My take on stuff

That's easy.
All that is needed is to add <iAppearance>X</iAppearance> to the burnt forest feature xml entry. I have X=100 in this modmod.

For years now, this modmod have placed burnt forests on map generation, evolved burnt forests to "new forest", evolved "new forest" to forest and evolved forest to "old forest".
All the forest types have had a chance to burn down too in this modmod and thus becoming burnt forest.
I have never seen the burnt forest on any map i have played, unless i go into the features area on the map and place them there myself??. .not just the words burnt forest but the actual "burnt" forest . .we got them from FfH
 
I have never seen the burnt forest on any map i have played, unless i go into the features area on the map and place them there myself??. .not just the words burnt forest but the actual "burnt" forest . .we got them from FfH
That's because C2C core have <iAppearance>0</iAppearance> in the burnt forest feature entry inside CIV4FeatureInfos.xml. It will never be placed on the map without setting that number greater than zero.
The forest fire event in C2C core only removes the forest, it doesn't add the burnt forest.feature instead.
 
Hey @Toffer90! I was wondering if you had a list anywhere of all that is included here as it seems to be a lot more than what is listed in the first two posts. No problem if you don’t, just means I’ll have to do a bit of reading!
 
Yeah... I don't really have time to document everything i do in these modmods.

Lol sounds like it’s time to start reading! Also wondering if there has been any progress on merging some of your mod-mods, pieces from this one or PPIO to the core, even just as options. Some of your stuff, especially on the PPIO front is basically mandatory for me to enjoy c2c now!
 
MToS v0.1.8
SVN rev. 10541
  • Removed manufactured bug bonus from the game, I can see no way to use the bonus in an interesting way.
  • Removed upkeep from militia civic, added a flat -5% gold output to the civic instead.
    • You won't lose cash from the beginning of the game anymore, not even on deity. (don't know nor care about nightmare)
MToS v0.1.9 ▬ Apr 23.
SVN rev. 10551
  • Updated to latest SVN
  • Misc balancing tweaks.
 
Last edited:
A little behind are you not?
 
MToS v0.1.10
SVN rev. 10551
  • Lots of balance tweaking.
  • Hunter units will no longer defend first against an animal unit if there's an escort present that has a better chance of winning the battle.
 
Last edited:
Hunter units will no longer defend first against an animal unit if there's an escort present that has a better chance of winning the battle.
I did do this with the core already didn't I?
 
Nope, hunters in core always defend first if an animal attack, doesn't matter if there's a stronger military unit there to protect the hunter.
Having it like that would perhaps make sense for the late game hunter units as they are strong enough to win against almost any attacking animals.
But then again, late game hunters would probably be the best defender against an attacking animal anyhow, so would defend the stack even without the force rule for it.

It is annoying if the hunter is badly hurt and seek refuge in a stack of soldiers, only to be offed by a trained dog type unit that attacks the stack right after.
I thought I'd turned it off. It's good for them to attack animals first in a stack, but not defend from animals first always. From what you know of those tags, is it possible to set them in this manner?
 
Yeah, that's the trick. I mean, I knew that but it's been a while since I dealt with it and you just made your tweak so I figured it was fresh on the mind for you.
 
Remove the red one.
<UnitCombatTargets>
<UnitCombatTarget>
<UnitCombatTargetType>UNITCOMBAT_ANIMAL</UnitCombatTargetType>
<bUnitCombatTarget>1</bUnitCombatTarget>
</UnitCombatTarget>
</UnitCombatTargets>
<UnitCombatDefenders>

<UnitCombatDefender>
<UnitCombatDefenderType>UNITCOMBAT_ANIMAL</UnitCombatDefenderType>
<bUnitCombatDefender>1</bUnitCombatDefender>
</UnitCombatDefender>
</UnitCombatDefenders>
Chasers don't have these tags, but that's probably just an oversight.

@raxo2222: Do you want to deal with this? Only for the hunter units though, not the law enforcers, it makes sense for criminals and law enforcers to mostly live in their own realm separated from other units.
Only hunter combat class units had this red tag except for 4 units.
That is regular, cultural (neanderthal and other ones requiring culture) and master (ones from Great Hunter GP) flavors of hunters.

Four units, that doesn't have combat class of Hunter with <UnitCombatDefenderType>UNITCOMBAT_ANIMAL</UnitCombatDefenderType> are: Scout (recon), guide (recon), explorer (recon), adventurer (recon).
 
Last edited:
Remove it from recon units too.
Okay.

Now no units have this entry: <UnitCombatDefenderType>UNITCOMBAT_ANIMAL</UnitCombatDefenderType>

Only other entry type is <UnitCombatDefenderType>UNITCOMBAT_CRIMINAL</UnitCombatDefenderType> and law enforcement units have this.
 
Last edited:
Only other entry type is <UnitCombatDefenderType>UNITCOMBAT_CRIMINAL</UnitCombatDefenderType> and law enforcement units have this.
As I do want them to keep.
 
MToS v0.1.11
SVN rev. 10551
  • Fixed possibility for gatherers to become un-trainable before sedentary lifestyle.
I hadn't noticed how much city distance maintenance there was on small maps as I've only tested the modmod on Gigantic and Giant.
City distance maintenance seemed well balanced on gigiantic maps, but turns out it was completely off for even the Standard map size.

I've decided to make city distance maintenance almost the same for all map sizes.
There will be a small difference so that there is a bit more freedom on large map sizes to put your two first cities further apart (on Deity diff), while on the smallest maps (still talking about deity) you pretty much have to put your two first cities as close together as possible (meaning three plots between cities) or play with one city longer than you are used to.

MToS v0.2.0 ▬ Apr 25.
SVN rev. 10561
  • Rebalance of city distance maintenance, now it's playable on all map sizes.
  • Misc stat tweaks. e.g. Chaser has one less camouflage invisibility point, and tracker has now one more camouflage invisibility point. Makes the tracker more of an upgrade of the Chaser.
  • Hurricane/Cyclone events can no longer destroy buildings that are immune to nukes. They also won't happen far north/south in the map, only within 30 degrees latitude from equator.
MToS v0.2.1
SVN rev. 10561
  • Fixed faulty culture mechanic, this time I tested it in-game.
MToS v0.2.1.1 ▬ minor update May 30.
SVN rev. 10584
  • Adapted to latest SVN revision.
    • Mostly means that the holy mountain quest fix is now here too.
 
Last edited:
Hi Toffer90,

Is this good to play with the latest SVN at all ??

Cheers
CF
 
Last edited:
MToS v0.2.1.2 ▬ minor update July 8.
SVN rev. 10654
MToS v0.2.1.3 ▬ minor update July 9.
SVN rev. 10663
MToS v0.2.1.4 ▬ minor update July 12.
SVN rev. 10672
MToS v0.2.1.5 ▬ C2C v39 edition July 20.
SVN rev. 10703

MToS v0.2.1.6 ▬ C2C v39 edition July 21.
SVN rev. 10703
  • Fixed one TXT_KEY error.
  • Change the Builder unit from COMBAT_WORKER to WORKER as main unit combat type.
    • Will probably make the AI train this unit, as it is evaluated for its worker capability instead of for its combat capability (which it mostly sucked at, combat I mean.)
MToS v0.2.1.7 ▬ C2C v39 edition July 22.
SVN rev. 10703
  • Minor text tweaks.
  • Updated PPIO patch for v0.6.5.3
 
Last edited:
MToS v0.2.1.8 ▬ July 24.
SVN rev. 10746
MToS v0.2.1.9 ▬ July 26.
SVN rev. 10758
MToS v0.2.2.0 ▬ July 27.
SVN rev. 10773
MToS v0.2.2.1 ▬ July 31.
SVN rev. 10826
MToS v0.2.1.8 ▬ July 24
SVN rev. 10746
MToS v0.2.1.9 ▬ July 26
SVN rev. 10758
MToS v0.2.2.0 ▬ July 27
SVN rev. 10773
MToS v0.2.2.1 ▬ July 31
SVN rev. 10826

MToS v0.2.2.2 ▬ Aug 01
SVN rev. 10854
  • Fixed wanderers being able to waltz into barb/neander cities and razing/capturing it while there's barb/neander units garrisoned in the city.
    • Now he simply enters the city without a fight like the exile unit do.
  • Small adjustments to the builder unit in the hopes that the AI may find it worthwhile to actually train it.
    • Reduced hammer cost by 1/3 and removed the +1 extra gold upkeep he had.
MToS v0.2.2.3 ▬ Aug. 03
SVN rev. 10871
 
Last edited:
Back
Top Bottom