1. We have added a Gift Upgrades feature that allows you to gift an account upgrade to another member, just in time for the holiday season. You can see the gift option when going to the Account Upgrades screen, or on any user profile screen.
    Dismiss Notice

My take on stuff

Discussion in 'C2C mod mods' started by Toffer90, May 17, 2015.

  1. strategyonly

    strategyonly C2C Supreme Commander

    Joined:
    Mar 13, 2006
    Messages:
    20,573
    Gender:
    Male
    Location:
    MN
    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
     
  2. Toffer90

    Toffer90 C2C Modder

    Joined:
    Oct 16, 2011
    Messages:
    7,153
    Location:
    Norway
    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.
     
  3. GiuseppeIII

    GiuseppeIII The Third Giuseppe

    Joined:
    Jul 12, 2011
    Messages:
    648
    Location:
    Chicago IL
    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!
     
  4. GiuseppeIII

    GiuseppeIII The Third Giuseppe

    Joined:
    Jul 12, 2011
    Messages:
    648
    Location:
    Chicago IL
    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!
     
  5. Toffer90

    Toffer90 C2C Modder

    Joined:
    Oct 16, 2011
    Messages:
    7,153
    Location:
    Norway
    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: Jul 8, 2019
  6. irishhombre

    irishhombre Prince

    Joined:
    Oct 29, 2014
    Messages:
    494
    Gender:
    Male
    Location:
    Rannoch, Perseus Veil
    A little behind are you not?
     
  7. Toffer90

    Toffer90 C2C Modder

    Joined:
    Oct 16, 2011
    Messages:
    7,153
    Location:
    Norway
    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: Apr 25, 2019
  8. Thunderbrd

    Thunderbrd C2C War Dog

    Joined:
    Jan 2, 2010
    Messages:
    27,936
    Gender:
    Male
    Location:
    Las Vegas
    I did do this with the core already didn't I?
     
  9. Thunderbrd

    Thunderbrd C2C War Dog

    Joined:
    Jan 2, 2010
    Messages:
    27,936
    Gender:
    Male
    Location:
    Las Vegas
    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?
     
  10. Thunderbrd

    Thunderbrd C2C War Dog

    Joined:
    Jan 2, 2010
    Messages:
    27,936
    Gender:
    Male
    Location:
    Las Vegas
    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.
     
  11. raxo2222

    raxo2222 Time Traveller

    Joined:
    Jun 10, 2011
    Messages:
    7,705
    Location:
    Poland
    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: Apr 23, 2019
  12. raxo2222

    raxo2222 Time Traveller

    Joined:
    Jun 10, 2011
    Messages:
    7,705
    Location:
    Poland
    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: Apr 23, 2019
  13. Thunderbrd

    Thunderbrd C2C War Dog

    Joined:
    Jan 2, 2010
    Messages:
    27,936
    Gender:
    Male
    Location:
    Las Vegas
    As I do want them to keep.
     
    raxo2222 likes this.
  14. Toffer90

    Toffer90 C2C Modder

    Joined:
    Oct 16, 2011
    Messages:
    7,153
    Location:
    Norway
    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: Jul 8, 2019
  15. colonelflag

    colonelflag Warlord

    Joined:
    Dec 2, 2009
    Messages:
    101
    Hi Toffer90,

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

    Cheers
    CF
     
    Last edited: Jul 6, 2019
  16. colonelflag

    colonelflag Warlord

    Joined:
    Dec 2, 2009
    Messages:
    101
    Great thanks ! :)
     
  17. Toffer90

    Toffer90 C2C Modder

    Joined:
    Oct 16, 2011
    Messages:
    7,153
    Location:
    Norway
    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: Aug 26, 2019
    colonelflag and TaylorItaly like this.
  18. colonelflag

    colonelflag Warlord

    Joined:
    Dec 2, 2009
    Messages:
    101
    So with PPIO merged into the Core C2C build is this Modmod still playable ?
     
  19. colonelflag

    colonelflag Warlord

    Joined:
    Dec 2, 2009
    Messages:
    101
    Great thanks Toffer90 :)
     
  20. Toffer90

    Toffer90 C2C Modder

    Joined:
    Oct 16, 2011
    Messages:
    7,153
    Location:
    Norway
    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: Aug 26, 2019

Share This Page