C2C SVN Changelog

10223
Removed multiple Walls and High Walls entries to fix graphical glith with Walls and High Walls buildings.
Walls weren't properly displaying for certain artstyles.

Now there is single Walls/High Walls for all artstyles.
Walls were lasting less than one era anyway, and high walls had only two versions - so much effort wasted here...
Bug report is here.
Some things just can't stand test of time.

By the way sometimes you guys committed things without writing message - went all way to SVN 6800.
Before that you guys made like 10 commits per day and kept forgetting about writing SVN number on forums :p
Those were from February 2014.
That's because SVN usage was still a work in progress. You've just inherited a bit more refined system than back then.

And If you made changes that go back to SVN 6800 I Sure Hope you thoruoghly tested it Before you Committed It! Else.....you may have broken it. Reoccurring CTD's?!!!
 
And If you made changes that go back to SVN 6800 I Sure Hope you thoruoghly tested it Before you Committed It! Else.....you may have broken it. Reoccurring CTD's?!!!
You misread my post.
I was adding messages, where modders forgot to add them back to SVN 6800.
You know, that if you right click "Show Log" somewhere inside mods folder, then you see Log Messages.
Sometimes commit doesn't have message entry.
Now only commits earlier than 6800 might have missing messages (no text written).
I copied messages from forums - they posted them on forums but not in Message window, that appears when committing things.
I went back to add those - you right click on SVN entry and click on "Edit Log Message".
You can edit any modder's message or at least when they left it empty.
That is that wasn't related to stuff inside mod, but it was about documentation of changes.

As for reoccurring CTDs, that happen with starting new game... they are here since eternity - they sometimes happen eventually, if you generate new map or start scenario over 10 - 20 times even with restarting game.
This may be even vanilla Civilization 4 bug.
There is some sort of cache here in addition to My Documents:
C:\Users\<USERNAME>\AppData\Local\My Games\Beyond the Sword <-- I only recently knew about this one.
C:\Users\<USERNAME>\Documents\My Games\Beyond the Sword <--- This one is commonly known.

I always check my changes with Diff tool and test changes in game.

10224
ForceObsoleted Neanderthal Brute at Flintlock.

All other Neanderthal units are ForceObsoleted at some techs.
 
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SVN 10225

Each civic now has a different flavor text that defines lore-wise what it is supposed to mean and a revamped history section that is accessible through the pedia. (See the full list of changes here).

Ten civics now have different tech prerequisites as a way to make some newer but rather empty technologies that better reflect each civic more useful.
Spoiler List of changes :

  • The welfare civic Eco-friendly (was Paradise) is now unlocked later with Environmental Economics (was Ecological Engineering).
  • The economy civic Subsistence is now unlocked earlier with Hunting (was Pottery).
  • The education civic Propaganda is now unlocked a bit earlier with Propaganda (was Fascism).
  • The rule civic Mind Control is now unlocked later with Simulated Reality (was Cybernetics).
  • The workforce (was labor) civic Centralized (was Centralized Labor) is now unlocked later with Management (was Marxism).
  • The education civic Instant (was Instant Education) is now unlocked later with Knowledge Mercantilism (was Mind Uploading).
  • The agriculture civic Corporate Owned (was Corporate Agriculture) is now unlocked later with Agricultural Engineering (was Corporation).
  • The military civic Starfaring (was Omni Imperialism) is now unlocked much earlier with Astroimperialism (was Cosmic Warfare).
  • The immigration civic Secured Borders is now unlocked earlier with Foreign Policy (was Applied Economics).
  • The immigration civic Skilled Workers is now unlocked a bit later with Globalization (was Applied Economics).

The powerful Megafarm building is now unlocked later with the industrial era technology "Agricultural Engineering" as this type of large-scale ventures were only possible after the industrial revolution with the advent of pesticides.

SVN 10226

Corrected values for Regular_CIV4BuildingInfos.xml.

SVN 10227

Corrected a typo (removed extra M) from Paper Money's lore.
 
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SVN 10229

The education civic Xenosemiotic now requires Species Amalgamation (was Xenodiplomacy) and the immigration civic Interstellar now requires Xenodiplomacy (was Species Amalgamation).

Corrected the grammar of Free Church and of a few history sections.
 
SVN 10230
Cultural sea workers (Neanderthal and Gone Dau) now have same build actions as normal workboats before Modern Workboats.
They also can now build beacon/lighthouse on Great Reef Barrier natural wonder feature.
Changed names of workboats to unify their naming scheme and to fit them better in eras - instead of Ancient/Classical now they are Prehistoric/Ancient.
Added warning to BUG option "Hide Obsolete Workers Actions", that it might hide some improvement and route build actions despite them not being obsolete - this is ancient DLL bug.
Tunnels are always impacted by this bug, they are unlocked at end of Industrial era and are buildable by Modern Workboats and Constructor Ships.

@Toffer90 you might want to update your XML assets.

SVN 10231
Fixed inconsistent usage of bRequiresActiveCivics tag (displays text, that building requires civics)
Added same civic requirements to buildings, that were requiring building needing civics.
Fixed buildings, that were unlocked before earliest civic requirement was unlocked.
Added few alternative civics to buildings, that had only one civic requirement.
 
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I added new option:

SVN 10234
Added new game option: Dangerous Wildlife.
With it any kind of animal can spawn within borders even on improved plot.
That is dangerous predators may spawn in middle of empire.

Animals info dictate if animals can spawn within borders (unimproved terrain only/improved plots/cities depending on value).
All animals can now spawn on improved tiles (few of them can spawn in cities) - <iAnimalIgnoresBorders>2</iAnimalIgnoresBorders>.

Spawn info dictates if animals can spawn on neutral terrain only.
They all are set to spawn within borders too - <bNeutralOnly>0</bNeutralOnly>.

More testing is needed to see if it actually works.

SVN 10235
Strong nerf of global unhappines (crimes) to prevent collapsing of large empires in Modern and later eras.

SVN 10236
Oxidization factory now doesn't require lithium - it gets small productivity boost with it mow.
Lithium is too hard to obtain (needs Salt and Lead) - at the end of supply chain you need it for Police Mech.

SVN 10237
Updated Notes txt tech list, where techas have different ingame and defined (TXT_KEY) names. There is now 110 such techs.
Changed Hunter-gathering to Hunter-Gathering civic name.
Researched techs now are grey-yellow.
 
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Disabled and hidden Dangerous Wildlife option for now - needs DLL method due to memory leak bug even when not used.

SVN 10238

Disabled Dangerous Wildlife option due to massive memory leak.
Option is now hidden, and any existing games using this game option will fall back to default definitions.

@Thunderbrd DLL way is needed to simply override certain tag values.
It seems like alternative definitions are always fully loaded even if they aren't needed.

For spawn infos all animal spawns would have <bNeutralOnly>0</bNeutralOnly> and all animal units would have <iAnimalIgnoresBorders>2</iAnimalIgnoresBorders> if they arent <iAnimalIgnoresBorders>3</iAnimalIgnoresBorders>

Tortoise SVN can't show what I changed in this commit (Animals_CIV4UnitInfos.xml) but I reverted SVN 10234 commit.

Here you can see changes to AnimalInfos.

Now we know, that we can't use GOM overrides for hundreds of entries :badcomp:
 
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10240
Added flat +production to Tannery and by extension to its replacement chain.

Requested here, as it might fix bug with it.
That is some buildings aren't updating its resource dependent yields if resource gets added to empire.

10241
Changed 10 buildings, that were using improper tag for empire wide building prereq (Must own X buildings).
Myth/Wonder prereqs (anywhere in empire) are set to not scale with map size.
 
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SVN 10242
Spies should be useful after reducing <iEspionageDefense> modifiers for pre-Transhuman buildings.
Regular/special buildings got their iEspionageDefense reduced 5x and national/world wonders got their effect reduced 2x, if they had values over certain threshold.

This was found here.

SVN 10243
Researched tech color is now same as Future Tech.

Requested here.
 
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SVN 10244

Fixing error with airport icons (reported by @Toffer90 here).

Note: This is my first time commiting anything related to the DLL. I made sure everything was alright but if issues arise in the future then look no further than this commit.
 
10246
  • Fixed an localization problem in CvPlayer.cpp that prevented gender and plural of an inserted tech to be correctly applied (replaced getDescription to getTextKeyWide)
  • Shortened gender and plural informations in german translations (Civics, Tech and Combat) - thanks to Toffer90
  • German translations for some promotions and the civic Native Language
 
SVN 10248

Removed unnecessary files in Faustmouse Modules
Streamlined help tooltips and terrain requirements of space settlers.
Space units, that can be built on Earth now require Rocket Fuel if they didn't before, and now display help tooltip indicating, that they are space units and are useless on maps without space part.
Fixed small text error in tamed animal text.


SVN 10249

Improved few improvements response on techs:
Manufacturing Complex now gains instead of losing +1 production/commerce with Rapid Prototyping.
Windmill/Watermill no longer gets lowered food yield on Electricity - they upgrade to Modern Windmill/Hydroelectric Dam anyway.

Reported here.
 
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