C2C SVN Changelog

10275

The pedia sections of Persistence Hunting to Slavery have been revised to include updated history and a proper strategy section.

Changed the quotes (including narration) for Adhesives, Binding, Bone Working, Ground Stone, Prehistoric Music, Druidic Traditions, and Simple Wood Working. (thanks @Yudishtira for providing new text for the first four and @tmv for the last one.)

Corrected narration of Shamanism. (thanks @Galadrion).
 
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10279
Fixed few tech cost and resource mistakes.

@pepper2000 you miscosted two techs :p
Police precinct no longer requires biopolymers, and I moved viroteraphy building one column to right, to Molecular Medicine (unlocks resource needed by this building), it fits more this building by the way.
These were only two GOM bonus entries, that caused building to be unlocked before prereqs.
 
10281
Human Mod National Wonders now start with "HM" in their name for convenience (there are 29 of such buildings).
Sorted Human Mods in increasing Xgrid order and did minor revision.

Radiation Tolerance no longer needs Robotic Body, as it is already required by Heat Tolerance.
Zero G Adaptation no longer is dead end, Martian/Lunaris needs Novel Senses, and Alien Hybrid now additionally require Zero G Adaptation OR Lunaris OR Martian (AND weren't used, so you can still build these without space map).

That is "technoevolution" has no dead ends now.
Spoiler :

firefox 2018-11-26 13-02-36-24.jpg



10282
Nightmare handicap no longer receives -1 happiness to cover edge case of unhappiness from traits.

Bug was reported here.
 
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10283
  • More settler types now give ekstra population to new cities.
    • Settler +1
    • Colonist +2
    • Pioneer +4
    • Air settler +7
  • When the city get extra population it will also recieve 33% of the food bar filled so it won't shrink on the first turn.
  • Cultural level is also initially higher for cities that start with more population.
    • With the "1 cultural tile city founding" option a starting population of 2 or higher will increase the cultural level of the city by one level.
    • Without the option, cities will get the first free cultural level when starting out with 3 or higher population.
    • Cities that start with 7 population or more will get two free cultural levels.
 
@KaTiON_PT you did few mistakes here.

10287
Minor fixes to last commit:
Unit costs are rounded to nearest 5.
Moved Polymerization tech one column to right and recosted it and its buildings.
Sorted techs in tech XML.
 
10289
Fixed map category errors with Solar System buildings (they had Earth map category by mistake).

There were only such buildings with mistakes.
 
10290

Untangled late industrial era technologies a bit.
Eiffel Tower now requires Civil Engineering as well.
Subway Station is now unlocked with Mass Transit (was Civil Engineering).
Cao Dai has been moved to early modern era.
 

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10291

Modern Lifestyle now only has one OR prereq. This means that in order to research Modern Lifestyle the next technologies must have been researched: Compulsory Education, Mass Transit, Radio and Refrigeration.
 
10291

Modern Lifestyle now only has one OR prereq. This means that in order to research Modern Lifestyle the next technologies must have been researched: Compulsory Education, Mass Transit, Radio and Refrigeration.
Now I'm removing redundancies too, sorry :p

10292
Removed tech redundancies in Industrial and Modern era.

10293
Forgot to commit file (removed tech redundancy).
 
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10294
  • Added a global, UPSCALED_RESEARCH_COST_MODIFIER, in GlobalDefines.xml, that allows us to set the % modifier for tech costs under the Upscaled Research Costs option. I set it to 0 for now so that the rest of the XML establishing that option could be removed before adding this modifier so that current games using the option won't get screwed up by an update. Set to 40% (or whatever you want) as soon as you're done with that end Raxxo.


  • Added functions to track the date that a tech was first researched in the game and applied it, for Divine Prophets games, to a rule that enables the discoverer of a religious tech to be the only one capable of using a prophet to found that religion for the first few rounds after discovering it. Depending on whether you are playing with simultaneous turns in mp or on single player, you may only effectively have one actual turn to use the prophet you get for discovering the religious tech before it's open territory for any prophet to get that tech.


  • A few other minor efficiency adjustments that won't make any significant difference, just slightly improved code in a few spots is all.
 
10295
Updated "Upscaled Research Cost" option XML side.
GameSpeedInfos is now 2x smaller, and there is global where you can adjust options research cost modifier: UPSCALED_RESEARCH_COST_MODIFIER

Current games should go fine.

10296
One national smelter had missed rename.
 
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EXPERIMENTAL update.
Later games may be more impacted than earlier games.

10297
Following classes of buildings (Earthly ones) were covered with blanket AIweight of 1 - AI is now forced to consider building them, if before they had no value.
If they had any value for AI, then not much changed here.
All buildings, that are required for other buildings.
All Industrial and later resource producers (not counting culture/trade resources and world wonders).
All National Wonders, that give free building or are required for something or provide bonus (not counting Not in near city buildings).
This means AI should be better especially in later eras.

Hunting Instructions and NASA got treated with AI weight - in my tests former building was being built eagerly by AI and latter wasn't hence forced value increment of building prereqs and resource producers.

Removed AIWeight from places, where it had no effect - only Community Discussion was good place for it.
Galactic Cantina is used in futuristic national wonders chain - it is now immune to alcohol prohibition.

Increased air and water pollution entries to 3000 as temporary measure - AI tended to have around 2000 pollution in Modern/Industrial era on my Ultrafast Nightmare tests.
Air/water pollution entries are increased by 50%.
----

AI now should build things like NASA or Hunting Instructions too.

EDIT: Changes to pollution are now permanent.
 
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10298
  • Added a new set of unit/unitcombat/promotion tags for the sake of animal AI considerations. bGatherHerd and iGatherHerdChange. It's pretty simple in concept and something I may use for behavioral changes later but for now it just means that the animal unit is willing to merge with others like it if it can. At the moment it's only set to the Herding unitcombat. It may eventually be used for some diseases to remove the will, applied to specific animals that don't have the herding unitcombat if they are still the type, and used to also guide them to seek out each other and follow other units of the same type. It's unnecessary for the player to be made aware of this feature so there's no text associated with these tags.

  • The above was necessary because I have, for the sake of helping with the Barbarians hoarding units and thus slowing down the game later problem, enabled barbs to want to merge if they can. Other NPCs will as well UNLESS they are animals without the above noted indicator.

  • Double move promotions/ability now applies equally to any plot the unit is passing through that has the hill/feature/terrain that is indicated in their double move ability.
 
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