Why is this ModMod Not in C2C Already?

I'm curious about something, when you commit xml cleanup what is that exactly? Are you rearranging how an xml file is listed/arranged inside? Removing unused tags? ?
Basically yes, I remove duplicate entries, fix obvious oversights (values and tags set incorrectly), ensure a standardized syntax, and rearrange tags/entries to make things consistent and structured.
If you use "show log" in the tortoise context menu (right click main SVN folder or a subfolder/file), you get a window where you can double click the file you want to review from my last commit, it will show every change I made.

If you don't use winmerge 2011 already you should get it here, tortoise will see the program and use it automatically when comparing files.
I like it better than the tortoise built in compare tool.
 
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If you don't use winmerge 2011 already you should get it here, tortoise will see the program and use it automatically when comparing files.
I like it better than the tortoise built in compare tool.

Just click the download repository? and save that file?
 
The two at the top are the most updated versions.
32 bit OS
WinMerge_0.2011.007.025_change_7z_to_exe_if_you_want_a_setup.7z
64 bit OS
WinMerge_0.2011.007.025_x64_change_7z_to_exe_if_you_want_a_setup.7z

click it, save the file anywhere, rename the file extension from .7z to .exe and double click it.
If you cannot see the file extension in the file name you must go into windows folder options and deselect "hide file extensions of known file types".


In windows 10 you can do it this way:

Untitled-1.jpg
 
Thank you.

I had forgotten about the Show log and dbl click a file to see the differences. Turning 65 hasn't been all it's lived up to be. :p
 
I'd say you are doing alright, not many at your age can say they modify games. ^^

I suppose that's so..... but there are many here that say I'm to gruff and blunt for their liking. Hard to break years of conditioning after being a service provider to the public for many many years. I can be diplomatic but my patience with some that are arrogant and....well not so thoughtful, has grown thin. It's the "know it alls" that really grate my cheese. ;) One thing getting older has taught me, you are never as smart as you think you are.

And I d/l'd the 64 bit version of winmerge.
 
Ugh. That's a lot of messing around. Basically split is there because Iron Working is there and that defines the difference between Ancient and Classical eras. I will give it a look but man that's going to be a big mess to sort through. As for Monarchy, that's not a medieval tech. Sure there were monarchs in the medieval era but there were kings in ancient and classical times too. Ex. King David, Valley of the Kings, etc.
I'm not suggesting monarchy be moved to medieval. I was suggesting to Classical BUT it's true that it goes back nearly to the beginning. Monarchy adds a lot of powerful benefits so I see why it's at the late end of Ancient but if we're trying to be accurate, it should really be at the beginning of Ancient since Kingship historically may have been one of the prerequisites of multi-city states. But perhaps there should be a difference between Kingship and Monarchy somehow.

Anyhow, the main point of the move is to shift the grid points for entry into the various eras so that it's a smoother transition. On this end, it's more about Medieval being corrected because again, there's nothing Classical about Vassalage or Smithing. You can make a point about the two kinds of Machinery, an even bigger point about the units that are opened up there being Medieval in power and rating rather than Classical.

Vassalage could go in either Classical or Medieval. Its also very close to the edge that it probbly could pass over to the other era. But Monarchy is way too early to be moved. Smithing could go either way. But Machinery was defiantly a Classical Era tech. Perhaps if we split it up into two techs. Such as "Ancient Machinery" and "Medieval Machinery". At the very least we should be splitting up the Windmills and Watermills into their own techs. Also why are Cogs at Machinery tech? Seems like they should be at some other tech. Maybe a new one.

I don't feel Vassalage is an 'either way' tech. Vassalage was taught in History class as a defining aspect of the Medieval Age. I'm looking at the units in that region too... Most of which being better suited to requiring Medieval Era entry first IMO.

Well like I said I would like to work on adding new techs to the Medieval Era. Like I said above perhaps some building and/or units can be moved into those new techs too. I also have the Rat Catching and Executions techs i want to add there.
So a mess is being made already... might as well shuffle it out while there's already some liquidity going on here, so that we don't regret it when we're done and the tree is 'baked in'.

Plague Medicine (NEW)
Req Tech: Guilds AND Theology AND Rat Catching
Location: X49 Y13
Units: Plague Doctor (NEW) or Move Doctor here along with the Doctor's Office
I'll have to check on the Doctor's current placement proximity and the tech it's already in. One may not need a new kind of doctor... the gradient is already pretty solid on those and paralleling the LE units with near perfection as per the design intent. AKA... there's no room for a new one. BUT a shift might work and I'll need to refer to my charts to see if it makes sense.

We could use another law tech in this era. Usury and Contracts didn't quite cut it.

Also... Torture... was a big thing in the middle ages. Not just execution. They spent a sick amount of R&D on figuring out how to make as much pain as possible during this time.

I wish there was a way to sort the TechInfos file by the x and y grid values. Man that file is a pain to search thru.
Are you using Notepad++? We could discuss a few tricks with that program that can achieve what you're trying to do. I also like to chart out things for a more visual reference.
 
Are you using Notepad++? We could discuss a few tricks with that program that can achieve what you're trying to do. I also like to chart out things for a more visual reference.

Yes I use N++. Have since right after I became a team member. Just an ol' dog that needs taught some tricks....:coffee::think::scan::badcomp:
 
So open the document there and hit ctrl-f5 for the search panel (by far the most valuable reason to use N++!) Search for all instances of the tag usage you want to see, for example, <iX> (I think the tag is actually a different name like iTechX or iGridX or something like that so I always scroll through the first tech to find it). This then opens up a list of every instance of <iX> at the bottom and you can doubleclick on each one to take you right to that location. If that's not enough to help 'sort' them by that, then you'll need to throw together a simple spreadsheet. You can use or make a copy but this is slightly outdated now... will definitely need updating soon.

The word 'this' above is a link.

Spreadsheets are easily sorted and filtered on just about anything. There's a few ways to build one out that can help you sort easier as well.
 
Ok so some Medieval tech ideas ...

Executions (NEW)
Req Tech: Civil Service AND Drama
Location: X45 Y9
Buildings: Gallows get moved here.

Parliaments
Req Tech: Charters AND Executions

Windmills (NEW)
Req Tech: Engineering AND Weather Lore
Location: X45
Building: Windmill get moved here
Improvements: Windmills gets moved here

Agricultural Tools
Req Tech: Feudalism AND Floristry AND Windmills
Location: X46 Y17 (all the other techs in that column get moved up 1 row)

Rat Catching (NEW)
Req Tech: Sanitation AND Alchemy
Location: X47 Y7
Buildings: Rat Catcher (NEW)

Plague Medicine (NEW)
Req Tech: Guilds AND Theology AND Rat Catching
Location: X49 Y13
Units: Plague Doctor (NEW) or Move Doctor here along with the Doctor's Office

Anatomy
Req Tech: Education AND Plague Medicine

Ok i updated the Online Space Tech tree on where the new techs would fit in and where existing techs would move to. I have no done any adjusting for the gateway techs.
 
@TB

Ok I updated the tech tree again with your gateway tech to the Medieval Era. Smiting and Vassalage are moved over to the Medieval Era. Weather Lore and Geocenterism were moved back. Then the rest of the techs were spread out until around x47. There is wiggle room to push columns forward or back if needed. Also lots of room to add new techs as well.

I am not sure what the new Medieval Lifestyle tech would require but the following tech would require it ...

- Theology
- Engineering
- Civil Service
- Fire Brigades
- Smithing
- Vassalage
 
Ok an idea for the Medieval Lifestyle tech.

Medieval Lifestyle
Req Techs: City Planning AND Astrology AND Paved Roads AND Geocenterism

An alternative would be Canal Systems or Sanitation instead or City Planning. There are a lot of big jumps in the Classical Era. So having a gateway tech would probably help a lot.

I also find it weird that Paved Roads can be made without knowing City Planning.

Perhaps Paved Roads should require Machinery AND Mosaic Working AND City Planning
 
Musical Notation should also be a preq for the Med Lifestyle, perhaps instead of Paved roads. That upper branch is easily left out.
 
Perhaps Paved Roads should require Machinery AND Mosaic Working AND City Planning
Better yet, put paved roads in Medieval as well. You have two full road upgrades in one era... would be best to put it up front in the Medieval imo.

The rest is looking like a big improvement, yes. Now, if you count the columns in the medieval and Classical, how many does each have in this case?
 
Musical Notation should also be a preq for the Med Lifestyle, perhaps instead of Paved roads.
I like that too. This makes a tech like Medieval Lifestyle have a rational feel to the progression. I can see why the music tech upgrade would be a big part of what leads to a medieval mentality.


Ok, so I looked deeply at the unit review regarding the Classical/Medieval and it looks like IF Anatomy can stand alone, then yes, the Doctor and his office can move to Plague Medicine. The Disease Control IV and Buildup (Disease Control) IV promos should move there as well. If that leaves Anatomy with enough to work with we're looking good.

I was rushed a little during this phase to place the medieval LE unit, the Guard. He got put in at Charters, which can also stand alone without being made a Law Enforcement tech. (more of a law defining tech and one that could/should LEAD to a good law enforcement upgrade tech) Guards, and their Rennaissance replacements, City Guards, are using the same prerequisite building as Patrols, BUILDING_TOWN_PATROL. So the Town Patrol building could be given an upgrade at the new tech and be used for Guards and City Guards (unless we want to also envision an upgrade for the City Guard prereq building as well.) Policing IV and Build Up (Crime Control) IV would need to move to the new tech as well.

I would suggest that the new tech be a little later than charters and have charters as a prereq, as well as executions, and perhaps also require, or be a prereq of, a Torture tech. I'm not sure what to name the tech though.

We have some interesting buildings for Torture already perhaps but if we don't, this could be a cool place to include a whole set of interesting manufacturers that require a torture chamber, each one adding more penalties to see how much you're willing to sacrifice in happiness for more and more espionage benefits. Espionage is a still underfocused on commerce all in all imo. They'd have to obsolete at some point during the late rennaissance political revolutionary era I think.
 
Better yet, put paved roads in Medieval as well. You have two full road upgrades in one era... would be best to put it up front in the Medieval imo.

The rest is looking like a big improvement, yes. Now, if you count the columns in the medieval and Classical, how many does each have in this case?

Well the Ancient Romans had Paved Roads. They seem to break all the rules when it comes to techs. Paved Roads, advanced machinery, sewage, plumbing, etc. Having paved roads before the gateway tech helps merge a bunch of techs. Which is why I recommend it come before.

I also think Geocenterism should require Astrology. So like ...

Geocenterism
Req Tech: Machinery AND Weather Lore AND Astrology
 
Well the Ancient Romans had Paved Roads. They seem to break all the rules when it comes to techs. Paved Roads, advanced machinery, sewage, plumbing, etc. Having paved roads before the gateway tech helps merge a bunch of techs. Which is why I recommend it come before.
I suppose that's true. Alright then.
 
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