Dale
Mohawk Games Developer
- Joined
- Mar 14, 2002
- Messages
- 7,601
Here is the current proposed list. At this point I am concentrating on bug-fixes.
I'll post an actual changelog once it starts getting decent in size.
I'll post an actual changelog once it starts getting decent in size.
Code:
*- Confusion over mod folder name change
*- Maps not showing due to mod foldername
*- AI doesn't settle on maps - UNABLE TO REPLICATE ON ANY MAP
*- New units have 0% RS
*- Units don't retain RS on any function using CvUnit::convert()
*- Goods count against RS
*- Pirates are gaining RS
- REF size increase cap not working
- Trade route list doesn't work right after sorting
- Some King's have "London" as city name
- Prince crash save file ("Mod keep crashing, help!" thread)
*- Bought ships out of Europe for scenarios don't leave
- Cannon fortress ship bombard too powerful
*- Human Pirates players suffer 30 turn amnesty too
- Ermak leaderhead slightly too high in box
*- Western nation high seas times too high
*- Industrial victory threshold too low
*- Diplomacy affects on RS too low
- Losing a mission doesn't free up "success chance" percentage
*- Cargo bays promotion can go to 0 cargo ships (SoL etc)
*- Too many units showing on independance screen
1.09 Changelog:
* Mod folder named back to "AgeOfDiscoveryII"
* Rebel Sentiment Fixes:
- New growth units in New World start with city's RS percentage
- Goods have originating city's RS percent
- All new units (eg: CvUnit::init(..)) now begin with the city's RS percent that they come from
- Any function using CvUnit::convert(..) now correctly transfer unit's RS (eg: education)
- Pirates no longer accumulate RS
- Revolution advisor only shows 1/3 of total population is RS spread (to cut down on processing for low-end PC's and large Empires)
- Diplomacy affects on RS doubled
* Other Fixes:
- Cargo Holds promotion now requires at least 1 base cargo hold
- Industrial victory threshold tripled
- In scenarios, ships bought in Europe now leave for New World
- Western nation travel times fixed
- 30 turn Pirate amnesty only affects AI Pirates and NOT humans