I did notice one strange thing: If the AI offers you a trade, you have to accept right away. If you ask to negotiate and find nothing else to trade, then try to go back to the original deal, the AI will say no to the original deal they offered unless you sweeten the pot. Even then they sometimes say no.
Did you guys mod the AI to be insulted?
Actually this is a bug in default civ4. For some deals when the AI proposes a deal, it checks the value of techs incorrectly when first making the initial offer. Then if you try to renegotiate it then checks the values correctly. I think this is on the docket for better AI fixes to come, but I guess it hasn't been implemented yet.
Glad to hear you enjoyed the mod.
Now I need to work on updating to RevDCM 2.0, no small task in itself. After that's done I'll split the Native Americans into two proper civs (Iroquois and Sioux). Once that's done I'll have the next test build up. That test build 0.9.2x will be a the step at which the next official release will be based on. Assuming the test build works fine, I'll use it as the next official release.
For the planned official release to get out of Beta and thus go with a 1.0.x release I'll need to fix the scoreboard, and hopefully expose all RevIdx caused to the player. Also removing/fixing any left over high poly city art also must be done. Also plan on implementing a couple more legends around this time to even things out as requested. Somewhere in here (either in the 0.9 beta, or 1.0 phase), I need to reajust the Era dates; my goal is to keep the dates and stuff virtually unchanged, but have the end date for the Time victory occur at 2100AD instead of 2050.
Anyway just letting you guys know what's up on the development side of things. Where the priorities are, and the issues I think need to be fixed and resolved. Also I'm curious, for those who have tried the 0.9.1x test build, how is it?
Edit:
One more thing, due to the time it takes to work on this, I haven't had a chance to really play it since the 0.8.2 release. I mostly watch AI vs AI games to test balance and see how things are working. So any insight into how the game actually plays and feels from the user perspective is immensly helpful. I'm especially interested in the modern era, the Units and progression, and battle mechanics therein, and the extreme climate farm and cottages and how they effect late game play.