I'll check that ASAP! EDIT: It comes from the update server as the python file is still at r974, I will send an email to Afforess.
EDIT2: We need to wait for his intervention.
@45°: I plan to release a updated installer today or tomorrow. Is there a major update coming?
Looks like the server had an issue and the svn repo (not the mod files, but the svn repo files in the .svn directory) got corrupted and so could not update. Working on fixing.
Looks like the server had an issue and the svn repo (not the mod files, but the svn repo files in the .svn directory) got corrupted and so could not update. Working on fixing.
Reverted and fixed changes in revision 972 about AI units healing; now AI units should be able to heal correctly without causing AI not to attack at all when at war
Partially merged PitBoss mod by Ramkhamhaeng/YggdrasiI: pitboss still doesn't work yet, but these changes should prevent Pitboss' "pause bug"
I still want to make pitboss work. Right now it goes OOS after first turn (and probably each turn). Pitboss mod should solve some bugs like the "pause bug" and it should allow to use a web interface for Pitboss games (feature still to be completed).
All the tools are now compressed with upx (70% smaller executables)
Updated launcher to 1.20:
----> Fix: Simplified and Traditional Chinese aren't selectable through the launcher
----> Shortcut to write a review to moddb
Rev 982
MANY adjustments to buildings, some changes to civics/units/other.
Building/Wonders:
General: Reduced prerequisite building counts for National Wonders by 1
General: Deleted <iMinAreaSize> requirements for non-Coastal buildings
Alchemist's Lab deleted Great Person bonus
Android Factory requires Power (synchronize with Computer Network power requirement)
Apiary cost reduced to 35
Bazaar deleted commerce from resources and resource requirements
Beadmaker cost reduced to 40, base commerce reduced to +1
Brothel added +1 happiness
Carpenter building production increased to +20%
Casino cost lowered to 400, added +1 happiness, increased gold to +30%, culture to +2, deleted culture doubling
Civilized Jewelers Store replaces Beadmaker, Jeweler
Citycreche building production increased to +75%
Construction Firm building production increased to +40%
Doctor's Office free start era moved to Industrial
Grocer added +1 food and deleted gold bonus
Guild Hall deleted Gold requirement
High Walls deleted Walls requirement
Hypermarket added +1 food
Industrial Park building production increased to +50%
Interrogation Building can be built with Single Party civic
Jewellery moved to Aesthetics; cost increased to 80, added +2 commerce, added Ivory to list of enabling resources and +1 commerce from Ivory, reduced commerce from Gems/Gold/Pearls/Silver to +1 each, no obsoleting tech
Mech Assembly Plant requires Power (synchronize with Computer Network power requirement) and requires Manufacturing Plant or Nanofactory or Omnifactory
MileHigh Travels Franchise deleted Great Person flavoring (not necessary with 0 GPP)
Military Airbase resource requirement changed from Oil to Oil Products
Monument to the Dictator requires Masonry (synchronize with Despotism tech requirement)
Movie Theatre culture bonus lowered to +5 and no doubling
Nanofactory replaces Manufacturing Plant, Industrial Robots; increased production bonus with Power to +100% and added +10% commerce with Power
Oil Refinery -1 health/-1 health from Oil consolidated into -2 health
Omnifactory replaces Nanofactory; increased production to +300%, deleted Engineer slots (Post-Scarcity civic allows unlimited Engineer)
Parade Grounds moved to Leadership
Red Curtains Theater replaces Theatre, Movie Theatre; deleted +1 Artist GPP, increased culture to +6, deleted culture doubling, added +1 happy/10% culture, 1 happy from Hit Movies, 2 Artist slots, 1 free Celebrity
Security Center replaces Security Bureau; increased espionage to +15, espionage defense to +75%, Spy slots to 3, added 1 XP for Espionage units
Stonemason building production increased to +30%
Supermarket added +1 food and deleted gold bonus
Theatre and UB Theatre deleted culture from Modern Art
Vacation Resort requires Airport or Spaceport or Starport
Virtual Reality Theatre requires Power (synchronize with Computer Network power requirement)
Russian Research Institute moved to Computers; cost raised to 325, research reduced to +12, spaceship production reduced to +20% [all bonuses equal to Research Laboratory except for 2 free Scientist]
Glassmith buildable with Salt OR Stone
Nano Research Department buildable with Coal OR Oil OR Methane Ice
Royal Tournament moved to Chivalry
Golden Spike updated help text
Ishtar Gate deleted gold bonus on completion
Civics:
General: Deleted happiness/health changes from Wonders only
Atheist removed culture bonus from specialists
Mobilization reduced bonuses to +150%, increased culture penalty to -30%, added -10% science, -10% Great Person generation
Nationalist hammer bonus reduced to 10%, espionage bonus reduced to 20%, culture bonus removed
Private reduced health bonus from Doctor's Office to +1
Standing Army moved to Leadership
Units:
Hwacha upgrades to Trebuchet or Bombard [longer time to benefit from speed-2 Hwacha]
Great Scientist changed Academy from <ForceBuildings> to <Buildings> [Prevents Academy from being built multiple times and from being built after Computers]
Dreadnought Armor deleted Iron resource option
Other:
Civ4TechInfos.xml is being sorted [easier to find techs in WorldBuilder/XML scrolling]
Fishing Boats Sunk event zooms to plot when triggered
Hamlet/Village/Town add <PrereqNatureYields> and <bFreshWaterMakesValid> set to 1 [stop later ones from being built on Peaks]
If there's anything I forgot, let me know. The Mecha issue needs some more work before it is ready.
Introducing Enslavement for Slavery Civic: 10% chance to enslave a unit when winning a battle (slave is a worker)
Removed Inflation text from Financial Advisor (inflation has been removed ages ago)
AI is now building correctly First Nuclear Test, needed for nukes
Removed No Foreign Connectedness for most civics, mostly replaced with bonus/penalty for Domestic/Foreign Connectedness
Changed domestic/foreign income for some buildings (Port, Seaport, International Port, Toll House, Custom House, Feitoria, Paved Roads, Hotel, Vacation Resort, Artemis Temple, Adam Smith Trading Company, Global Stock Exchange, Free Port, East India Company, Pleistocene Park
Temporarily switched off some python files for pitboss games, I forgot in a previous commit
By removing No Foreign Connectedness from most civics, now it's much more important if you have Right of Passage or not with other civs. Also, it makes a difference in terms of gold when you declare war to someone. I've also reworked a bit commerce per connectedness in some buildings to make foreign trade more important than domestic trade.
Enslavement is a new feature and it should work, let me know if you have any trouble with it.
I'm currently having a look at dbkblk's production function for cities. I fear it's at least partially responsible for lack of production of some units (air, anti-air, spies, nukes at least).
Aqueduct requires Hill or Peak in city vicinity, health reduced to +0.1 per citizen, provides Fresh Water
Artesian Well cost reduced to 80, removed all food bonuses, provides +1 health and Fresh Water, upgrades to Water Treatment Plant
Water Treatment Plant, Waste Digester flat health increased to +3 and provide Fresh Water
Bath House requires Fresh Water instead of Aqueduct
Irrigation Canals requires Fresh Water instead of River, gets +1 food with Rice
Cannery base food reduced to +1
Food Processing Plant base food reduced to +3
Hanging Gardens requires Fresh Water
Other Building Changes
Ice Storehouse moved to Construction
Port, Seaport, International Port no longer provide Culture
Textile Mill upgrades to Omnifactory
Cannon Forge can be built with Iron or Steel
Cannon Turret can be built with Iron or Steel
Safari Hunters moved to Imperialism
Safari Hunters HQ provides Great Merchant GPP
Ultimate Soldiers HQ provides Great Spy GPP
Omnifactory commerce increased to +45%
Unique Building Changes
Mongolian Ger reduced to +3 XP for Mounted units, no -1 health, is not replaced by Knight's Stable
Aztec Sacrificial Altar changed to Ceremonial Altar replacement; keeps all Ceremonial Altar abilities, -15% food for city growth, is not replaced by Temples
Ottoman Hammam changed to Bath House replacement; keeps all Bath House abilities, +2 happiness, no Marble requirement, no obsoleting tech
Civics
Nationalist provides no hammer bonus
Atheist no longer disallows inquisitions
Improvements
Fixed Windmill-Windfarm-Windtrap upgrade chain
Fixed Jungle Camp upgrade time to Forest Preserve
Specialists:
Magistrate provides +3 GPP
Great Diplomat provides +6 espionage
Resources
Standardized resource enabling tech with tech for required improvement (Apple, Lemon, Olive enabled at Fermentation; Obsidian enabled at Masonry; Cotton enabled at Calendar)
Ivory obsoletes at Ecology
Units/Promotions
Cannon, Frigate, Ship of the Line can be built with Iron or Steel
Privateer can be built with Copper or Iron or Steel
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