Hey all,
New version inbound. Bugfixes (mostly minor) and AI optimizations/improvements. Most of these bugs are highly situational (and thus hard to 'test'), so additional assistance/bugtesting from all of you is required to confirm that bugs have been eliminated.
New version will be uploaded around 7pm EST (Feb 3rd)
Cheers,
G
New version inbound. Bugfixes (mostly minor) and AI optimizations/improvements. Most of these bugs are highly situational (and thus hard to 'test'), so additional assistance/bugtesting from all of you is required to confirm that bugs have been eliminated.
DLL Fixes:
- Fixed pantheons so that they all now correctly apply as secondary pantheon effects
Note: If the Pantheon is a 'empire-wide' in its effect (i.e. extra faith based on science per turn, or gold per turn, or happiness from pantheons, etc.), the bonus faith will scale based on the number of cities in your empire that have that secondary pantheon. This may result in no bonus, if the number of cities that have the pantheon is low. Furthermore, the pantheon bonus for a pantheon you found only applies if your capital has followers of the pantheon and/or your founded religion - if your capital is converted, your founder/pantheon bonuses will now go away.- Cities founded on flood plains should retain a normal movement speed (not penalized)
- Population growth from ruins now counts towards policy/belief bonuses
- Unit level resets to 1 after an upgrade that changes the unit's combat class
- Fixed limited spawns from trait buildings for Ottomans and Carthage (should now cap at 100 cities - if you are building more cities than this...you win)
- Integrated ilteroi's changes to GG/GA positioning and utility, tactical map and city target evaluation
- Fixed bug where Reformation belief 'The One True Faith' was retained even if holy city was lost
- Optimizations and improvements to AI grand strategy analysis: includes policy flavors, conquered cities, tech rate and vote control as part of grand strategy calculations
- Adjustments to Homeland AI for selecting units appropriate for moves and fortifying units after a successful move if possible
- AI units should more readily fortify when useful, and should not patrol as much
- Adjustments made to religion scoring system, should encourage a bit more diversity for AI selection
- Passable forts (minimod - Whoward) now registered by water trade units
LUA Fixes:
- Fixed LUA bugs that resulted in AI refusing to accept a gift offer they were making (EUI)
- Added tooltip for archaeology dig quest (EUI)
- Fixed some bugs in CBP EUI files
- Fixed LUA bug in E&D resulting in units not spawning from events (was a bug in E&D's original lua)
XML/SQL Fixes:
- Technology flavors rewritten, adjusted where needed
- Policy flavors adjusted to emphasize late-game policy trees a bit more
- Satrap tooltip fixed.
- Tech brokering disabled (checked) by default (C4DF)
- Added German text updates to CSD and CSD-CBP Compatibility
- Fixed some tooltip and help text errors in CP/CBP/CSD/C4DF
- Fixed Sweden's personality to be more in line with UA (more focused on diplomacy and friendship)
- Miscellaneous bugfixes in CBP
Reported bugs that are not bugs:
- Reformation beliefs only applying to founder - this is as intended - Firaxis made it so that only a few of the Reformation beliefs could ever be 'shared,' and the ones added by the CBP should not be shared.
Balance:
- Ideologies require industrial era AND 4 completed policy branches (unless England, which can also do 3 steam mills)
Note: added an XML column for prereq era for ideologies, so that players could tailor the unlock/forced-unlock eras of ideologies to their tastes. See the GameInXMl.xml file in the CP/Core Files/PNM Mods DB/CONFIG folder for this file.- Adjusted ranged strength of mounted archers to match foot archers from same era (UUs still slightly stronger)
- Policy exponential increase in cost reduced (will allow for more policies in a game)
- Zulu Impi moved to Gunpowder, replaces Musketman, states adjusted to compensate for change (is now CS of 30)
- Sweden Diplomatic bonus now 25% (was 15%)
Additions:
- Fallout now deals 15 damage to all units that end their turn in fallout
- Workers receive two promotions to deal with this: a reduction at Penicilin (-10) and immunity at nanotechnology
AI workers will not 'bail out' due to damage until at half health (or, if immune, they will not bail out)- Stone now provides +10% to Wonders during the Ancient and Classical periods, and Marble provides +15% from the Ancient Era into the Renaissance (i.e. Pre-Industrial). This makes the bonus from these resources, especially Marble, far more useful.
New version will be uploaded around 7pm EST (Feb 3rd)
Cheers,
G