C2C SVN Changelog

10124
  • Minor subdued animals fix.
  • Change civic name from Atheist to Anti Religion.
  • Minor change to the Concept Vicinity.
  • OOPS! also added in pollution control to the worker Tradition Aesthetic whatever. It may be too high at -2 air/water per turn in all cities.
My computer died but I think I have salvaged everything I was working on. I am testing the change to the National Smelters and hope to get it up here soon.
 
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10125

Renamed space maps for visibility in scenario selection.

Now you can instantly spot space maps.
Spoiler :

Civ4BeyondSword 2018-07-15 09-49-37-47.jpg


10126

Updated TPEHEP's space map
 
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10127
  • Minor subdue animals fixes
  • New far smelters. National smelters are turned off but not removed.
The National Smelters have been replaced with Far Smelters. You can only build a Far Smelter for a metal if you don't currently have that bonus in range of one of your cities.
 
10129

German translations and corrections:
  • wanderer and gatherer unit (including pedia and strategy texts)
  • nomadic lifestyle and language tech (including pedia, strategy and quote texts)
  • automatism buttons for units (had to re-add some vanilla texts to remove inconsistencies in german translations)
  • volcano feature and concept
  • some combat texts
  • some promotions
 
10130

Added VS 2017 Solution files, along with a few changes needed to get it to compile.
  • Split up PythonInterface into another file, to fix out of memory compiler error
  • Changed #define WIN32_LEAN_AND_MEAN -> WIN32_WINNT 0x0600 to fix another compiler error.
  • MakefilePaths changed a bit to accommodate install paths that are created from following this guide: http://www.realism-invictus.com/forum/viewtopic.php?f=4&t=1375
 
New programmer in town now?
 
10131
Removed &#[NUMBER]; entries and replaced them with proper characters.

I guess conversion that was earlier skipped some things - essentially I cleaned dust in text files.

10132
Halved iNumBuildingNeeded for Species Recovery Center Great Wonder

It was two times too high, as sometimes you may have not enough space for all cities.
 
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I think this surprisingly slow code in CvCity.cpp (in two places) should be replaced with a 2nd version (as far as i see, it's exactly the same stuff, but already pre-calculated)

Code:
        if (!bResult)
        {
            if ( bonusAvailableFromBuildings(eBonus) )
            {
                for(int iI = 0; iI < GC.getNumBuildingInfos(); iI++)
                {
                    CvBuildingInfo& kBuilding = GC.getBuildingInfo((BuildingTypes)iI);

                    if ( kBuilding.getFreeBonus() == eBonus || kBuilding.hasExtraFreeBonus(eBonus) )
                    {
                        if ( getNumActiveBuilding((BuildingTypes)iI) > 0 )
                        {
                            bResult = true;
                            break;
                        }
                    }
                }
            }
        }


Code:
        if (getFreeBonus(eBonus) > 0)
        {
            bResult = true;
        }

Or maybe even
Code:
        if ((getFreeBonus(eBonus) > 0) && (!isNoBonus(eBonus)))
        {
            bResult = true;
        }

"NoBonus" seems to be unused in XML, but maybe someone will want to use it in the future.
 
SVN 10133
Freight doesn't need Shopping District anymore.

This discrepency was reported here.
I guess those hapen if buildings/units are moved around tech tree, or techs containing things or their prereqs are moved.
 
10134
  • Removed two duplicate tech entries.
  • Cleaned up some text xml and made a few text corrections along the way.
  • A small event adjustment I made some months ago but forgot to commit.
    • Attempt to fix the "lost at sea" event.
 
10136
  • Minor animal fixes including fixes for the megafauna standards.

  • Minor comments added to the MLF files to aid in their use. Basically saying which sub folders are usable and which not, along with some warnings ie for Killer Rabbits.

  • Locusts adjusted.
    • Current set moved to Bad_Karma with the start tech fixed for small and normal swarms.
    • Core now only has small swarms and they do not occur before Agriculture.
 
10137
  • Added localization to 'TXT_KEY_BUILDING_WEASEL_MYTH_EFFECT'.
  • Removed double spaces in the localization of 'Flocks of Peacock Effect' and 'Flocks of Turkey Effect'.
  • Corrected the localization of 'Effect Myth (T) - Deer' to 'Myth Effect - Deer' in order to follow the naming pattern that is in place.
  • Removed the (T) from the localization of 'Myth Effect (T) - Marsupial'.
 
10137
  • Corrected the localization of 'Effect Myth (T) - Deer' to 'Myth Effect - Deer' in order to follow the naming pattern that is in place.
  • Removed the (T) from the localization of 'Myth Effect (T) - Marsupial'.
I had just put those in!!! They are some of the Taxonomy myths. Ones that become available at Taxonomy. Some become available earlier and some later. They represent the way humans classify animals.
 
10139

Changed the unhappiness by city limits feature. This is an option when starting a game. If you do not like it, do not select it.

See the discussion thread for more details.
 
10140
Fixed several typos in Gameoptions text.
Added strategy text for welfare civic (Private) - State sponsored charity.

By the way some civics are missing startegy texts - that is ones you can see when new civics gets unlocked and game asks if you want to change it to it.

10141
Removed remaining comments denoting ingame name of tech.
Updated save breaking notes with 110 techs, that have mismatching ingame and internal name.
That is ~12% of all techs

I guess there is 500 more such mismatches if you count all units, buildings, resources, civics and so on.

Some of those were typos, name changes as techs got repurposed or someone wanted to write one or two words less.
 
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