My take on stuff

No probably won't be until civics are completed, far from it right now.

Some of the modmods elements might be integrated to the SVN some time after the release of v36.
 
You could always put it in the My Mods (Unloaded) part of the SVN, Toffer.
 
Toffer's C2C modmod v0.1.3.6 for C2C v36 (SVN Rev. 8786)

-Revised prehistoric tech tree yet again.
-Added new building to composite tool tech.
-Unit adjustments.
-Still no real progress on civics :(
 
Toffer's C2C modmod v0.1.3.7 for C2C v36 (SVN Rev. 8790)

-Prehistoric, Unit/animal balancing.
-Made all combatants (not recon/hunter) that are pre-composite-tools have hidden nationality and be always hostile.
-Wanderers can enter foreign culture without right of passage.
-Subdued animal units have the same stats no matter what animal they have restrained and they are weak.
-Gave Neanderthals the same AI-type as animal use, they won't be homing missiles with perfect accuracy anymore and be less predictive.
 
Was just looking through the TechInfo's and i noticed alot of (spaces) in the XML files? (see attached, one on the right looks correct), DH can give a better (what happens if) then me, but i believe it might take longer for something, i just dont know what?? DH??

Also do you explain anyplace on the changes you made for the TechInfos anyplace?
 
Was just looking through the TechInfo's and i noticed alot of (spaces) in the XML files? (see attached, one on the right looks correct), DH can give a better (what happens if) then me, but i believe it might take longer for something, i just dont know what?? DH??

Also do you explain anyplace on the changes you made for the TechInfos anyplace?
I have no idea how a space got into every case of unused tag in my entire techinfo xml... Didn't do it on purpose at least. Easy to fix though.

I've not explained all my changes anywhere; though, if you are curious about something just ask.
 
Was just looking through the TechInfo's and i noticed alot of (spaces) in the XML files? (see attached, one on the right looks correct), DH can give a better (what happens if) then me, but i believe it might take longer for something, i just dont know what?? DH??

With C2C having empty tags is a bit slower to load than not having the tags at all. We are talking nanoseconds and smaller here.

Basically how it works is that the Type tag is read and a new entity is made with all the defaults in place for the tags. Then the rest of the XML for that entry are read and a decision has to be made - if there is a value then update the entity (or report error if invalid) otherwise ignore the tag. If the tag is not there then no decision needs to be made and no validation done.

A tag <tag/> is faster to process as it can be ignored straight away. One like <tag>0</tag> is slowest because it needs to be read, tested and processed. Which is a pity if the 0 is the default as it is all wasted processing.
 
With C2C having empty tags is a bit slower to load than not having the tags at all. We are talking nanoseconds and smaller here.

Basically how it works is that the Type tag is read and a new entity is made with all the defaults in place for the tags. Then the rest of the XML for that entry are read and a decision has to be made - if there is a value then update the entity (or report error if invalid) otherwise ignore the tag. If the tag is not there then no decision needs to be made and no validation done.

A tag <tag/> is faster to process as it can be ignored straight away. One like <tag>0</tag> is slowest because it needs to be read, tested and processed. Which is a pity if the 0 is the default as it is all wasted processing.

So in your last committed XMLing then you deleted almost all the lines that had a None or 0 in them, is that ok to do or just modules, and if so can WE go into the XML and delete line(s) there so things can "so called" get faster. even if minuscule??
 
So in your last committed XMLing then you deleted almost all the lines that had a None or 0 in them, is that ok to do or just modules, and if so can WE go into the XML and delete line(s) there so things can "so called" get faster. even if minuscule??

It is for all XML but it is only the initial loading that will be affected.
 
On the downside, if you're looking for a specific tag data in a specific type and you find the type and then search for the tag and it runs past that type and ends up finding it in another one way down the way it can be quickly confusing. Additionally, it can be useful to have the tags, even empty, defined if later you want to add usage of those tags.

Of course, those cons don't trump the pro of removal but they do enough to keep me from caring enough to go around 'cleaning' xml files of default tag references.
 
Does it really need to be replaced? Presumably we're not working to some magic number that needs to be met.
 
You said earlier that "garbage" isn't really a civic or there is NO need for it, do you have a better one that COULD go into C2C at the present time,?? (Just 1)

Neither are other civics we have (eg language) but the civic mechanism is the only way to achieve what we want. Both the garbage and language civics affect relations between the playing nations. The only way to achieve that and have the AI understand it is via civics.
 
I already suggested having some sort of combined "society" civic, if it's absolutely essential to have those reputation boosts.
 
Hence my suggestion for a Society civic (or other name) to handle the rep changes from the Rubbish and Language civics and we could get some more strategy into civic choices, rather than just "I take the next one".
 
Is this supposed to be compatible with your terrain mod? I get art missing errors when I tried it.

Also missing my update tho the manufactured bonus file from a few weeks ago. Hopefully it is not missing all the worker unit updates that were associated with that change. (Improvement and build stuff also.)
 
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