Version 2.42 Release

Tholal

Emperor
Joined
May 19, 2009
Messages
1,676
Version 2.42 Official Release (compatible with previous saves from versions 2.4 and 2.41)

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Bugfixes
  • Bugfix - fix for Dead Player Culture not displaying correctly on the city screen
  • Bugfix - AI civs that have World Class Units as one of their Free Units, will no longer receive multiple copies of the unit at higher difficulty levels
  • Bugfix - spells with a gold cost will now have that cost scale by gamespeed
  • Bugfix - human players can adopt religions despite any ReligionWeightModifiers (these settings are for AI use)
  • Bugfix - fix for player losing their traits when an AvatarOfCivLeader unit upgrades (AvatarOfCivLeader should be transferred to the new unit)
  • Bugfix - units are not allowed to upgrade if doing so would change their race (note: this does not affect spells and abilities, nor does it hinder religion-specific or alignment-specific upgrades)
  • Bugfix - fix for Kuriotate Settlement issue in multiplayer (fix by Terkhen)
  • Bugfix - fix for Rebels spawning Adventurers (they'll now get Great Generals sometimes instead)
  • Bugfix - fix for messages not displaying properly when a naval unit or siege unit is captured (via Warprizes in the Advanced Tactics option); also improved the icon shown for these events
  • Bugfix - fix for issue #3601292 (conquered cities don't have the "avoid unhappy" button active)
  • Bugfix - Feature Upgrading will now check that the feature being upgraded TO is allowed on the terrain (prevents New Forests from growing in Hell Terrain)
  • Bugfix - Dynamic Civ Names - Civ name changes should occur less frequently
  • Bugfix (?) - changed a couple of spots where PLAYEROPTION_SAFE_AUTOMATION was simply reducing the chance for automated workers to build over existing improvements rather than stopping that from happening all together (not sure if this takes care of the issue or not - let me know)
  • Bugfix - Acheron will cast his spells again

AI
  • AI should be better about assaulting cities it is adjacent to
  • AI will be less interested in using Great Generals on units with no UNITCOMBAT
  • Overly aggressive AI strat (ie, attack weaker neighbors despite diplomatic relations) has been moved under the Aggressive Ai option
  • AI - Fallow civs no longer interested in drafting units
  • AI should be more interested in feature clearing techs if its first city has lots of terrain that needs clearing
  • AI Should be better at selecting appropriate AI types for its units
  • AI will build Wonders more often
  • AI will look for bonuses in the BFC area of its capital when choosing their first techs

User Interface
  • UI - suppress display of hero and world spell info in sevopedia for leaders (these features are tied to civilizations); suppress display of leaders tagged with the <bGraphicalOnly> tag on the Traits pages
  • UI - Displaying more units in Sevopedia
  • UI - Barbarian State and Minor Nation will no longer be displayed in the Sevopedia
  • UI - suppressing display of growth bar, production bar and avoid growth/unhappy buttons for Settlements
  • UI - fix for Barbarian leader appearing in Sevopedia
  • UI - Prerequisite CIvs will now be displayed for Units and Buildings in the Sevopedia; disabled techs will no longer be displayed in the tech list; adjusted the unit stats display slightly to make room for the text for units with different offense and defensive strength
  • UI - updated a couple of text strings related to Super Forts (text suggestion from Magister Cultuum)
  • UI - XP gained from buildings that grant <UnitCombatFreeExperience> (Altars of the Luonnotar for example) will now be displayed when mousing over units in the city build window
  • UI - Addition of Visible Improved Forests (original code by - Monkeyfinger - http://forums.civfanatics.com/showthread.php?p=7728306) (merge by xp Gekko - http://forums.civfanatics.com/showthread.php?t=485043)
  • UI - Fix for issue # 3584315 - player can now mouseover traits when selecting a new trait (due to Adaptive event) and see information about what effects that trait has
  • UI - Project help will now display the strategy text for that project (fix for issue #3603190)
  • UI - addition of a Resolutions tab to the Victory screen (implementation by lfgr)
  • UI - moving unit image to the left so that players can once again mouseover the unit's promotion icons (fix for bug #3556460)

Misc
  • Gameplay Tweak - playing with the Unrestricted Leaders option will now randomly assign a leader (unrestricted) to each AI civ
  • Gameplay Tweak - Increasing Difficulty option now increases every 75 turns rather than 50 (scaled by gamespeed); Flexible Difficulty option now changes every 50 turns at most (was 20), also scaled by gamespeed
  • Gameplay Tweak - Beastmen are now never obsolete
  • Gameplay Tweak - Illians, Clan and Khazad now all have civtraits (Agnostic, Barbarian and Ingenuity respectively) - these traits have been removed from the leaders for those civs (note: this change is only noticeable when playing with the Unrestricted Leaders option)
  • Gameplay Tweak- improved the way Hyborem's summoned plot is picked
  • Gameplay Tweak - Tower of Mastery and the sub-Towers are now Team wonders
  • Gameplay Tweak - Hell terrain now converts Forest, Ancient Forest, New Forest and Jungle into Burnt Forest (feature request #3559410)
  • Gameplay Tweak - Polar Bears will now spawn only on Tundra and Ice tiles

Code
  • Code - exposing CvPromotionInfo::isDispellable to python (fix for feature #3603181)
 
I do have one doubt: won't Infernal AI be crippled by manes ugrading to units instead of adding population at the moment? I'd recommend simply blocking AI from doing that since it's nothing but a major n00btrap.
 
For the next release, are you aiming for savegame compatibility? I'll choose how to distribute my time upon the stuff I want to contribute accordingly.

I have the same question. My code for choke and canal points saves the values it calculates, so I imagine it will break saves... :confused: I only have a vague idea of what breaks saves. Let me know if it is ok to merge it in for the next version or if I should wait.
 
For the next release, are you aiming for savegame compatibility? I'll choose how to distribute my time upon the stuff I want to contribute accordingly.

I have the same question. My code for choke and canal points saves the values it calculates, so I imagine it will break saves... :confused: I only have a vague idea of what breaks saves. Let me know if it is ok to merge it in for the next version or if I should wait.


I was planning a 2.43 release, but we can go ahead and move on to 2.5 and break savegames. Just let me know in advance what you plan on working on.
 
For now, only the terrain yields for civilizations change, which should be ready. Any performance changes I code should probably be savegame compatible, and this will be my priority when I have time.

I have also been thinking on asking in the forums if some of the modding additions I prepared for ExtraModMod (such as an enslavement chance for promotions or the CivCounter) are interesting for other modders. If that's the case, I would request their inclusion too.
 
My code only allows promotions to modify the generic enslavement chance, as units (such as Taskmasters) and Civics (like Slavery) already do. This only creates slaves. Something as specific as the capture of some units by other units should be coded as a python callback, IMO.

EDIT: Given what people are mentioning in the succession game thread, this may be interesting: http://forums.civfanatics.com/showthread.php?t=447757

I managed to port it once, and I must have the code somewhere. Even if I don't, it must be simple to port it again. Now that I have more experience, I may be able to fix the text code.
 
if you could import the multiple production and fractional trade routes modcomps that would be sweet... they're already in WM/MoM and likely also in Rife/Orbis :)
 
After I merge in the canal and choke point code, I would like to work on terraforming. I noticed a lot of bug and feature requests in the tracker that have to do with terraforming. I would first work on 3559094 and 3604058 which involve adding XML tags for terraforming and then moving the terraforming AI to the DLL. After those are complete it would be easy to do 3537559, 3556465, and maybe 3528026 as well.

Anyone know if any of the other FFH mods have already done some of this?
 
EDIT: Given what people are mentioning in the succession game thread, this may be interesting: http://forums.civfanatics.com/showthread.php?t=447757

I'm pretty sure that research overflow is not wasted.


[to_xp]Gekko;12224433 said:
fractional trade routes modcomps that would be sweet...

:( ...

fractionaltraderoutes.jpg
 
I have also been thinking on asking in the forums if some of the modding additions I prepared for ExtraModMod (such as an enslavement chance for promotions or the CivCounter) are interesting for other modders. If that's the case, I would request their inclusion too.

I would like the CivCounter to be included... Someday :rolleyes: I'll get around to making my own mod (I'm planning a total conversion).
 
what civ are you playing? upgrades that change race are forbidden but it also applies to a couple cases it shouldn't right now.
 
I'm playing Svart. My archers are elven, and I'd think that nyxkins would be elven as well. Civilopedia doesn't show nyxkins (nor fyrdwells) as available upgrade paths, only HA's.

Hmm, horsemen can't upgrade too.

Another bug - I've upgraded nightwatch to assassin but it got a generic model instead the one of svartalfar.
 
I uploaded the choke and canal point code to Sourceforge. Most of the new functions I added aren't exposed to python yet. Currently the only one exposed in python is a function that will calculate the choke and canal values for all plots on the map. Should I expose the functions for getting (and maybe also setting) choke and canal values to python? I imagine this would allow the choke point values to be used for things like placing goblin forts.
 
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