Hey all,
New version inbound. Some good stuff here. Here's the changelog:
Online as of 12:55am EST. Not savegame compatible.
Auto-installer link: 7-7 Autoinstaller
New version inbound. Some good stuff here. Here's the changelog:
LUA:
Events:
- Putmalk: Added #office/franchise values to corp screen
- Fixed some No-EUI stuff, and removed EUI black borders stuff
- Added a few new events, and reworked most 'building' choice events to either fire once for whole empire, or to be an empire-wide decision
- Added Events 'explanation' system for choices - automatically generates tooltips for disabled event choices so that players have a better idea as to why they can't select them
Can be overwritten with the 'DisabledTooltip' XML element- Removed all Hokath/Xony/Enginseer/etc. non-core events (as they're being built into a Events modmod)
- Events System: Added RequiredNoActiveCityEvent/RequiredNoActiveCityEventChoice to Events table, and RequiredNoActiveCityEventAnywhere/RequiredNoActiveCityEventChoiceAnywhere for CityEvents
Check for events either currently on cooldown or 'oneshot' events, returning false if the required event/choice is active
Should allow you to have city-level events/choices that only fire once across the empire (only one 'Old Man and the Sea,' for example), or player events that fail if any city event/choice is active.
DLL:
- Ilteroi: work on operational and tactical AI
- AI will no longer build GP improvements outside workable city plots.
- Worked on AI settler logic a bit more
- Diplo AI should default to war approach if only 2 left and going for conquest victory
- Less likely to war against minors without due cause
- GD embassy move function fixed
- Fixed city connection naval element breaking land routes
- Fixed Religious National Wonder save/load memory error
- Worked on AI building/unit logic a bit more
- Worked on AI deal evaluations a bit more
- Worked on AI war/peace logic
- Fixed a few CTDs and errors related to memory and bad pointers
- Other misc fixes and improvements
- Removed ability to gift units to major civs (exploitable)
- Other sundry AI optimizations and improvements
Balance:
- Nerfed RCS on all naval ranged units by around 5 (should help rebalance naval combat in favor of a mixed ranged/melee approach, and also give melee units tactical turns to get into position before getting shot down). Work in progress.
- Removed Blitz defense penalty, gave it to March (-10%)
- Penalty on Range reduced to 20% (was 30%)
- Tradition: Scaler now 5% (was 4), Culture Plot Cost now 25% (was 20), Defense bonus for cities now 50% (was 25%) - changes help secure Tradition as an early defensive, long-term growth branch
- Industry: +5 Gold from Land/Sea TRs (Was +2), 2 extra Trade Routes (was 1) - Industry now better at producing gold, and has synergy with corporations
- Imperialism: Flipped location of Exploration and Military Tradition (earlier explorer = better), scaler now 5% (Was 4)
- Hand-Axe now becomes a Comp Bowman
Online as of 12:55am EST. Not savegame compatible.
Auto-installer link: 7-7 Autoinstaller