Did I miss the discussion of all of this somewhere?
It seems to me (no offence please) that all of this stuff is kind of major stuff - why so close to final release are things like this being changed?
In nearly every update there is a changelog note such as "Tweak to Techs, or Tweaks to units", I just itemized them here as they were more comprehensive then usual. The mod is currently in beta development, so there will be unit and tech changes up until the release of 1.0 (at which time, there will not be any changes, barring user found exploits, such as the type that caused Firaxis to nerf the Cossack with a patch). In fact the 0.9.9 development cycle will most likely include a few significant adjustments in terms of units, as there will invariably be some rebalancing caused by standardizing all civs to have either 2 UUs or UBs.
Extremely minor thing to mention:
You forgot to update your Searchstring text file in your source code folder to include SHAM

.
I usually update the SDK from RevDCM, so it's possible this wasn't added to the RevDCM search strings. Don't really pay attention to that file, as I've never used it, but I'll make sure I update it next time. If RevDCM doesn't have the SHAM references in it's search strings file, I'll prod glider to add it next time I submit some code for RevDCM. I should be doing this soon, as I have a function I told afforess I'd get done yesterday I need to do, and I'd like to merge in TLO's civic unit req XML tags (which will make it so RevDCM, and thus LoR, wol't need to hardcode the Inquisitor unit in the dll).
Was this your fix or did you get it off Revdcm's svn?
Great work on this mod!


It looks very professional.
It's in the RevDCM svn. Jdog did a rush release on the ACO fix because it was a pretty big deal. I also kept requesting it in the rev forum as I found this to be a major bug that really needed immediate fixing. Because of it there will be an official 2.61 update to RevDCM, but it'll be a few days as jdog wants to incorporate the new BBAI and UP improvements as well. Yeah though, the ACO fix is on the SVN now.
I've always marveled at how the way the mod is set up makes it look like a new version of Civ, not just a new mod
Thanks. This is definitely the goal of the project, in fact this is why LoR exists, really wanted to make something that fit this niche, as I felt no other mod had a similar design goal. We are not totally there yet, but getting very close. Achilleszero has some new art that's going in, which includes some high quality professional polish, like adding damage states to all the mechanized units, and we need to get MP working. Yeah though, it's getting close.