals::registerUnitAIs. Doing the same with missions before the mission xml's are read would have also fixed this issue in a simpler way.
Interesting...
The function seems to take care of units though, not the mission code. It doesn't seem I could effectively swap there to get the missions working.
On the other hand, I did implement a form of reflection, so I could refactor that function with my code.
Should I do it? Is it worth the bother/possible risks?

Edit: I think it might be possible to make such a change. I'm not sure how the system works well enough to make that change, though.
Should I check and refactor it?

Oh cool. Good to know. I'm not trying to dishearten Raledon here... just want to make sure the release is clean. I figured alberts2 woulda said something if he saw something about the programming to be awry. He contributed to some stuff I can hardly make heads or tails of myself. Obviously we're blessed to have some more coding assistance from someone with some skill and talent.
No problem, while I thought that I didn't touch anything I shouldn't, I was unsure myself. It's a good thing Toffer knew the source of the issue and could make an easy fix.
 
is the point I've been trying to make about why we need a hard obsoletion point. If we don't, we are rewarding players for resisting progression. The units are better if you upgrade them, but are also more expensive.
However what you are actually doing is saying "you must play this game this way" cutting out other play styles.

Mind you the whole Civ model is based on 19-20th century ideas of gathering your resources and organising your nation towards the future. A model which has been invalid for most of the world for most of the time humans have been around. Before the age of expansion it was all about returning the world to a better time, be it your grandparents time (they always go on about how things were better when they were young) or some Golden Age....<end rant>
 
I agree you should be able to train sub-standard units. You may not have the money to pay for these more expensive units. For instance, if you are expanding or capturing cities in a war, you may not be able to afford the per turn cost of the better units - but want some basic but more affordable protection.

So why don't you just restrict the newer promotions to the newer units.

I too agree heartly that a player should have a chance of building/training other units than the very best possible but within certain and not too broad(sensible)limits. Obsolition is what keeps that sense in this equation. Also, there are cheap and very affordable militia units in the game already for those who might fancy cheap alternative right? There is even a choosable option that summons militia in the cities that are under attack if I'm correct.
 
I too agree heartly that a player should have a chance of building/training other units than the very best possible but within certain and not too broad(sensible)limits. Obsolition is what keeps that sense in this equation. Also, there are cheap and very affordable militia units in the game already for those who might fancy cheap alternative right? There is even a choosable option that summons militia in the cities that are under attack if I'm correct.
P L E A S E STOP writing in this section, this is ONLY for "Changes" that ARE done in the SVN changelog by C2C modders, thx . . . pls use discussion thread, thx . . .SO . . . .
 
9881

Several fixes and tweaks to future content.

- Renamed techs: Attometer Engineering -> Atomic Scale Engineering and Attometer Nanomorphism -> Nanomorphic Troids.
- Magsail Worker can be built in space in addition to Earth.
- Nerfed Martian Mine
- Lunar Worker trains faster
- Lunar Mine can be built faster
- For future era warlord units, they are limited and now upgrade
- Partially fixed view of interplanetary terrains when in grid mode. There are no grid lines, but at least the right terrains are displayed.
- Early era salt producers don't go obsolete.

One request to fellow modders. If something in the pepper2000 module needs to be changed, please let me know and I can change it myself. If you don't want to wait for me to get to it, because I don't have much modding time any more and will probably take a few weeks, then please DM me. Some of the material is generated through a python script, and I don't want to overwrite your changes when I made some of my own. I retained the removal of ash and the inclusion of the Military Industrial Complex as a prereq for certain units, but it is possible that I missed other changes and accidentally reverted them.

9882

Reverted changes to the building classes file in the pepper2000 module. I see that those have been reformatted and I missed it and reverted those changes in 9881. Hopefully I didn't make any other mistakes like that.
 
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9883
  • Fixed an XML error in SpecialBuildings_CIV4BuildingInfos.xml.
  • Fixed encoding error in Improvements_CIV4GameText.xml
  • General XML Cleanup.
9884
  • Fixed an encoding error in Tech_CIV4GameText.xml that was introduced by TB in rev. 9745.
  • Fixed an xml error in Regular_CIV4BuildingInfos.xml
 
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9885
  • Adds Unitcombats for the new eras
  • Units are now assigned era unitcombats once trained, based not on the tech that they have as a prereq, but on the player's era that they are trained or last upgraded in.
  • Added tags in PromotionInfos MinEraType and MaxEraType which enforce that the promotions cannot be taken by units trained in eras earlier than the minimum era or beyond maximum era.
  • Updated most property control promotions with the MinEraType tags so as to loosely restrict the units that can take them.
  • Updated all Unit, Game Info and Building schemas
  • Corrections and adjustments to most merchant units - took all capital multipliers for trade missions down 1, increased base production drops to 80% of the training cost of the unit and applied new tag, bNoNonTypeProdMods to all units that have a production or food drop so as to help ensure a more accurate ROI measurement that doesn't USUALY allow for a more than 100% return on the production invested and helps with game balance for the food merchants. With that tag, unittype production modifiers do still apply to those units, as do handicap and gamespeed mods and trait/civic direct unit type modifiers.
  • Adds iTrainPercent and iConstructPercent tags to HandicapInfos.xml and applied values to them to help balance out various handicap settings and a problem with discord in construction vs tech achievement rates. Initial settings are identical to the research handicap settings. Added to Nightmare Mode as well.
  • Minor adjustments to the mathematics involved in the application of scaling tags on production costs so as to make the results align better with tech progression scaling factors.
  • A 20% overall reduction in the global that controls base construction and training costs.
  • Adds a global (with an initial 10% reduction) modifier for unit training costs specifically on Size Matters games. Such games require more units be trained than a standard core game.
  • Ikhanda adds an OR building prereq of the Warehouse.
  • Recosts the Water Department accurately.
  • The automatic Freedom Fighter promo given to partisan units no longer takes away their HN ability, not because it probably shouldn't but because it keeps them capable of being used in foreign lands without declarations of war rather than being stuck inside your own borders spreading crime.

I think, assuming no last minute fixes come in the door here, that's pretty much a version wrap from me. Whisperr has her final art packaging commit coming very very soon.

@strategyonly After her next commit, which includes the repacked FPKs, it should be over to you to package this thing up for release. I think we're good BUT I'd like to total deep freeze for the majority of Sunday here so as to have a little last minute playtesting to see if I can spot any major problems before we say we're ready to go. Since it's the Super Bowl, I can understand if you want to wait until Monday anyhow.

If nobody, including you, can finalize for release, I'll need full instructions on how to go about that.

EDIT: Some calculations were awry for a couple of reasons. I've fixed them and am compiling new dlls for that. However, Whisperr is trying to commit and the internet has decided it's time to go very slow as she's trying to upload huge FPKs. If service doesn't flicker on her we should be able to get these in soon but otherwise I have a feeling we'll have to go to bed and see if it worked in the morning. THEN I can commit my fixes on my end.

So we're a little stuffed at the moment.
 
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NOTE/WARNING: this NEW update after 9885 is a H U G E download, it includes new FPK's which are again HUGE . . i have a great internet and it took me approx 5-7 minutes. . if u have a slow one it might take u approx 15 or so minutes. .
 
9886
  • Corrected the stars on most buttons depicting Wondership. I was told not to do these beyond a certain point as this is Pepper domain.
  • Made some adjustments to religious building buttons to show religion and Wondership and Shrine.
  • Did a complete overhaul of all religious buildings and missionaries except female missionaries.
  • All religious icons have been recreated to be a uniform disc.
  • All temporary art files have been repacked into FPK's.
 
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