Hydromancerx
C2C Modder
FYI, I made the bamboo.

FYI, I made the bamboo.![]()
Well the Bamboo was made from the corn models. I am not sure what you are talking about with the silk tree trunk though.
ohboyohboyohboy!
(The sad part is that we'll be completely afk from Feb until early March and probably won't have any time to play til we're back.. ah well.)
Sorry for the delay (I actually thought I'd have it released a week AHEAD of schedule for a while there), but I got slowed down a bit the last two weeks watching the Australian Open (tennis) followed by the Farmer's Insurance Open (golf). Nevertheless, I've still been working many hours every single day on this stupid update. ... You're welcome.
I've updated the Change Log sticky for the final time before release. It covers Jan 11-28 now, and as always I strongly recommend you read it if you're interested in the mod, b/c there's a lot of important stuff in it.
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But I'll go ahead and summarize the MOST important bits, as usual.Let's see...
* fixed the loading screen photo's remaining vertical distortion and added some more text
* added route and chopping effects to mouseover text
* fixed the Foreign Advisor crash bug
* disabled the sea monster alerts depending on what era you're in
* deterred AIs from getting Goody Huts with non-better-results units if they haven't met any other players yet
* went through and fixed all the vanilla mapscripts and Scenario files to work completely right with the mod, and organized the mapscripts by expansion
* added power unhealth removal to NanoMedicine so that it's potentially very strong RIGHT AWAY in Industrial (see one of my previous long posts where I covered this subject at length, hehe)
* added new SDK component to make Trait and Civic yield and commerce bonuses add together into their own separate pool, which is then multiplied with the standard pool that comes mainly from building bonuses; this COMPLETELY SOLVES the HUGE balance problem with modifiers getting much weaker over time, so I went ahead and restored Theocracy, Organized Religion, Fascism, and Philosophical to their previous values as a result
* restricted the new lower-chance, second-religion-slot autospread capability to the 3 Medieval religions only
* MASSIVE update/overhaul of the PerfectMongoose starting location code - see my post in my PM thread in the Main Mapscript Forum for details!
* added air strike resistance to Aggression and Tenacity, and increased it on Seafaring
* major update pass on all the Event settings and code to support all the new terrain/feature types
* fixed bug where Events could put more than 4 religions in a city
* cleaned up and significantly augmented the mod's text files - ABSOLUTELY ALL missing TXT_KEYs should be gone, there are many new History entries copied in from Wikipedia, and I should feel comfortable adding in the missing foreign language tags in a future version now thanks to this new, MUCH-better-organized setup
* added History text to the Terrain and Feature Pedia pages
* removed the No Defense effect from all Submarine units b/c it was badly messing up their intended terrain-specific combat stats from MM 4.0
* redesigned the 3 Classical warships - Trireme is now the best attacker, period; Dromon now has SOME extra attack and defense to everything, and keeps its splash damage; Quinquereme keeps all its misc stats, drops the ship-specific ones, and adds attack stats that nullify feature defense (particularly effective for attacking into the new high-defense Reef feature)
* buffed the Dun and Citadel with some additional experience bonuses (prompted by a recent K-Mod version)
* added a text line for the new civic exclusion effects
* made an initial, VERY ROUGH port of the fancy C2C version of the "Giant Earth Map" file - I need you to clean this up later, Rakete!
* finally figured out why units were still spawning wounded in Desert (etc) cities (the code LOOKED like it should've been working right all along), and fixed it (this was an obscure vanilla bug, so NOT MY FAULT!)
* significantly increased gold cost on Dragons and Jedi... again
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Plus a number of minor tweaks and bugfixes, and DOZENS of interface improvements. This version REALLY breaks through to the highest level of professional-feeling polish in the whole look-and-feel department, so hopefully you guys'll appreciate that.
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I am now down to the one final item I've been deliberately putting off for the last 4 months: The Great C2C / K-Mod Code Merge of 2013.
This could take anywhere between 1 and 5 days (realistically I'd assume 3), followed by 1-2 days to do final testing and to convert the Change Log into awesome-looking Release Notes that nobody ever reads (but which I'm going to keep making anyway).
The code merge SHOULD fix the AI tile damage pathing, and I'll be writing AI evaluation code for civic exclusions and era change effects like tech cost doubling in the process as well. Wish me luck - this is the really HARD part, heh.
<puts on Master Programmer helmet>
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Fortunately everything ELSE is now completely done, and BOY does it look snazzy when you run it.
p.s. - The new 2012 TMNT series is freakin' awesome.Just sayin'.
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hi hanibal,
nice to see your still here as do mongoose![]()
Still watching and waiting for 4.1 release.
Thanks for continuing to work on it. Looking forward to this C2C/K-mod merge!
JosEPh
Guys, just pretend I died in the blizzard...
As someone who lives where it can get below -50C (albeit rarely), I believe the rules of competitive weather complaining require me to make a snide remark: "You call that a blizzard?"![]()
My grandfather that retired in Texas told us that when it got cold enough to freeze there, drivers solved the icy-road traction problem by spinning their tires until they melted their way through to the tarmac. So when a line of Texans that had come to a stop wanted to start again, one would spin 'til he got going, the next would spin 'til he got going, ...and Gramps would drive onto the verge and go around.
It's too bad Mongoose froze to death and can't enjoy making fun of Texans.