changelog for v27

if you check the svn thread, you can see anything
 
Apparently we haven't put one together for v27 yet. We change so much its tough to keep up with! Someone who's ON the SVN could probably put together a list of the notes made there though. Would be a good project for a non-modding team member.
 
It has taken me over an hour to do a first cut on converting what Desolator supplied above into the form that people say they want. I reckon I have about another half hour to go then I will need to format it for here. I repeat it is neither easy or quick to make a change log! :) As a reward to myself for getting this far I am going to play with the new C2C v27 for an hour or so.

Edit: I decides to put the bits here that I have finished

Overview of main areas of work
  • Costs for units and buildings have been balanced for all eras but especially the latter eras.
  • Buildings have been overhauled to have more realistic requirements in particular the manufactured resources like furniture.
  • New combat mods (combat classes, promotions and promotion lines)
  • New leader traits which include some of the new concepts like Crime
  • New Game speed, Eons. Has 10000 turns and is in between Snail and Eternity.
  • Improvements to the screens, hover over texts and pedia entries.
  • CTD and OOS bug fixes and improvements to memory usage, turn speed and AI
  • New concepts Holidays, Disease, Pests and Pollution (water and air).

Issues
  • Espionage costs
  • Tech Diffusion
  • Global warming
  • Disease and unhealthiness due to terrain
  • Make "start in ancient era" workable. A start has been made in the v27 release but it is only a beginning.

A bit more detail on what is in v27
  • Translations - more done for French, German and Italian.
  • Game Speed - new speed and tweaks to current speeds
  • Events
    • many small tweaks and extensions (eg Kangaroo resource may spawn from the animal migration events)
    • volcano events should now only report if you can see the volcano
  • Sound
    • new text quotes (or were these added after after v27)
    • build sounds fixed for some buildings and units.
  • Tech tree
    • cost balancing
    • some rearrangement on the tech tree screen
  • Buildings
    • balance costs over the eras
    • major make over resource and tech requirements
    • some buildings automatically build when you have the prerequsites in the city - all housing and the wonder Valley of the Kings
  • Units
    • balanced unit costs across eras
    • Opportunity Fire (bombardment) fixed
    • Lawyer mod by tsentom1 added
    • some units now get reductions in costs due to resources.
    • some forced obsolete at certain tech so they can't be built any more.
    • improve hover over information eg tamed and subdued animals now show what buildings they can construct
    • improved hover over for promotions eg now shows change in chance to subdue animals
  • Terrains, Terrain Features and Improvements
    • Add mangrove feature to marsh in tropic and semi tropical latitudes.
    • Watermills no longer remove jungle, mangrove etc when they are built.
    • Fossils now a map resource not a terrain feature
  • Resources
    • New Henna and Indigo (replaces Dye on map and Dye is now manufactured)
    • New Guinea Pig
    • Fossils are now a map resource not a terrain feature
    • changed when some resource improvements become available (cotton and coffee)
    • changed unit costs for units that use resources eg stone and wood units.
    • Add depletion values for metals which did not have them.
  • Subdue Animals (Editor's mod so gets more detail because I know it better)
    • hover over also shows which buildings they can build. (Not all have been done yet.)
    • sea animals can now spawn at a different rate to land animals.
    • you can choose to escort captured animals back to your nation rather than teleporting them. Different options for sea and land animals.
    • new animals Capuchin Monkey and Sea lion. Sea lions come by land and by sea.
    • redid the concept page. It now describes the options and how to change the general spawn rates.
  • Religions (Editor's mod so gets more detail because I know it better)
    • Restore The_J's Real favorite religion Mod.
    • All religions now have a founding cutscene.

Bug fixes, AI changes and other "SDK" improvements
  • Viewport graphic and CTD fixes
  • reduced memory usage
  • increased turn speed
  • improved AI
    • AI units better handle terrain damage
  • CTD fixes
 
Argh, I have had enough. in the file below is the culled list of changes for the dll stuff. Could one of you "SDK guys" please translate it into a change log. If you post here I'll get SO to merge the results and put them in the right place. :mischief:

Sis I get the above post right? Did I miss anything (eg Combat mods)?
 
Argh, I have had enough. in the file below is the culled list of changes for the dll stuff. Could one of you "SDK guys" please translate it into a change log. If you post here I'll get SO to merge the results and put them in the right place. :mischief:

Sis I get the above post right? Did I miss anything (eg Combat mods)?

The Combat Mod is a bit tough to changelog appropriately since it altered the dll considerably but much of it doesn't affect the actual game yet.

Our first uses of the Sub-Combat method has been Criminals and Canines. There were also a number of new promos for both.

Combat itself has changed a bit in that unit values are recalculated every round so when a unit is injured in combat it weakens for the remainder of the combat.

What the combat mod has added mostly at this point is a huge number of new available tags, most of which won't be in use until much later and most in use under new game options.

To say equipments have been 'added' at this point is a bit premature as only the potential for setup has been generated at this point (and it still needs some AI work before we get actual equipments developed and included.)

Not sure if you mentioned a fix to make Opportunity Fire (bombardment) only target the strongest adjacent unit rather than the strongest adjacent unit in every adjacent space.
 
Since I can't make good sense of the dll fixes I have added some generic lines to that area of the log above. BTW Thunderbrd, the comment on Opportunity Fire in the SVN looked like a change to the bombard unit not the bombardment action. ;)
 
Downloading right now. :D
I was surprised, cause I was under the impression that your Freeze would take much longer.
Or does the time simply run so fast??? :lol:
 
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