Changelog V36

Hydromancerx

C2C Modder
Joined
Feb 27, 2008
Messages
16,281
Location
California, USA
C2C Modders please post in this thread your changes as you go so when we release v36 they will all be listed. Thanks!

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Hydro's Change Log
- Added Power reqs to Modern Medical buildings.
- Moved Bonfire and Funeral Pyre to go obsolete at Firefighting tech.
- Warrior's Hut now requires Tribal Warfare civic instead of Tribal civic.
- Fixed Mesh for Malayan Tapir, Babirusa, Manned Wolf and Glyptodon.
- Added back in Manned Wolf and Glyptodon.
- Added Solar Parking Lot, Solar Highway and Wind Turbine Highway.
- Added Auto-Build buildings for Tourism Property.
- Many Crimes now lower Tourism.
- Many Diseases now lower Tourism.
- Crime (Insubordination) and Crime (Military Desertion) had their military production penalty increased.
- Changed the requirements to the Trireme, Quinquereme and Deceres.
- Removed redundant tech requirement from Phoenician Bireme.
- Air and Water Pollution now give a penalty to Tourism.
- Crime range was expanded from 1 to 1500. Various crimes have been moved around to different crime level requirements.
- Citadel and Castle Gardens now require Castle OR Starfort.
- Crimes are now MUCH more potent. [Warning may destroy your empire for existing games!] :run:
- Added 5 new high level crimes.
- Added 25 more Crimes based on voskhod's ideas.
- Tourism for old crimes were adjusted and tourism for new crimes were added.
- Added Secretary Bird and Subdued Secretary Bird.
- Maned Wolf was added back in. Now with a brand new model.
- Research Hospital now requires Pharmaceuticals resource.
- Press Agency now requires Modern Offices OR Officium.
 
- Camel unit line now fleshed out and standardized, with new units equivalent to cuirassier, carabinier and trench cavalry (nb. there is also a new camel cavalry replacing the former "camel gunner" which is now the carabinier...

- whole new set of Transhuman units: Chrome Infantry, Automated Infantry, Warbot Infantry, Sentroid Infantry, Anthroid Infantry

- Akkadian, Haida, Liangzhu and Dene cultures now have their UUs:
Akkadian: Matnu, composite bowman substitute.
Haida: War Canoe sub
Liangzhu: Jade Axeman, sub for the obsidian one
Dene: Sled Dogs, sub for Trained Dogs
 
If I could give you an advice here:
While it is interesting for some people to see every little change you did, most of them would prefer a more general keypoint I guess.

So rather then saying "moves Camel Archer to this", "gave Knights +2 Str" etc, a generic "rebalancing mounted units" would do the trick. You can always do both of course, a normal changelog and a short summery of what you did in general.
 
If I could give you an advice here:
While it is interesting for some people to see every little change you did, most of them would prefer a more general keypoint I guess.

So rather then saying "moves Camel Archer to this", "gave Knights +2 Str" etc, a generic "rebalancing mounted units" would do the trick. You can always do both of course, a normal changelog and a short summery of what you did in general.

Having the full list is useful but when the new release comes out there should be a summary as well.

So yes you should list everything you do (or link to the SVN) thread as I do but for the release you should summarise it.
 
Changes made

Minor bug fixes and other peoples text updates and translations
- 7893

Merged in my Salt mod
- can only have one salt producing building in a city
- evaporation ponds limited to 35 degrees of the equator
- new building requiring goods needed to get salt at greater than 35 degrees from equator
- new improvement for salt flats, does not provide salt but may discover salt or natron. Allows a salt flat quarry building in the city
- new map bonus natron​

Adjusting Myths and Story buildings
Every animal will have a Myth building (pseudo national wonder). These represent oral tradition so their :science: boost ends with writing. Some animals will have a group Myth building (pseudo national wonder). Some provide bonuses to building other buildings.

Every animal will have a Story building and a Stories pseudo national wonder. These represent the written tradition and require the Myth to build.
 
Having the full list is useful but when the new release comes out there should be a summary as well.

So yes you should list everything you do (or link to the SVN) thread as I do but for the release you should summarise it.

Posting the all the detailed changes three times sounds redundant. Since we already post them in the SVN Thread and with every commit to the SVN Repository log.
 
DO we plan to update this changelog ???
 
I started preparing FPKs to pack and upload to SVN. Give me a 2-3 days to do it.
 
Here is full list of all changes which I added to SVN by last year.
I know this TL;DR :)
Soon I'll prepare shorter list.

Spoiler :

new buttons for:
- nuke weapons
- tammed animals
adding small left-up corner icons for police, medic, entertainment and eco units
fixing buttons for some wild animal units
setting right unit skins and models for each Civilizations
cleaning CIV4UnitArtStyleTypeInfos.xml
turn on tons of unit skins and models
fixed resin problem (redirect Resin NIF to Sugar NIF)
Next (and I hope last) part of unit cleaning project.
What I do:
- removed all unused files (27 MB, 680 files)
- sort alphabeticaly CIV4ArtDefines_Unit.xml
- fix some broken models/textures
- a lot other changes in CIV4UnitArtStyleTypeInfos.xml and CIV4ArtDefines_Unit.xml
Changing master hunter Egyptian model to Middle Eastern
fixed problem with Alfred the Great
bring back old Outlaw model
fixed frigate (xebec) animation bug
fixed Outlaw horse skin
fixed problem with N.American galley
added missing Indian worker models/skins
Grand cleaning in structures.fpk file:
- 113 Mbs data less (from 178MB to 65MB)
- 1425 unused files removed
- tons of textures rewrited and resized
Possible problems:
- redblobs and pink textures
added pictish warrior button
added missing art files (structures and unit)
- fixded missing textures and watch tower button
- added mipmapped textures for improvments, walls and some city Buildings
added mipmapped walls textures
bring back shaman buildings
removed ART_DEF_UNIT_ARQUEBUSIER_MESO_AMERICA
fixed missing captives buttons
fixed nomad mission buttons
redone few culture units buttons (cavalry, ships and vehicles) to add more clean look
- renamed Guard du Corps unit to Renaissance Imperial Guard
- changed group size (models) of a Chaser to 1. Before that chaser unit always include default wanderer model.
- added missing textures - african sniper and meso cuirasier, eu palace
- trying to fix japan longbowman
bring back topkapi_palace
moved buttons to FPK
bring back another missing palace textures
correct buttons for some cultural units
first part of XML button work
next part of XML button changes
next XML buttons work
next XML buttons work + new packed C2C1.FPK
added correct button for Merchant Fleet
small cleaning in confederacy unit files
- moved ls612 normal units to core XML files
- sorted CIV4UnitInfos.xml to easier find units in WB
Merged with core units (XML and art files) from modules:
1. The J:
- Warriors of God
- Militia
2. Units
- Colony Ship
- Highwayman
- Obsidian
- Rover
- Siege
3. OrionsMods
- Aviation
- Merchants_and_Pirates
4. Faustmouse
`- FaustmouseUnits
fixed problem with merging modular units to core
little tweaks for some unit buttons
removed some files from units_sparth.FPK
moved last added animals to fpk
removed some files from Units1.FPK
moved units art files to Units2.FPK
deleted some files from Units2.FPK
- moved buttons from art directory to C2C1.FPK
- removed old units button from C2C1.FPK
first set of changes in XML (custom religions art files)
second set of XML changes (Alt_Timelines art files)
resized bear rider textures
changes in modules XML files:
Entertainer_CIV4ArtDefines_Unit.xml
VokaryaWonders_CIV4ArtDefines_Unit.xml
ExtraDiplomacy_CIV4ArtDefines_Unit.xml
Food_Merchant_CIV4ArtDefines_Unit.xml
Nomad_CIV4ArtDefines_Unit.xml
HC_CIV4ArtDefines_Unit.xml
CultureUnits_CIV4ArtDefines_Unit.xml
Captives_CIV4ArtDefines_Unit.xml
Last part of XML changes (main XML art files)
fixed missing Aztec Modern GG art_def
fixed missing icons and nif file bug
fixed another missing button bugs
fixed missing african settler icon bug
fixed another batch of missing icons and nif file
added missing aircraft_settler
bring back marauder.nif
uploaded changes to text files made by Arakhor
bring back missing nif files and fixed and missing icon
fixed bad textures on last added animals
fixed missing icon bugs
another set of missing buttons fixes
new buttons for chrome_infantry and matnu
new buttons for chrome_infantry and matnu
merged 187 text files to 4
fixed two missing icons bugs
- fixed two missing icon bugs
- added back one missing nif file
made mt. everest impassable
new civics icons
unify font capitalization in civics screen
Added right unit models for native american tribal guardiand and food merchants
removed white background from split/merge buttons
fixed redblobs in:
- german motorcycle
- german great general
fixed
- all chariot archer and early chariot edu buttons
- native american female settler animation
- native american log ram
- tomahawk_thrower stance (tomahawks grab)
New buttons for 3 corporations:
- Red Courtains
- Adventure Tours
- Fashion House
Changed scale of Lumber Camp and Wood Gatherer Camp to 0.9 (from 0.6)
Now should be easier to spot camp in the woods.
fixed ancient era starting image
Reduce size for some music mp3 files
added new icons for new Naval categories
New buttons for:
- Great Admiral
- Great Admiral Specialist
New Electric Railroads look
enabled different type of electric railroads model
new textures for MagLev railroads (more normal, real look)
Added folding to some culture flags. Now they look more natural (not flat), like in BTS.
New buttons for worker actions builds:
- gatherers
- wooden tower
- wet camp
new buttons for
- heavy tank
- chariot archer
- hovercrafts
changed version no. in C2C readme pdf
new flag buttons for many cultures
update some culture unit buttons to new flag backgrounds
fixed South American Modern Worker red blob
New manufactured goods icons
New buttons for Haida War Canoe and Dene Sled Dogs
New buttons for droid infantries
Sorted droid infantry units in WB
set Kilimanjaro to impassable
fixed Biofuel icon
fixed some guerrilla/partisan buttons problems
- added proper frames to civilization flag buttons/civilizations
- removed useless enters in Aborigines_CIV4GameText.xml
New Modern Grenadiers models and skins. Now they have proper look (not like vietnam war era infantry but more like ww1/ww2 era soldiers)
New icons for fish oil, pumic stone, energy drinks, ultrafuel, antigrav field generators, heavy water, gravity generators
fixed Guerrilla bug
New buttons for Atompunk, Biopunk, Clockpunk, Cyberpunk, Dieselpunk and Steampunk cultures
Added new flags to some culture units
Re-done map resources butons for: pomegranates, mushroms, prickly pear, peyote, poltry, geode, resin, fig, guavas, natural gas, carbon dioxide icefossil beds, losbster, coconut, kangaroo, papyrus, murex, pearl, opium, cocoa,

rubber, tin, helium3, camel, henna, flax, mango
Added glow to all Great Hunter and Great Farmer models
Removing useless line breaks in new custom civilizations pedia entrys
New buttons for Da Vinci Tank, Ornithopter, Zephyr, Mig29, Cloud Destroyer and Early Chariot
Moved all last added/edited files to fpk's
Moved all last added/edited files to fpk's
Moved all last added/edited files to fpk's
Moved all last added/edited files to fpk's
Moved all last added/edited files to fpk's
Moved all last added/edited files to fpk's
Moved all last added/edited files to fpk's
New button for Jade Axeman
Re-done some categories buttons (added right flags to culture categries)
New buttons for many unit categories (in civilopedia)
Enabling Polynesian units for Polynesia and Maori civs.
fixed
- myth bug
- corrupted european worker model
fixed Open Baorders typo
bring back resource buttons and new flags (in HydroAndTB.FPK)
New buttons for all new mechanic/veterinary units.
- fixed some healing units buttons
- added new wise woman button
- new models/skins for some veterinary/mechanic units
- new parrot, sapphire and jade buttons
- new no justice event image
New Great People screen system.
New Zara Yaqob picture (big and small)
fixed art problem with GP screens
- some cleaning work in GreatPeopleScreen.py
- fixed one small bug in GP text file
- removed old GP dds files
- changed models group size to 1 for police car, humvee and jeep
- new Hamilcar Barca GG portrait
- small changes in Art/CIV4ArtDefines_Unit.xml
- changes model group size to 1 in AA Halftrack
- added 39 new tech quotes
fixed Art/Interface/Buttons/Units/Carthage_Swordsman.dds bug
- fixed some missing button bugs
- moved to units_sparth.FPK new sets of skins for babylon, rome and mongol civilizations
- adding babylon, mongolian and roman set of skins (xml work)
small changes in CIV4ArtDefines_Unit.xml
fixed Wladyslaw Horodecki missing portrait
small dds cleaning in modules
another rewrited dds files in modules
- moved unpacked buttons to C2C1.FPK
- moved great people graphics to C2C1.FPK
- updated Units1.FPK
- updated Units2.FPK
- Resized/re-writed all units texture files.
- Moved units nif/dds files to fpk from modules: units, megafauna, Custom_Civilizations/Confederacy, Yudishtira, ls612/CultureUnits + from art/units directory.
fixed Hashishin and Shaolin Monk red blobs
updated units_sparth.FPK
updated Units2.FPK
- updated XMLs files for new skins/models for Carthage, Celts, Japan, Khmer (and Siam), Korea, Mali, Ethiopia, Ottoman Turks, Polynesia (and Maori), Russia, Spain (and Portugal), Viking
- removed old polynesian skins/models files
- fixed red blob in barbarian zebra Units
- reduce model group to 1 for bombard, great bombard siege wagon and dolphin mech unit
- reduce amount of pioneer wagons to 1 in pioneer unit
- reduce size of the model for pioneer wagon to normal one
- fixed wrong icon for Assault Mech
Reduce size of the tarantula and scorpion dds files (textures and new buttons)
Added new skin and buttons for desert tarantula.
Redone and fixing small resource icons
Fixed Papuan Cannibal button bug
Added new pre-made city names (up to 45) for custom civilizations:
- Confederacy
- Jivaro
- Maori
- Neanderthal
- Tupi
fixed typo (CustomDomAdv.txt)
First part of adding more pre-made city names to civilizations: up to 45 cities in every civ from America to Korea
Second part of adding more pre-made city names to civilizations: up to 45 cities in every civ from Korea to Zulus
Small reduction of textures size in art folder
Correct buttons for
- squash
- manganese
- jade trade items
Correct buttons for
- jade trade items (missed XML)
fixed polynesian Koa button
small tweaks in CIV4ArtDefines_Unit.xml
fixed problem with lack of Druidism tech button (I hope its right now)
Bring back mipmapping to city textures :)
small tweak of size matters split button
Removed useless heroes models/skins
redone & resize asian elephant animal unit skin
redone Custom Religions cutscenes
fixed missing wax icon
fixed neanderthal Great Hunter redblob
Fixed problem with great doctors screen
fixed asian great hunter missing nif
- fixed bugs with GP dds files naming
- more realistic looking roman units: archer, obsidian spearman and obsidian maceman
added mipmapping to kaktus grass
- fixed textures in some wooden ships
- better texture for Asian Galleon
Change models for wargalley to galley and galley to wargalley
more realistic looking Camel Rider (spear instead scimitar, wooden shield instead metal buckler)
better texture for earth wall
- first part of new buttons for buildings
- changed food merchant models to proper ones in various civs
- second part of the new building buttons
Added missing audio quotes made by Arakhor
added new specialist gladiator buttons
removed black background from "go to city" and "ranged attack" buttons
added artist colony button
- new buttons for rest of the Breeding Programs
- fixed missing naval yard button
- added new buttons to the most of the factories
- few more factory buttons
- fixed siberian tracker red blob
- fixed celtic (european) wanderer red blob thingy
- fixed Hypocaust button border
fixed Stealth Gunship redblob
New buttons for Smelter, Smiths and Reclamation buildings (except rubber, plastic, paper and glass)
fixed dreadnought bug
new buttons for rest of reclamation plants
new buttons for most workshops
- new buttons for few buildings
- add mipmapping to wooden watchtower texture
- new event images by Toffer90
- new Darius image by Toffer90
- added mipmaping to desert_camp
- new buttons for all farms, mines, plantations, groves and orchards, pastures, hunting camps and breeders
- added more biography informations to many Great People screens
Added 3 new event images by Toffer90
reduced group size of the onager to 1
- small changes in Great People texts
- fixed redblob in Agueybana II hero unit
- added small frames to Great People screen backgrounds
- added new buttons for fortified cave and fortified cave with cache improvements
- more new event images by Toffer90
fixed pirate redblob bug
moved new kaktus feature to correct directory
new terrain - mangrove model
New buttons for Jade Carver workshops
New type pasture building buttons (cow, turkey, alpaca, pigeon)
added mipmapp to stable buildings
- fixed textures for Pygmyhippo and SeaTurtle
fixed problem of the manedwolf and glypto textures
- lot of new buttons for religion buildings (druid, yoruba, scientology, andean, Mesopotamian, tengrism, bahai)
- new worldview buttons
- new pollution buttons
- new ordinance buttons
- new engineer and hunter specialist icons by Toffer90
- some new event_images by Toffer90
- reducing size of some dds files by Toffer90
- new animal trainers buttons
- added mipmapps to aqueduct textures
- three new religion buildings buttons
- added new pictures for Saladin, Washington and Sitting Bull leaders by Toffer90
- next group of religion buildings buttons
- next religion buildings buttons
- once again two religious buildings buttons
- another part of new buildings buttons
- fixed European Healer sounds (now she has woman voice)
- new buttons for the rest of the bridged
- seafood buildings buttons
- next set of religion buildings
- new event images by Toffer90
- new Victoria leaderhead picture by Toffer90
- new pasture type of buildings - buttons with "bigger" head instead entire animal body
- New Animal Shaman temples/monasteries buttons
- new buttons for all Great Wonders
fixed Jivaro Llama Archer redblob
fixed Medical Achivment pink button
new models and skins for:
- African Falconet
- African Modern machinegun
- African sniper
- African swordsman (new, barbaric sword :)
- African medieval worker
- Greek Modern machinegun
- Roman Modern machinegun
- Polynesian Modern machinegun
- Pioneer wagon
new models and skins for:
- Babylon Modern machinegun
- Babylon Medieval Warlord and Great General
- Babylon Bandit Rider
New models and skins for:
- Egyptian culverin
- Carthage explorer
- Carthage light cavalry
- Carthage modern infantry
- Carthage modern machinegunner
- Carthage modern marine
- Carthage modern paratrooper
- Carthage town watchman
- Korean carabinier
- Korean guard
- Korean guerilla
- Korean spearman
- Korean warlord chief and corporal
New model and skin for:
- Khmer archer
- Khmer arquebusier
- Khmer axeman
- Khmer bazooka
- Khmer cannon
- Khmer cavalry
- Khmer fanatic
- Khmer grenadier
- Khmer heavy cavalry
- Khmer heavy swordsman
- Khmer hunter
- Khmer infantry
- Khmer light cavalry
- Khmer machine gun
- Khmer militia renaissance
- Khmer rifleman
- Khmer town watchman
- Khmer trench infantry
- Khmer war elephant
- Khmer warlord captain and corporal
New models and skins for:
- Mali AntiTank infantry
- Mali arquebusier
- Mali bazooka
- Mali cuirassier
- Mali guard
- Mali infantry
- Mali light_crossbowman
- Mali modern_machinegun
- Mali modern_infantry
- Mali sam_infantry
- Ottoman skirmisher
- Ottoman warlord chief
- Russian axeman
- Russian propeller bomber
- Russian explorer
- Russian guerilla
- Russian helicopter_gunship
- Russian marine
- Russian modern_infantry
- Russian modern_machinegun
- Russian trench_machinegun
New models and skins for:
- Spanish bandit_footpad
- Spanish heavy_cavalry
- Spanish flailman
- Spanish partisan
- Spanish ranger
- Ethiopian carabinier
- Ethiopian horse_archer
- Ethiopian settler
- Ethiopian wooden_spearman
- Mongol arquebusier
- Mongol entertainer
- Mongol grenadier
- Mongol militia_renaissance
- Mongol modern_machinegun
- Mongol musketman
- Mongol warlord chief, corporal and commander
 
Part2:

Spoiler :

New models and skins for:
- Japan AntiTankInfantry
- Japan arqeubusier
- Japan bandit_footpad
- Japan bandit_rider
- Japan city_guard
- Japan early_jet_fighter
- Japan fanatic
- Japan guard
- Japan horseman
- Japan infantry
- Japan lancer
- Japan militia_medieval
- Japan militia_renaissance
- Japan modern_infantry
- Japan modern_machinegun
- Japan modern_paratrooper
- Japan musketman
- Japan rifleman
- Japan sam_infantry
- Japan trench_cavalry
- Japan trench_infantry
- Japan trench_machinegun
- Japan warlord captain, corporal and colonel
New models and skins for:
- Native American adventurer
- Native American fanatic
- Native American guard
- Native American highwayman
- Native American lancer
- Native American modern_machinegun
- Native American warlord chief
- Native American medieval worker
New models and skins for:
- Celtic AntiTankInfantry
- Celtic modern_infantry
- Celtic modern_machinegun
- Celtic modern_marine
- Celtic modern_paratrooper
- Celtic sam_infantry
New models and/or skins for:
- German modern_machinegun
- German modern_marine
- South American elephant_rider
- South American falconet
- South American hunter
- South American ranger
- South American modern_machinegun
- South American modern worker
- transport Cog
- merchant fleet
- dragonpirate
- xebex
New models and skins for:
- Meso American adventurer
- Meso American bazooka
- Meso American guard
- Meso American heavy_pikeman
- Meso American infantry
- Meso American merchant_fleet
- Meso American modern_machinegun
- Meso American musketman
- Meso American sloop
- Meso American warlord_commander
- Meso American worker
- Meso American medieval worker
New models and skins for:
- Middle Eastern ancient_cannon
- Middle Eastern bard
- Middle Eastern axeman
- Middle Eastern bellybowman
- Middle Eastern cog
- Middle Eastern female colonist
- Middle Eastern galleas
- Middle Eastern galley
- Middle Eastern guerilla
- Middle Eastern heavy_axeman
- Middle Eastern modern_imperial_guard
- Middle Eastern modern_machinegun
- Middle Eastern partisan
- Middle Eastern war_galley
- Middle Eastern warlord_colonel
New models and skins for:
- Viking bandit_footpad
- Viking bandit_rider
- Viking javelineer
- Viking skirmisher
- Viking war_galley
- Viking quinquireme
New model and skin for:
- rocket artillery
- ww1 ambulance
- fixed great person (Wladyslaw Horodecki) pink screen
- fixed Aztec Zebra knight wrong animation
- fixed many redblobs in robotic units
- fixed Aztec wanderer model
- fixed Azter war elephant animation
New buttons for all national wonders
Fixed european militia_medieval redblob
New graphics by Toffer90
- next few new leaderhead images\
- next few new event images
- some resource icons
- loading screen for wide resolution (need to be checked)
- fixed specialists buttons
New models and skins for Asian units:
- agent
- archer
- assassin
- ballista_elephant
- bazooka
- bellybowman
- cavalry
- composite bowman
- culverin
- early_maceman
- early_merchant
- falconet
- guard
- heavy_axeman
- heavy pikeman
- judge
- lawyer (early and middle one)
- machinegun
- militia_medieval
- militia_renaissance
- mobster_car
- modern_machinegun
- musketman
- obsidian_axeman
- obsidian_maceman
- obsidian_swordsman
- partisan
- pikeman
- skirmisher
- spearman
- special_agent
- swordsman
- town_watchman
- war_elephant
- wooden_spearman
- warlord chief, captain and corporal
New asian ships models and skins for:
- brigantine
- caravel
- cog
- decareme
- fluyt
- frigate
- galleass
- galleon
- galley
- quinquereme
- ship of the line
- sloop
- man'o war
- trireme
- wargalley
Small changes in textures and models in african and mesoamerican units
Removed bugged line breaks in all civilopedia entries.
New tech screen
- moved rest of mammoth styles to Alt_Timelines/MegaFauna/Mammoths/Mammoth_CIV4UnitArtStyleTypeInfos.xml
- deleted championevent2.dds
fixing lack of background in Great Doctors screen
- fixed small bugs in Great People texts and screens
- fixed missing bamboo bridge button
- new, proper Asian elephant rider model and skin
fixed fatal error of Art/CIV4ArtDefines_Unit.xml
Checked and fixed all civilization sound sets bugs
Fixed St. Jadwiga picture
New fuji Natural Wonder model
New Mount Sinai natural wonder by Toffer90
New mapinguari units buttons
Fixed Modern Mongol worker redblob
New version of Sinai Natural Wonder by Toffer90
New version of Kilimanjaro Natural Wonder by Toffer90
New texture and model for Pravicka Brana Natural Wonder by Toffer90
Repacked and resized many sound files
Fixed guerilla/partisan missing button when unit was spawned
Full set of new tech audio quotes
One more of missing tech quote (metamaterials)
New text and audio quotes for Lunar Bases and Classical lifestyle techs.
- fixing wrong animations in few units (mostly native american)
- reducing siege onager models size
Removed redblob bugs from:
- Roman acv
- Roman acv sam
- Roman helicopter gunship
- Blood warrior
- Russian propeller naval fighter
- Egyptian inquisitor
- Meso-American modern flamethrower
- Indian llama archer
- Denmark paratrooper
- Denmark saminfantry
Fixed animation for:
- Arabian explorer
- Arabian war elephant
- Denmark swordsman
- Battle elephant
- Indian war elephant
- Indian war mammoth
- Spanish early imperial guard
- Hyspatpasi
- Silat
- Leidang
Khmer grenadier sword texture fix
Korean warlord corporal correct model and skin
Viking chieftain correct model and skin
Some corporations CEO's texture fix
Medevac helicopter texture fix
Machinist correct model and skin
Meso american composite bowman/hunter model and skin swap
European modern machinegun correct model and skin
Russian guerilla correct model and skin
Name of the Unict "Carabanier" changed to "Carabiner"
Roman modern grenadier correct model and skin
Urban crossbowman animation fix
Modern medevac helicopter animation fix
Small changes in skin tone in African units:
- colonist
- tracker
- hunter
- stone maceman
- obsidian maceman
- stone axeman
- stone spearman
- obsidian spearman
- spearman
- slinger
- atlatlist
- arsonist
- javeline thrower
- early chariot
- thief
Also:
changed South American Heavy Crossbowman shield position
fixed many propeller planes textures
added missing texture for Indian Horse/Zebra chariots
fixed missing texture in South American Hunter
fixed missing textures in South American Carabiner
Small fixes in Great People screen XMLs
New Droid Tank model by Toffer90
- removed some useless unit files from Alt_Timelines
- resized textures in Alt_Timelines units
- moved unique units data from modules/units/unique to one XML file
- moved heroes units data from modules/sargon/heroes to one XML file
New droid tank model by Toffer90
- Moved art/units files to units_sparth.FPK
- reduce size of the units_sparth.FPK file
resize last added animals textures
resize some leaderhead textures and remove 2 useless jpg files
- resized some textures in Custom_Civilizations Modules
- removed some useless NIF/DDS files
- fixed some resource icon frames
- fixed autogyro propeller texture
- fixed long time bug with wrong worker icons in certain situations
Small redesign in druid and canaanism shrine founding screens
- moved Hellenism and Egyptian myths movies to cutscene directory
- added 2 new shrine founding pictures for Hellenism and Egyptian religions
- fixed same problems with Worker icons in Andean and Industrial workers
- changed model and skin of Very Heavy Tank (dieselpunk unit) to better suited one
- better looking and smaller (in MBs) model of Llama Archer by Toffer90
fixed Master Hunter and Master Ranger (South American and Polynesian) redblob bug
- added fixed and animated version of the all Llama Archers by Toffer90
- removed bugged Asian Galleass
- fixed 3 wrong tech sound quotes
- fixed sizes of the some unit models in civilopedia and in-game
- Last part of the fixing size of the unit models in civilopedia and in-game
- all new llamarider model for all unit sets by Toffer90
- new sail texture for Phoenician Bireme ship
- new sail (more neutral) texture for Decareme ship
- fixe scale of the few Meso-American ships
- added frames to some animal buttons to add similar look as other animals buttons
- fixed Polynesian Master Hunter/Ranger red blob
- changed to correct one diplo music for these leaders: Hirochito, IvanIV, Jayavarman, Kim Jong Il, Lenin, Meiji, Sejong, Wu, Stalin
- added two new models and animations for DaVinci Tank and Bison animal unit. Both by Toffer90
- fixed animation problem with Llama and Tamed LLama units
- fixed redblobs in Po Ngbe and Pancho Villa heroes
- corrected animations in Lord Nelson and Tridanetes heroes
- New Armadillo model by Toffer90
- New Bison Rider model by Toffer90
- fixed nif/kmf files for DaVinci tank and Llama by Toffer90
- fixed Babylon Vassal redblob
- fixed Bison Rider redblob bug
- corrected Shaman Missionary Strategy Text
- fixed asian Galleass critical bug
- corrected Druid Missionary strategy text
- fixed Asian Viceroy RedBlob
- fixed size of the Raft model
- new Giraffe model/texture by Toffer90
- fixed some animation files by Toffer90
- Reduce size of the DaVinci tank
- fixed hotel button
fixed hotel button (v2)
- fixed size (in civilopedia) various unit models
- fixed Asian Palace shadow redblob
- new tamed giraffe button
- fixed bonuses of Tesla Infantry (from -% versus to +% versus)
- added starting promotions to Mule Worker and Buffalo Worker
- added short pedia texts to some culture bonuses
- another part of adding missing pedia texts, this time for Great Wonders
- fixed ART_DEF_GREAT_PERSON_WLADYSŁAW_HORODECKI to ART_DEF_GREAT_PERSON_WLADYSLAW_HORODECKI
- fixed Repeating Crossbow redblob bug
- next few pedia texts
- new giraffe model by Toffer90
- few icons was resized
- added correct pedia entries
- added one missing text file
- few buttons fixes
- fixed portrait and description of Ling Lun great artist
- fixed buttons for Place Poultry, Coca and Camel missions by Great Farmer
- c2c.fpk cleaning
- fixed missing buttons bug
- added new pedia entries for few improvements and units
added missing field commander button
- fixing missing religion buttons bug
- added next batch of unit pedia entries
- new demand buildings button
- new mapinguari spearman button
- next batch of pedia entries
- last batch of pedia unit entries
- fixed missing beacon icons bug
- moved buttons to HydroAndTB.FPK
- moved structures files outside HydroAndTB.FPK
- small changes in CIV4ArtDefines_Unit.xml
- fixed mapinguari_spearman pink button
- set correct unit styles for Llamas and Mammoths
- set correct unit styles for Bears, Zebras, Giraffes and Deers
- moved all buildings, great wonders, improvements and city models to structures.fpk
- removed dozedns of useless dds and nif files
- added back MipMapping to all structures texture files
- Added correct quote sound files for Geometry, Siege_Warfare, Seafaring and Sundial techs
- moved all not packed units textures/models files to proper fpk packed file
- added Mosaic_Working sound quote file
- fixed missing Native American great general icon bug
- fixed heraldry quote text and added Meritocracy sound quote
- added Canaanism audio quote
- correct audio quotes for Canal Systems, Surveying, Charters and Buddhism techs
- correct ARCHITECTURE audio quote
- new religion Rodnovera - Slavic Myths
- enabling new religion
- fixed Rodnovery Shrine missing movie
- fixed Babylon Warlord Vassal, Lord and Noble redblobs
- correct audio quote for Mountianeering
- correct text quote for Invention
- fixed missing Machu Pichu icon
- added correct text quote for Sanitation
- fixed missing XML for Papacy quote
- correct audio quotes for CropRotation, Mercantilism and StockExchanging techs
- removed bugged help entries for Monte Verde, Meadowcroft, Bluefish Caves, McCallum, Charlie Lake, Kilgii Way, Cactus Hill, Great Bonfire wonders
- added clockpunk audio quote
- fixed Constitution audio quote
- removed MP_Constitution data from XML files
- bringing back correct audio quotes for CropRotation and FelineDomestication by Arakhor
- added correct mining audio quote by Arakhor
- changed audio and text quote for Magic tech
- bring back two audio quotes: Surveying and Mosaic Working by Arakhor
- correct audio quote for Mountaineering
- first part of Polish translation texts
- first part of Polish translation texts (2nd update)
- fixed text errors
- added another part of polish translations
- re-recorded tons of tech audio quotes (better pronunciation by synthesized voice, plus few quotes taken from movies/videos)
- removed 5 useless audio quote files
- another part of polish translations
- another part of polish translations
- fixed missing Caananism button
- fixed missing frame in Cherokee culture resource button
- added correct frame for mormon_monastery, mormon_shrine and mormon_temple buttons
- small change in polish translation
- fixed camel rider bug (wrong animation)
- added frame to Ambulance (WWI) and Steampunk Culture
- correct Nickel Mine button
- added frame to Ambulance WW2 button
- correct audio quotes for: Microbiology, Electronics, Constitution, Mercantilism, Battlefield Medicine and Andeanism techs
- correct Transistor Factory button
- added Audio quotes for Radio Astronomy and Rodnovery techs
- added text quote for Rodnovery tech
- re-recorded audio quotes for Modern Physics and Biological Warfare techs
- added new audio quote to Vertical Flight tech
- added correct audio quote for Nuclear Power tech
- another part of Polish translations (Bonuses and Unit names)
- small changes in Great People biography texts
- added correct audio quotes to techs: Composites, Modern Sports, Semiconductors, Lasers
- fixed buttons for Missile Cruiser and Modern Battleship
- added correct buttons for Solar Panels improvements
- reduced size of Coast Guard Cutter and changed his group to 2 (from 1) - now its smaller and looks like Cutter not a battleship :)
- fixed Asatru tech quote
- fixed annoying TXT_KEY_BUILDING_HELP missing texts
- Polish translation for all Technologies
- new community_discussions building button
- new community_discussions building button
- fixed pink button in Community Discussions
- fixed Subdued Red Fox name
- fixed Solar Panels improvement button
- new audio quotes for Counterculture, Recycling, Urban Culture and Fire Suppression techs
- correct button for Aluminium Reclamation Plant
- fixed small text errors in Polish translations
- new computer network button
- new computer network button
- fixed Flamethrower animation
- Fixed Triumph Column redblob
- fixed AEGIS Cruiser button
- fixed Mammoth resource icon (was same as Elephants)
- fixed Maccabee (Israeli cultural unit) pedia missing texts
- first part of buildings translations into Polish
- soundtrack for Transhuman era
- swap Modern to Transhuman era starting picture and vice versa
- new Lunar Tourism audio quote
- fixed diplo text bug when Player wants resume talks with AI
- fixed Heavy and Light Crossbowman class description (used among others in Heavy Cavalry pedia information)
- removed few unused mp3 files from Soundtrack directory
- new event image - Tar Pit
- new buttons for animal butchery, oral tradition and study
- new button for Modern Windmill improvement
- lowered volume for We Lover Our Ruler event (I hate this cheering crowd each turn :)
- added new city sounds for Transhuman, Galactic and Future era based on Final Frontier mod sounds
- increased Modern Armor cost (from 875 to 2050)
- Polish translations to all Buildings
- fixed Biopunk embassy button
- small changes in all Battleship line buttons
- small changes in Master Hunters line buttons
- re-recored Asteroid Probes audio quote
- added Polish translations for Civics and Great People screens
- new Polish translations for Promotions and Combat descriptions
- removed unused bik file
- new static movies for many wonders (Great and National)
- removed unused bik files from wonders directory
- changed in few wonder movies file format from DDS to BIK
- added Polish translations for Diplomacy screens, Pedia interface, Improvements, Features and Events
- Polish translations for Game Options, Hints, Traits, Leaders, Projects, Terrain names, RevMod and Civs
- fixed errors in xMovieFix XML file
- fixed some bugs in Polish translations
- re-edited composition of many tech quotes
- correct buttons for Mapuche, Toltec, Olmec Eagle Warrior and Camel Domestication
- fixed name of Militia units
- correct audio tech quote for Replacement Organs
- removed one, useless Bonus Pre-requisition (Horse) from Highwayman
- changed position of bonuses in civilopedia for Si Warrior and Carroabalista
- changed Komunizm to Wspólnota Pracy in Polish translations
- fixed one pedia entry in Polish translation
- changed Otin (Great Huntress) picture
- new new Otin picture
- added few more Polish translations
- fixed Slave (Niekorz..) text bug
- fixed BUILDING_POISONCRAFTERS_HUT lowercase bug
- fixed BUILDING_POISONCRAFTERS_HUT bug
- few small translations bugs pointed by Stachnie
- added missing audio tech quotes for ELECTROMAGNETIC_FIELD_SHIELDING, QUANTUM_COMPUTING and SYNERGETICS
- fixed small translation bugs pointed by Stachnie
- new button for Action: Place Subdued Animal
- next batch of Polish translations
- correct tech quote (audio and text) for Atlatl Making technology
- New tech splash screen
- new Asatru audio tech quote
- new, blue, tech splash screen
- few small fixes in Polish translation
 
Ok based on SVN log I prepared list for you TB:


Spoiler :

Naval Unit Review Thread Tech Updates
Added all Naval Review UnitCombats.
Updates all appropriate naval units with the Naval Combatant UnitCombat and enables the Great Admiral to gain Military Great People points from battles involving Naval Combatants.
*New UnitAI for the Great Admiral
*Some code adjustments and a few new tags for unitcombats to support the new Admiral AI
Adds Invisibility Types as planned in the Naval Unit Review Thread. (Does not add them to the units - yet.)
Adds Invisibles texts I forgot to include in a previous commit
Adds Heavy Water Bonus
Fixes a game option issue
* Adds Ultrafuel Manufactured bonus, Ultrafuel Refinery building, Antigravity Field Generator Manufactured Bonus, Antigravity Field Generator Factory building, Gravity Generator Manufactured Bonus and Gravity Generator Factory.
* Moves around a few things and makes a few minor adjustments related to the above.
* Removes all unit specific adjustments to Ranged Assault values (too hard to keep aligned properly as unit tech accesses change and new units are added and so on, so we'll just leave it as possible to add a modifier for special case units and base the rest on the unitcombats and promos.)
* Updates Ranged Assault values for new applicable Ranged Assault Weapon Combat Classes.
* Updates Promotionlines that work with Ranged Assault.
Adds Healing by Combat Class tags for buildings, promos and units.
* Fixes some Movement Rules (Ignores Terrain Movement Cost works exactly as it's expressed now.)
* Adjusts all Coasts and Oceans to a base move cost of 2.
* Assigns double movement for coasts and oceans to various naval combat classes.
* Reworks Healing by Combat Class (as discussed in the thread for the topic) and adds a tag for UnitCombats (bHealsAs) to declare those unitcombats intended to indicate the unit heals as a particular type.
* Adds bNoSelfHeal and iSelfHealModifier to Unit, Combat Classes and Promotions.
* Adds some experience gain for units selected to aid in healing other units.
* Bugfix for reported crash
* Adds Heals As and Heal UnitCombats
* Reverts some movement rule changes that did not work as intended
* Adds a few more healing combat classes to flesh out the structure
* Seals off unwanted xp award events for healers
*Heal by Combat Class reprogramming as discussed in the Healing by Combat Class thread.
*Adds a new UnitCombat: Heals As(Swarm)
Updates units with Healing unitcombats. (Along with a few very minor tweaks.)
[*]Adds 2 new missions, Plan Escape Routes and Establish Base of Operations
[*]Adjusts handicap infos so that population costs some education depending on the game difficulty
[*]Numerous unit healing tweaks
[*]Adds iNumHealSupport tag which establishes that we can limit the amount of units a given healer may assist to heal in a given round
[*]A few minor coding debugs
*Debugs a healing issue
*Numerous slight unit tweaks
A combat modifier fix for attackers which had a severe flaw in unitcombat modifications.
Code update
dll update
[*]All New Healing Units according to the list given in the Heal by UnitCombat thread.
[*]All New Healing Promotions according to the Healing Promotions review linked to in the Heal by UnitCombat Thread.
[*]Numerous unit tweaks to support the above adjustments.
[*]Some supporting code tweaks - in particular makes NOT having a UnitCombat that is specified as added by a promotion with the SubCombatChangeTypes tag a prerequisite of that promotion.
[*]Note this includes a new promotionline, Educate, to help some unit types add Education values to a city.
[*]Reduces some general building healing factors for cities as a temporary patch until the full workup of building HealbyUnitCombatTypes can be sorted out properly.
[*]Audit of building Education sources which adds numerous new sources of education to help balance the education property.
[*]Debugs CvUnitInfo::hasUnitCombat
[*]Refines UnitCombat access to new self heal and self recovery promos
[*]Restructures some promotion prereqs for new healing promotions that give non-healing units some limited healing access.
[*]Adjusts the code to work properly with Alberts2's hasUnitCombat method and improves a few loading procedures for updating after-load unitinfo details.
[*]Adds some new promotionlines for Quality accessed base strength bonuses (for Size Matters Only)
[*]Adjusts the benefits of the new quality strength promos
[*]Fixes experience award displays
[*]Adds new building, Community Discussions, that gives +1 Education and is available at the Language Tech
[*]Adjusts the Palace to give +1 Education
[*]Adjusts the first rung of all Might Promotions to require 3rd level
[*]Attempts to debug the 'ghost unit' bug (time will tell if the errors corrected fix that particular issue.)
[*]Re-enables Sleep mission on units that can also make Escape plans and Establish a base of operations
[*]Implemented new heal by combat class tags on buildings and adjusted (which in most cases means removed) the heal rate tags on existing buildings.
[*]Fixed a minor code issue I realized I changed incorrectly on last commit
[*]Adjusts the bonuses on Might Promotions to be much lower and the level prereq up to 5
[*]Adjusts the Educate promotions, pulling back on their added effects significantly
[*]Adds new mission, Build Up, which allows the unit to select a valid 'build up promotionline' and, as an alternative to fortification, receive the next level of promotion along that line for each round they stay building up (up to 5)
[*]Adds 6 new Build Up Promotionline sets - Chase Plans, Crime Fighting, Disease Control, Set For Charge, Teaching, and Trap Hunting (These are somewhere to start from - I'm sure the community will think of more ;) )
[*]Some adjustments to city defense AI to get the AI to consider having more city defense guarding their cities.
[*]A correction that allows for fortification bonuses on AI units again.
[*]Some initial rudimentary AI for the new Build Up and other alternative fortification missions.
[*]AI Adjusted to better defend their cities and settlers
A few adjustments to clean up a few issues shown in a problematic savegame
Some fixes to settling AI
[*]Schema Updates for Unit and Building Schemas (I'd forgotten to do this after some new tags were applied on buildings and units in numerous files for the healing and education stuff)
[*]Build Up promotion access now fully considers tech prerequisites
[*]Fixes Tunnel combat and movement rules - land units in the tunnels can now fight land units in the tunnels and ignore sea units and hover units that are over the water and such units over the water now ignore land units in the tunnels while being able to fight other units over the water.
[*]Units that cannot attack but are enemies can now share the same tile. (These 2 matters required the enablement of a function in the code that actually checks the validity of a particular unit being able to share the same tile which is a rather major adjustment and enables a number of new things to come - profiling showed some of the adjustments that I'd feared could create a slowdown were accompanied by some streamlining that actually sped things up instead!)
[*]Fixes the combat help hover to come up against a city with minimum defense for entry if the unit can ignore minimum defense for entry.
[*]Settler AI adjusted according to Alberts2's suggestion to use 4 * strength of best defender.
[*]debugs a crash due to the tunnel fix
[*]debugs the ability for always hostile units to actually attack.
Fixes move freeze on HN units.
Fixes the ability to attack HN units.
[*]Fixes route destruction == unit destruction issue
[*]Fixes a Ghost Unit issue (which means a fix to maximum combat calculation on non-size matters games and the estra HP tag application after reloads.)
[*]Updates Unit Schemas.
[*]Adds the OnGameOption tag for PromotionLines in the dll and schemas - was using it already but it wasn't there - thanks to Alberts2 for catching that!
[*]Fixes the number of free City Defenders for AI players on Deity Levels under both standard and Nightmare Mode to 8.
[*]Adds DH's Ecological Animals Option to the dll enums.
[*]Fixes Commando promotion so it cannot be selected by Air or Water domain units.
[*]Adds some tech prerequisites to some of the Build Up promotions/promotionlines.
[*]Improves the AI for Build Up selections.
[*]Attempts to solve another reason Barb cities were building Heroes when they shouldn't
[*]Adds definition and proceedures for the AI to build and manage New AI settings: UNITAI_HEALER, UNITAI_HEALER_SEA, UNITAI_PROPERTY_CONTROL, and UNITAI_PROPERTY_CONTROL_SEA and updates all units that should have these AI settings. (This is big - very big!)
[*]Numerous tweaks to Promotion AI valuations.
[*]Adds 2 new tags to ImprovementInfos that enable a mechanism for automatically assigning new features and bonuses when the improvement is placed. This has been applied in such a manner that it should fix the tree nursery and salt quarry.
[*]Moats no longer appear as buildable if the game option 'No Zones of Control' is active.
[*]A backend correction system has been installed to clean up transports that may have somehow ended up with loaded volume without units being loaded - some work has been done to try to keep this from happening but tracking the source of the issue continues. If you have this problem, load something then unload it or upgrade the unit.
[*]Reinforces the code to disallow negative total production towards a particular building in a city - my wife's game showed a strange case of massive negative production having been somehow assigned to the building. Much has been done to try to keep the code from ever being able to try to assign a negative in the first place as well.
[*]Changes the way a plot deterimines if there is a unit present that can help other units lead through the peak. I don't believe it should cause much if any slowdown but the old cached method was struggling with failures to properly update.
[*]Numerous debugs to the new AI's that should solve our current reported crash scenarios.
[*]Fixes DH's crash
[*]Reverts the changed salt quarry stuff
[*]Changes the <FeatureChange> tag on Improvements to <FeatureChangeTypes>
[*]Adds the bChangeRemove and bNotOnAnyBonus tag to Improvement Infos.
[*]Fixes a problem with buildups being held by units that have upgraded.
[*]SHOULD be an appropriate fix to the miscount causing drastic overbuilding of healers. (Healer AI should work as intended now.)
Fixes cache version
[*]Fixes a crash problem (There's still an art crash for one of the games tested.)
[*]Corrects the overbuilding of Healers
[*]Fixes broken Buildups
[*]Repairs and enhances the Build Up mechanism
[*]Many new Build Up Promotions
[*]New Improvements to the Build Up mechanism and the AI
[*]Numerous improvements to Healer AI (Should reign in overbuilding and enhance Healer intelligence)
[*]A few bug fixes and improvements to Build Ups
[*]A possible bugfix to Feature placement via improvements
[*]Some adjustments to property information
[*]Fixes the FeatureChangeTypes and BonusChange tags on Improvements mechanism
[*]Fixes a major crash bug. Fortifies the Build Up code against any potential future problems of a similar nature.
[*]Resolves a bug in the AI. (Should manifest to players as a fix to an round-end delay)
[*]Corrects a few Promotion AI issues.
[*]Fixes Unit Cargo display on unit type help
[*]Improves the positioning of Healing information displayed on unit type help
[*]Tweaks to the AI that should help them to build better City Attack Stacks
[*]Tweak to the AI to get it to improve its healer selection process when building them for attack stacks
[*]Teaches the AI to bring a Recon unit with its hunters to increase survivability of hunting parties
[*]Fixes an infinite loop issue report in the bug threads
[*]Adds further constraints to counter some more causes for excessive overtraining of healers
[*]Teaches the AI and automated city governers that food on a plot means nothing if you can't grow from it due to unhealth nor shrink due to being at 1 population.
[*]Fixes Terrain and Feature Impassables tags on units by replacing them with a more memory efficient (and now fully functional) TerrainImpassableTypes and FeatureImpassableTypes tag.
[*]Updates all units to use of new tags from the use of the previous ones.
[*]Updates all unit schemas irt above changes.
[*]Makes it possible for barbs to walk around inside the zone covered by the Great Wall while retaining the rule against entering such a zone.
[*]Adjusts the strength of value an AI gives to siege weapons in its attack stacks. Should hopefully now be a bit more balanced in its approach.
[*]Fixes up the Coral and Reef Beacon structure
[*]Fixes SO's reported hang
Bugfix to broker system
[*]Fixes Neanderthal Warrior bug.
[*]Armored Cars now count as military to keep the city happy.
[*]Fixes bug with HN units loading and attacking opponent boats in the same tile
[*]Fixes bug with Merging/Splitting units incorrectly retaining BuildUp promotions
[*]Prepares the debug dll to make it easier to resolve infinite loop issues in the unit AIs
Fixes a crash bug
[*]Some adjustments to try to bring the amount of siege a city attack force is made up of back to a more reasonable % of the overall force.
Updates Caveman2Cosmos Config.ini file as discussed in forum
-Education Building Emergence limited by established tech checkpoints.
Fixes units that were not updated to the new healing system so that they can now update properly and heal as the next turn is run. This may also repair # turns to heal estimations - though it can appear incorrectly on the first turn loaded as the units won't update until the end of turn and the update may change the proper estimation.
Reverts a city heal rate issue.
Fixes two crash scenarios reported in the bugs and crashes thread
Makes each population require 4 food rather than 3.
Fixes SO's crash
Fixes a minor bug (unintended design choice really) with Damage Modifier tag for units.
Small tag debug on knockback for toffer
[*]Fixes a Combat OOS error
[*]Protects against a crash spot
[*]Adjusts Healer value
[*]Adjusts Siege value
Resolves VERY strange bug problem
Fix as prescribed by Alberts2
[*]Catches up to improvements from last commit that SVN crash erased
[*]Updates Tech Research Costs to new Progression chart
[*]Fix to Total Unit Damage Modifier display (allows negatives to show)
[*]Numerous OOS error fixes (And some introduced OOS error logging when enabled)
[*]Adjusts teams to +100% tech research costs per team member rather than the +50% from Vanilla stock
[*]Some improvements to Size Matters AI that should reduce later game MAFs and make for a more intelligent SM AI
[*]Fixes a few issues with Build Ups
[*]Adds a bRequiresPeak tag to round out the Mountain Mine solution and applies it - I think that's solved now.
[*]Fixes reported bug with Ecologist Tech Prereq
[*]Fixes an XML bug
[*]Fixes a memory leak and retains the OOS repair intended
[*]A few preliminary UnitCombat adjustments to some Law Enforcement units
[*]Fixes a crash point in the Great Commander code.
[*]Fixes a problem with splitting units.
[*]Fixes a problem with IgnoreTerrainCosts.
[*]Fixes a few problems with Transport Promotions.
[*]Fixes a problem with attacking units not being charged any movement if their defender withdraws and there are more defenders in the target tile.
[*]Few minor debugs
[*]A few misc bugfixes and optimizations
Some debugs and optimizations in the Build Ups system.
A minor improvement to BuildUps to make it easier to UNSET them as a player so you can reselect them.
[*]Workers no longer merge or split. Solves some potential crash spots without having to work them out in code and in practice I haven't seen much reason to merge or split workers anyhow.
[*]Optimizes Healer Training determinations
[*]Fixes an issue with units not being able to attack heavily damaged units.
[*]Attempt at fixing the movement rule turn delays (and more).
[*]Fix for clearing buildups on all units in a group that awaken.
Fixes a crash bug reported by fluxywild.
Fixes a crash in TPEHEP's game.
Fix which motivates enemies to attack defenseless units.
Fixes city capture bug
- Fixes bug where building effects were doubling when cities are captured.
[*]Fixes a bug with trait production modifier display in the production help panel
[*]Fixes vague cause descriptions for unhappiness factors in the city's happiness help hover
[*]Recalcs no longer reset accumulated Tourism values
 
Crime
Number of individual Crimes reduced from 84 to 76.
Crime diffusion rate from main City tile to adj tiles reduced 25%
Individual Crimes entry level to affect game play lowered on many. All Crimes will be activated if you allow Crime to get above 1000 (there is a dependency for which Crimes though by Era).
Prehistoric Era number of Crimes initiated reduced from 15 to 7. 5 show up on Individual Preh Era Techs. 2 are active at game start.
14 Crimes moved to different Eras. 8 moved out of Preh Era alone (More work here yet to do).

Pests
MinPop levels changed and spaced from City Pop size 4, 6, 8, 10, 12, and 13 from previously 5,6,7, and 13. This broke the Pest logjam that started at city pop 5 thru 7 that would shut cities down with overwhelming :yuck: and :mad: citizens.

Diseases
Minlevels for Disease entry spaced from levels 25 thru 350. Previously 9 of the 16 Diseases would be sprung upon player and AI alike at level 100.

More Work to be done on both Crime and Pests.

JosEPh
 
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