Change Log and Version History

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Jan 29, 2006
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Location
Boston, MA, USA
MongooseMod 4.2
for Beyond the Sword 3.19


The full Change Log is available in the mod's Documentation folder, but is too long to post here directly.
 
Last edited:
Version 4.2 Patch Notes - Part 1

Spoiler :
24 April 2014

extended Mongoose BarbarianMod to make the minimum distance between Barb Ship spawns scale with World Size instead of using the XML global, and to only check for other units in the same water area (as opposed to any unit in the search area)

26 April 2014

fixed Silver/Gems/Gold tracking being wrong in the StatsMod, due to the addition of the Fossils resource earlier (oops)
removed obsolete Marsh tracking, and added Bamboo, Swamp, Bog, and Savanna tracking on Feature Growth/Removal
fixed bug where the Nuke Deaths stat was not being saved on game save or read back in on game load

28-29 April 2014
added Mongoose CombatStringMod to show experience gain in combat result messages

30 April 2014
turned off the bMechanized flag on the 4 monster units
added SaibotLieh's Ice Golem as new land monster in Mysticism
added Whaling promotion to Machinery
added SaibotLieh's Humpback Whale as new sea monster in Improved Fishing
updated Mongoose WorldSizeScalingFix to handle large values (greater than 8, assuming 8 world sizes) of unit limit quantities correctly
extended Mongoose BarbarianMod to handle Ice Golem terrain native spawning and movement, and to add the Sandworm's 8-20 tile minimum area size check to the 4 sea monsters as well
extended Mongoose UnitStringMod to handle Whale impassable terrain text properly
extended Mongoose BarbarianMod to make Whales stop spawning once the Barbs get the Radar tech
increased base gold kill reward on Sandworm from 200 to 300, Turtle from 20 to 25, and Serpent from 100 to 200
added Ice Golem to the No Elite Units game option mouseover text

1 May 2014
extended Mongoose BarbarianMod to add a small chance for Whales to spawn once the Barbs have Improved Fishing, and changed the normal Barb Ocean spawn phase to start at Optics instead of Astronomy, since Kogge and Galleas can enter Sea at that point
added SaibotLieh's melee combat animations for Rifleman, Redcoat, and Infantry
added SaibotLieh's Beastmaster to War Dog unit
shortened Discovery text lines in StatsMod, moved Great General line up, and added Monster Kill and Death tracking
extended Mongoose NotificationMod to support global alerts for Ice Golem combat
extended Mongoose CombatStringMod to show experience gain in attacker and defender withdrawal messages, and set it to use the original message instead of displaying " (+0 Exp)" in all cases
added SaibotLieh's Medic skins for Infantry, Marine, and Mechanized Infantry
updated titleplate for MM 4.2, StatsMod 3.4, and K-Mod 1.41b

1-2 May 2014
added SaibotLieh's Female Ninja as Assassin in Philosophy, and updated the Unit Tree code in Sevopedia accordingly
added SaibotLieh's Medieval Spies skins
added SaibotLieh's Swordswoman as ethnic Master Swordsman for African and Middle Eastern civs

2 May 2014
increased base gold kill reward on Kraken from 1000 to 2000
increased scale slightly on Master Swordsman, European Maceman, Berserker, Samurai, and Modern Spy models

3 May 2014
added most of TheCapo's American, Celtiberian, Iberian, Spanish, Phoenician, Indian, and Korean units from his thread (with secondary credit to Mechaerik)
put Archery models in their own category finally in the Unit Pak file, and set unit and icon folders to always start with the name of the unit
added NikNaks' Davy Crockett as American Explorer

4 May 2014
fixed my XML and Pak layout to get SaibotLieh's Melee Combat Animations and Medic Visualizations working properly without breaking any of the custom models, and added the Medic effect to the MechanizedInfantry's Urban Camo skin
upgraded to higher-quality versions of the "Axel F", "Terminator 2 Theme", and "The Wars of the Last Wolves" tracks encoded directly from CD, and added "In Memories: A Boy Meets the Man" to the Ancient Era soundtrack
decreased volume on both Doctor Who S4 tracks from 80 to 75, and on both Doctor Who S5 tracks from 80 to 70
increased volume on both Samurai X tracks from 80 to 90, Barber's Adagio for Strings from 120 to 130, Axel F from 100 to 110, both Oblivion tracks from 70 to 80, Across the Stars from 100 to 110, Autobots from 80 to 90, and Blade Runner Blues from 120 to 130
added all of CoffeeJunkie's Native American land units

5 May 2014
increased Quinquereme withdrawal from 30 to 60%, matching land siege units
decreased Gate of the Sun from 2 to +1 food
increased Ice Golem speed from 1 to 2
added Native Axeman as Stone Axeman UU for Native America, using the superceded vanilla Dog Soldier model
reconfigured the Unit Tree code again b/c that changed the graph order for some reason, sigh
added new icons for Atlatl, MasterSwordsman, Paladin, CityGarrisonEvent, CombatEvent, FlankingEvent, Hunter, Leadership, Tactics, Morale, ShockEvent, PinchEvent
increased base gold kill reward on Rhinoceros from 40 to 100, and on Mammoth from 60 to 100
increased Hunter bonus vs Wild Animals from 25 to +50%
set StatsMod Python code to reference resource types by name instead of number in the CoughUp function
fixed divide-by-zero error in new AI tech evaluation code from 6 Dec 2013 that caused a crash on turnover whenever any AI player had zero cities, such as ON THE FIRST FREAKING TURN (We played on this code briefly too before ending our 4.1b game! Sigh... Good thing I didn't release it afterall, lol. :p)
made a slight efficiency improvement in the same function, and added a DbZ check for the WorldSize iTargetNumCities XML value
added new icons for Terrain Crossing and Mountain Crossing
extended Mongoose ValidPromotionFix to block Smart Bombs promotion from being available to Hawk, Condor, Biplane, Biplane Legend, Fighter, Fighter Legend, and all 4 Air Recon units

6 May 2014
added +25% vs Melee to Assassin

8 May 2014
set Native American and African art styles to use the Incan Castle instead of the Wood City Walls style Fort improvement for their Castle model, removing the ridiculous small, empty, and outside-the-city "Castle"
increased scale on Incan Castle from 0.5 to 0.65
fixed cargo domain tag on Canoe, Trireme, Dromon, and Galleas
added ExploreSea and AssaultSea AI scripts on Privateer
added PirateSea and AssaultSea AI scripts on Manta, moved ReserveSea AI script to disabled section, and added EscortSea to disabled section
removed AttackSea AI script from Manta, and from Privateer's disabled section
changed default AI script on Manta from AttackSea to PirateSea
added new cargo category for Mercenaries, set Mercenary and Bounty Hunter to use it, and set Manta to be able to carry 4 of them
increased scale on Bounty Hunter model from 0.7 to 0.8

9 May 2014
got the Infantry Melee + Medic combination working finally (thanks SaibotLieh!)
extended Mongoose CargoLoadFix to fix bug with Privateer and Manta not being able to load Pirate and Mercenary units (can't believe nobody ever reported the Pirate problem! sigh :p)
added Can Enter Rival Territory ability to Pirate
added Missionary AI script in main UnitAI section to all Missionary and Executive units
removed SettlerSea AI script from Transport
added MissionarySea and SpySea AI scripts to Quinquereme and Clipper
updated AI tech evaluation from era-change to use better target counts than just iTargetNumCities from the WorldSize XML

13 May 2014
tested the updated StatsMod coughup tracking
fixed epic bug with Mongoose FeatureGrowthMod, where certain features could grow into tiles with certain improvements present that don't allow them there, due to the absurd case-by-case-basis integer-value hardcoding I used back on 22 May 2009 as part of MM 3.2.4, which was obviously hopelessly messed up at this point; it now PROPERLY just checks if the improvement allows the feature with its XML settings, sigh (thanks EnormousD!)

14 May 2014
updated minor XML stats on Assassin

15 May 2014
added Mongoose RevoltMod to make cities look at tile ownership in all fat cross plots, rather than just the 8 adjacent ones, when determining revolt strength
updated Mongoose CultureDecayMod to scale with gamespeed, resulting in slightly faster decay rates on Quick up through drastically slower ones on Eternal
made update pass for iCultureGarrison and iAdvancedStartCost values on all units

16 May 2014
increased iAdvancedStartCost scale factors on all Prehistoric techs from 100 to 200%, on the first column of Ancient techs from 100 to 150%, and on all remaining Ancient techs from 100 to 125%, to make the Prehistoric Era less of a freebie in Advanced Start mode due to its low costs, and to still keep the costs increasing afterward
increased tech costs significantly in mid-Medieval through late-Renaissance, moderately in Industrial, and slightly in Modern
added SaibotLieh's custom Whip sound to the Beastmaster unit that I had skipped earlier

17 May 2014
added C2C's custom Gorilla and Boar sounds

17-18 May 2014
added sound effects to the Floating Fortress from C2C, and added custom sound effects to the Snake

17-19 May 2014
added sound effect to the Serpent from C2C

18-19 May 2014
added sound effect to the Falcon/Hawk/Condor from C2C
added a large number of missing sound effects to the Constructor, Drone Fighter, and Drone Bomber from Final Frontier, and fixed several bugs with the Drone Fighter sounds

19-20 May 2014
adjusted a number of sound effect volumes

20 May 2014
added sound effect to Drone Bomber from Final Frontier
changed StatsMod hotkey from U to Y to fix conflict with Unload command if a unit in a transport in a fort or city is currently selected
added Rubber resource to Pottery and Chemistry, and set it to be required by Motorcycle, Jeep, Humvee, Biplane, Fighter, Fighter Legend, Fighter-Bomber, Interceptor, Bomber, and Freight
changed "on" to "if" in Prolific effect description to be more clear

21 May 2014
fixed Horses entry, added missing Sulphur and Rubber entries, and added Stone exclusion entry in resource placement function in CvMapGeneratorUtil.py
increased iConstAppearance on Rubber, Coal, and Aluminum from 100 to 110
increased iAITradeModifier on Pigs, Coffee, Barley, Wine, Silver, Gold, and Gems from 0 to 5, on Stone, Marble, and Ivory from 0 to 10, on Horses from 0 to 15, and on Iron and Aluminum from 10 to 15
decreased iAITradeModifier on Rubber from 10 to 5, and decreased iMaxLatitude on Rubber from 90 to 60

21-22 May 2014
added Mongoose ResourceDoublerCappingMod to apply the following new rule: happiness and health doubler bonuses from buildings are now capped at 1 less than the maximum possible for each resource subcategory, as follows:
Forge Silver/Gems/Gold max +2, Market Silk/Furs max +1, Market Ivory/Pearls max +1, Market Walrus/Whales max +1, Broadcast Tower and American Mall Hit Dramas/Hit Singles/Hit Movies max +2
Granary Corn/Wheat/Rice max +2, Grocer Apples/Bananas max +1, Grocer Barley/Wine max +1, Supermarket Bison/Cows/Pigs/Sheep/Deer +3, Harbor Fish/Shrimp/Clams/Crabs max +3

22 May 2014
moved Shrimp ahead of Clams and Crabs in the Tsukiji Fish Market list, as they should be
made some efficiency improvements in Mongoose BuildingFunctionalityMod, AnimalMod, BarbarianMod, PirateMod, and GlobalWarmingMod involving XML indexing inside loops
extended Mongoose PirateMod to allow barb Mantas to spawn with cargo using the new Mercenary cargo type

23 May 2014
studied the C2C tech tree

24 May 2014
renamed Physics to "Physics, Geology"
renamed Ancient Temple to "Ancient Relics" (thanks C2C!)
moved Ancient Relics from Optics to Mountaineering
added Martial Arts, Fundamentalism, Alchemy, and Naval Ordnance techs from C2C
added new icons to Falconry, Military Training, Writing, Rice, Spices, Hemp, Bison, Salt, Iron, Gold, Marble, Ivory, Via Appia, Flamethrower, Culverin, Early Rocket, Galleas, Freighter, and Condor from C2C
added new icon to Cruiser from RoM
added new icon to Moat from Afforess
changed Knight Champion icon to old Master Swordsman one
removed Pirate upgrade paths to Marine and Flamethrower
added Shaolin Temple and King Richard's Crusade wonders from C2C
added Heavy Crossbowman, Monk, Crusader, and Corsair units from C2C
moved old Falconry icon to Falcon unit
moved Privateer and Frigate from Compass to Naval Ordnance, and Culverin from Chemistry to Naval Ordnance

25 May 2014
added new icons to Metallurgy, Sheep, and Gems from C2C
added Ancient Flamethrower, Organ Gun, Big Bertha, and Sloop from C2C
moved Clipper from Compass to Naval Ordnance
added +10% City Attack to Culverin, and +25% City Attack to Cannon, Artillery, Mechanized Artillery, and Rocket Artillery (thanks C2C!)
added +25% Forest Attack package to Flamethrower (thanks C2C!)
increased strength on Dutch East Indiaman from 8 to 9, and on Clipper from 7 to 8
decreased Splash Damage targets on Culverin from 4 to 3, and increased it on Korean Hwacha from 3 to 4, on Great Bombard from 4 to 5, and on Rocket Artillery from 5 to 6
removed varying bonuses vs Mammoth from all Siege units (the mouseovers are readable now!), and added -25% vs Siege to Mammoth and Rhinoceros (which was missing before, sigh)
added -50% vs Mounted to the Bombard and Great Bombard, and increased their bonus vs War Elephant from 50 to +75%, matching Catapult and Trebuchet
added 1 FSC to Privateer
increased cost on Clipper from 80 to 90, and on Privateer from 80 to 85

26 May 2014
decreased cost on Kogge from 60 to 55
removed Alchemy requirement from Chemistry, and added it to Gunpowder
moved Flying Machine from Gunpowder to Alchemy, Sulphur from Invention to Alchemy, and Tech Trading from Guilds to Invention
added EE2 Carrack from C2C as new Sloop since the simple Privateer flag change wasn't good enough heh
added Assassin from C2C as a visual unique for the same civs that get the Desert Mercenary skin
added new Panda Bear model from C2C
added Python, Moon Bear, Snow Leopard, Wildebeest, Zebra, Giraffe, Penguin, Crocodile, Gavial, Chimpanzee, Platypus, Hippopotamus, Musk Ox, and Caribou units from C2C
added Clockwork Golem, Ornithopter, and Assault Ship units from C2C
added new icons to Deer and Carrier from C2C
added Early Bombard as visual unique for Ottoman, Lorenzo di'Medici as visual unique Musketman for Rome, Soviet Carrier as visual unique Carrier for Russia, and Shan Warrior, Vietnamese Cuirassier, and Viet Cong as visual unique Musketman, Cuirassier, and Machine Gun for Khmer, all from C2C

27 May 2014
added Prime Timber (woohoo!), Prickly Pear (woot!), Titanium (finally!), and Cotton from C2C
added Prime Timber requirement to all wooden ships beyond Raft/Canoe except those already requiring Sulphur, and to all wooden Siege units
increased iAITradeModifier sequence from 5-10-15-20-30 to 20-40-60-80-100
added King's Tournament wonder from C2C as Great Tournament wonder
added new icon to Native Axeman from C2C
extended Mongoose BuildingFunctionalityMod to implement the Great Tournament's free Horses and Iron effect
updated Mongoose ResourceDoublerCappingMod to put Bison and Cows in a "Red Meat" category separate from Pigs/Sheep/Deer, and to add a Hemp and Cotton "Staple Fiber" category
increased Paladin from 10 to +20% City Strength

28 May 2014
fixed sad, pathetic bug with Mongoose GamespeedScalingFix from 15 Feb 2013 where the Heroic Epic and West Point unit level requirements were being RAISED on short gamespeeds and LOWERED on long gamespeeds, and where things were being FURTHER messed up when the No Barbarians option was in use, sigh
extended Mongoose BuildingFunctionalityMod to implement the King Richard's Crusade effect of granting a free Crusader every 1.0 to 5.4 turns, scaling with gamespeed
added First Strike Immune to Elite Maceman and Heavy Crossbowman
moved Potatoes from Herbalism to Agriculture, Prime Timber from Wood Working to Fine-Edged Tools, Furs from Wood Working to Leather Working, and Marble from Fine-Edged Tools back to Exploration
changed Naval Warfare requirement to Naval Ordnance on Ironclad, Cruiser, Destroyer, Stealth Destroyer, Dreadnaught, and Naval Supremacy

29 May 2014
added new colors for the Rennaisance, Industrial, Modern, and Future eras in the Tech Advisor, and updated it to version 2.4 as a result
based on lengthy phone discussion, made the following land resource requirements:
changed AP Mech, Assault Mech, and Scout Mech from "Oil and Aluminum" to "Uranium and Titanium"
changed Heavy Mech from "Oil and Aluminum" to "Titanium and 'Oil or Uranium'"
changed Modern Tank and Behemoth from "Oil and Aluminum" to "Oil and 'Iron or Titanium'"
changed Stealth Tank, Wraith, and Banshee from "Oil and Aluminum" to "Oil and Titanium"
changed Helicopter from "Oil and Iron" to "Oil and Aluminum"
changed Gunship from "Oil and 'Iron or Aluminum'" to "Oil and 'Aluminum or Titanium'"
changed SAM Battery from Oil to "Oil and Rubber"
changed Early Rocket and Guided Missile from Nothing to Aluminum
and water resource requirements:
changed Destroyer from Oil to "Iron and Oil"
changed Stealth Destroyer from 'Oil or Uranium' to "Iron and Uranium"
changed Missile Cruiser from 'Oil or Uranium' to "Iron and 'Oil or Uranium'"
changed Floating Fortress from "Aluminum and 'Oil or Uranium'" to "Iron and Uranium"
changed Manta from "Aluminum and Uranium" to "Titanium and Uranium"
and air resource requirements:
changed Biplane and Biplane Legend from Rubber to "Prime Timber and Rubber"
changed Fighter, Fighter Legend, Fighter-Bomber, Interceptor, and Bomber from "Oil and Rubber" to "Aluminum and Rubber"
changed Modern Fighter, Stealth Fighter, and Stealth Recon from "Oil and Aluminum" to "Oil and Titanium"
changed Drone Fighter and Drone Bomber from "Uranium and Aluminum" to "Uranium and Titanium"
changed Assault Fighter from "Oil and Aluminum" to "Oil and 'Iron or Titanium'"
changed Flying Machine from Sulphur to "Prime Timber and Sulphur"
changed Airship from 'Coal or Oil' to "Prime Timber and 'Coal or Oil'"
changed Heavy Bomber and Stealth Bomber from "Oil and Aluminum" to "Oil and 'Aluminum or Titanium'"
(thanks EnormousD!)
decreased iConstAppearance on Copper from 130 to 125
increased iConstAppearance on Prime Timber from 100 to 200, on Iron from 130 to 150, on Sulphur from 125 to 150, on Oil from 125 to 200, and on Titanium from 110 to 125
decreased iConstAppearance on Prickly Pear from 200 to 100, and increased its iTilesPer from 32 to 12, matching half of Incense
increased iAITradeModifier on Stone and Marble from 40 to 50, on Rubber from 20 to 40, and on Iron and Titanium from 60 to 80
decreased iMinAreaSize on Walrus from 3 to 1
decreased iMaxLatitude on Cotton from 70 to 60
decreased iUnique on Prime Timber from 6 to 0 (oops, heh), and on Prickly Pear from 3 to 0
removed Grassland and Tundra FeatureTerrainBooleans from Aluminum and Titanium, since Marsh is no longer a feature, sigh
added missing Dunes FeatureTerrainBoolean to all 9 resources with Flood Plains that didn't have it except Incense, since it doesn't have a Dunes TerrainBoolean
added missing Lush FeatureTerrainBooleans to Oil, Uranium, Gems, and Thermal Vent (sigh)
fixed Prickly Pear being allowed to spawn on Desert Peaks, sigh
changed Paratrooper from Oil to "Aluminum and Rubber", matching all WW2 air units
changed Freight from Rubber to "Oil and Rubber", no clue why this was set wrong, sigh

30 May 2014
changed Tactical Nuke and ICBM from Uranium to "Uranium and 'Aluminum or Titanium'"
changed Artillery from Nothing to Rubber
changed Big Bertha from Nothing to Rubber and Iron
changed Manticore from Oil to Uranium
removed custom Deer icon
made full update pass on fScale, fInterfaceScale, fShadowScale, and iGroupSize for all animal units (it's really nice having the animal shadows set properly - can't believe it was neglected this long! sigh)

1 June 2014
renamed Mongoose UnitGoldValueMod to UnitKillValueMod, and extended it to support Research on Kill bonuses
added Mongoose EventResearchReportingFix to fix a vanilla bug with reporting to other team members when a player gets a Breakthrough or Setback event
set stats on all new animal units, and removed No Defense Bonuses penalty from Gorilla (matching Orangutan and Chimpanzee)
added +5 Research on Kill to Chimpanzee and Gorilla, and +25 to Panda Bear and Polar Bear
extended Mongoose UnitStringMod to fix bug with Clockwork Golem's standalone -25% Jungle Strength effect not showing up in its unit text
fixed bug with Mongoose WithdrawalMod where cargo units and air units could be used to qualify for defensive withdrawals
extended Mongoose WithdrawalMod to allow defensive-only animal units to escape to valid adjacent tiles as a second form of Defensive Withdrawal, simulating prey animal flight
as a result, increased Withdrawal on Orangutan and Chimpanzee from 0 to 50% (matching Gorilla), and set Withdrawal values on all new animal units
changed native terrain on Gorilla from Jungle to "Marsh, Forest, Bamboo", on Orangutan from Jungle to "Jungle, Swamp", and on Chimpanzee from Jungle to "Forest, Bamboo, Jungle"
removed Can Only Defend stat from Chimpanzee, moved Orangutan up past Gorilla in the list order, and swapped Zebra and Wildebeest list order

2 June 2014
increased fScale on Gorilla from 0.55 to 0.58, on Orangutan from 0.5 to 0.58, and on Chimpanzee from 3.2 to 3.4
added +5 Research on Kill to Orangutan, and Can Only Defend to Gorilla (helps to actually read Wikipedia, sigh)
increased First Strikes on Gorilla from 2 to 3, and on Orangutan from 1 to 2
increased Research per Kill on Panda Bear and Polar Bear from 25 to +50, and added +2 to Platypus
added Lush, Grassland, and Plains natives to Grizzly Bear, and Bamboo native to Moon Bear
increased First Strikes on Snow Leopard from 1 to 2, on Lion from 2 to 3, on Grizzly Bear from 0 to 1, and on Cave Bear from 2 to 3
increased Withdrawal on Wildebeest from 30 to 40%, on Zebra from 30 to 50%, and on Musk Ox from 20 to 30%
removed free Amphibious promotion from Moon Bear, and added +20 Gold per Kill
added +10 Gold per Kill to Boar
added +10 Research per Kill to Cave Bear
added Scrub native to Wildebeest, and Peak native to Boar, Grizzly Bear, Caribou, and Musk Ox
added Can Only Defend to Cave Bear

2-3 June 2014
rebuilt resource section in both GameFont files to use the custom XML order (at last!), and to include the 4 newest resources

3-4 June 2014
updated the Pedia Unit Upgrade Chart AGAIN for all the new units, and finally set the water, air, and civilian graphs to use the same alignment as the land ones

4 June 2014
decreased cost on Flaming Pig from 15 to 10, and on Clone Worker from 225 to 150
made a new amalgamated screenshot of the full MongooseMod 4.2 tech tree

5 June 2014
updated cost and minor stats on all new units, iAdvancedStartCost on Condor (oops), and iPower on several existing units
decreased cost on Culverin from 105 to 100, and on Viking Kogge from 60 to 58
increased cost on Viking Longboat from 40 to 42
increased range on Condor from 3 to 4
removed +25% vs Bombard from Cuirassier (since they don't need it anyway!), and updated Mongoose UnitStringMod to group Culverin and Organ Gun into one text line as a result
increased strength on Freighter from 20 to 21, on Transport from 16 to 17, on Carrier from 18 to 20, and on Sea Mine from 18 to 19
increased scale on Master Swordsman from 0.46 to 0.48, on Freighter from 0.5 to 0.52, on Floating Fortress from 1.0 to 1.1, on Manta from 0.8 to 0.85, and set scale on all new units
increased subunit count from 1 to 3 on Raft, Canoe, and Assault Ship, and from 1 to 2 on Galley, Trireme, Dromon, Quinquereme, and Transport
updated fInterfaceScale values on a number of water units, and a few other new ones

6 June 2014
set the Martial Arts, Fundamentalism, Alchemy, Invention, and Space Exploration techs to be untradable due to their special-unit-unlocking properties, matching Sedentary Lifestyle, NanoTech, and FutureTech
set costs and minor stats on the 4 new techs and the 3 new wonders
changed Trafalgar Square from Sulphur doubler to Prime Timber and Sulphur boosters
added Prime Timber doubler to Globe Theater, Prime Timber and Stone boosters to Himeji Castle, and Prime Timber and Marble boosters to Forbidden Palace
added Titanium to the Aluminum tracking item in the StatsMod (since there's no room to make it separate)
updated No Elites game option text again for all the new units
added Hunter from C2C as Northern European ethnic Scout, and Gaul, Assyrian, and Nubian Javelineers from C2C as ethnic Atlatl's
added Poison Dart Frog from C2C
 
Last edited:
Version 4.2 Patch Notes - Part 2

Spoiler :
7 June 2014
went through the C2C unit graphics folder-by-folder checking for anything I missed in-game

8 June 2014
switched to improved Davy Crockett model from C2C
removed Loon and replaced it with Pigeon from C2C
reinstated TheConquests' J10A Chengdu as Modern Fighter for China (replacing SU37) and Persia, and added SU37 to Carthage
made icon for J10A
added VUs from C2C: American Carrier as Carrier for Native America, Aztec, Maya, Inca; German Carrier; Zuikaku as Carrier for Japan; U31 as Submarine for Germany; Viking Caravel as Longboat model; Dragon Pirate as Asian Trireme; and Papyrus Boat as Raft for Greece, Rome, Carthage, Egypt, and Ethiopia
reversed ancient decision from many years ago and switched to two-mast version of Asian Galleas with team-color-striped sail from C2C
reversed ancient decision from many years ago and moved Meso Quinquereme VU from Trireme to Quinquereme
added Meso Trireme, Meso Galleon as Meso Frigate, and Meso Ship of the Line models from C2C
added Native America to the Meso ship series
increased cost on Quinquereme from 50 to 52
added Decareme from C2C as an elite unit (nice!), and updated the No Elite Units game option text and the Pedia unit upgrade chart again as a result (sigh... I THOUGHT I was done with this stuff already!)
cleaned up and centered several of the new Carrier models and all of the old advanced submarine models (sigh)

9 June 2014
added English, German, and Russian Grenadier skins from C2C
removed "Damage Smoke" effect from Russian Carrier entirely to fix the weird triangular gray fog on one segment of the wooden deck at full health
updated CIV4UnitArtStyleTypeInfos.xml to remove remaining massive quantity of redundant vanilla Middle and Late tags that made it much harder to keep things organized
added VUs from C2C: Ra Fist as Paladin and Ra Knight as Knight for Egypt; Chinese Maceman as Paladin, Chinese Horseman as Marauder, Chinese Axeman (Halberd!), Pikeman, War Elephant (GORGEOUS!!!), Knight, and Infantry (nice!); Gothic Huskarl as Viking Swordsman (THANK YOU!!!); and Pakistan Rajput as Indian Paladin (very nice!)
reversed ancient decision from many years ago and switched Chinese Archer and Chinese Spearman from Mongol versions back to vanilla custom models with Chu-Ko-Nu armor
increased strength on Trench Infantry from 20 to 21 (thanks Rakete4!)
added all of Germany's VUs to Holy Rome except the Infantry/Trench Infantry/Machine Gun/Cavalry set which remains Albanian

10 June 2014
added VUs from C2C: Italian Elmeti as Knight for Rome; Arsonist Grenadier as Middle Eastern Grenadier; War Mammoth as Northern War Elephant; Asian Explorer; Arab Marine as Middle Eastern Marine; African Musketman (Impi version); Ethiopian Heavy Footman as African Paladin, Ethiopian Heavy Cavalry as African Knight, and Ethiopian Cuirassier as African Cuirassier; African Horse Archer; American Grenadier as French Grenadier; African Maceman; and African Longbowman
added VUs from Three Kingdoms: Swordsman Lvl 1 as Chinese Swordsman; He Qi, Yue Jin, and Zhang Ren as Asian Master Swordsman; Zhang Liao and Gan Ning as Asian Pirate; Sanguo Archer as Asian Archer; and Sanguo Longbowman as Asian Longbowman
switched Egyptian Archer, Axeman, and Horse Archer from vanilla Middle Eastern to vanilla Egyptian versions, which have lighter metal colors and orange skin instead of pale brown skin
centered Meso Carrier and de-smoked German Carrier (sigh)
added Khmer Cuirassier to the other 5 Asian civs
added Meso Quinquereme icon from Three Kingdoms, and moved the existing icon to Meso Trireme
changed vanilla Asian Archer to Mongolian Archer, and let India keep it for now
added Charlemagne Heavy Swordsman as German Paladin
swapped Ottoman Bombard and Great Bombard models, adjusted their scale, and fixed the latter's .nif file (sigh) and centered it
changed Chinese War Elephant to Asian War Elephant, and existing Asian War Elephant to Mongolian War Elephant
added Paratrooper, Marine as Special Forces, SAM Infantry, AT Infantry, and Humvee from Chinese Modern Troops from C2C, and cleaned up the .nif's

11 June 2014
changed Indian Machine Gun to Middle Eastern Machine Gun
added VUs from C2C: Carthaginian Axeman, Spearman, Swordsman, Crossbowman, and Longbowman; Cathaginian Chariot as African Chariot; Viking Warrior, Axeman, Spearman, Swordsman, Pikeman, Archer, Crossbowman, Longbowman, Chariot, and Knight; Viking Horseman as Viking Marauder; Turkmen Turkoman as Ottoman Knight; Arabian Heavy Swordsman as Middle Eastern Paladin; Menelik II as African Rifleman; Tibet Gurkha as Middle Eastern Musketman; USMC as American Marine; and Hernan Cortes as Northern European Cuirassier
removed unused Celtic Chariot definition
changed Greco-Roman Spearman to Byzantine Spearman, and removed it from Greece and Rome
made TrainSound update pass to fix numerous units using AS2D_UNIT_BUILD_UNIQUE_UNIT that shouldn't have been, and to add it to all water UUs, all Great People, and most newer elite units in the mod
decreased gold-per-turn cost on Hawk from 2 to 1, and on Ornithopter from 3 to 2 (thanks Rakete4!)
increased gold-per-turn cost on Clockwork Golem from 3 to 4
removed Great Prophet glow from all Asian Master Swordsman and Asian Pirate subunits
moved standard pale-yellow Environment_FX_GreyMetal.dds, standard Environment_FX_BlueMetal.dds, and standard Environment_FX_Bronze.dds to the Shared .pak file
added Zenspiderz's Yumi Samurai as Japanese Longbowman (thanks C2C!)
fixed the broken Arrow.nif links due to the earlier move of all Archery units to their own folder in the .pak file (sigh)
replaced Taoist Missionary Monk with Tibet Dob Dob, also from C2C
added Karolin Musketman skin from C2C as vanilla Musketman skin replacement (YES!!!)
added Taureg Camel from C2C as Arabian Camel Raider UU
added Pirate Captain and Cui Ranger from C2C as Barbarian Pirate UU
set better XML sound on Pirate and Dread Pirate
added Ghost Ship from C2C as Barbarian Galleon UU
increased scale on Galleon and Ghost Ship from 0.14 to 0.15, Royal Galleon from 0.152 to 0.16, East Indiaman from 0.16 to 0.18, Clipper from 0.15 to 0.18, Privateer from 0.18 to 0.21, Frigate from 0.19 to 0.2, and Meso Frigate and Meso Ship of the Line from 0.14 to 0.15

12 June 2014
decreased scale on Man of War from 0.175 to 0.17
cleaned up and centered the Man of War's .nif file
added Pirate Archer, Crossbowman, Longbowman, Musketman, Warrior, Axeman, Spearman, Swordsman, Maceman, Chariot, Knight, Scout, and Explorer from C2C as Barbarian VUs
added Pirate Axeman from C2C as Barbarian Stone Axeman VU, Pirate Spy from C2C as Barbarian Assassin VU, and Blackbeard from C2C as Barbarian Paladin VU
added Attila from C2C as Barbarian Horse Archer VU
changed Mongoose BarbarianMod to allow Barbs to spawn Scouts and Explorers, while still blocking all Missiles (including Flaming Pig!) and all Civilian units
changed Mongoose PirateMod to allow Barb Quinqueremes, Caravels, Clippers, Submarines, and Attack Submarines to spawn Scouts and Explorers as cargo
added UNITAI_ATTACK to Scout, matching Explorer, to allow it to spawn as Barb cargo
removed Mammoth bonus on Flaming Pig (missed this earlier, sigh), and decreased it from 150 to +50% vs War Elephant
added SaibotLieh's Mermaid as second type of water animal, with Animal Stealth and +50 Research on Kill, that stops spawning at Scientific Method
extended Mongoose BarbarianMod to add Disables Spawn line in the Scientific Method and Radar mouseover text
changed Research on Kill sound from gold to unit-gifted "Ooh"
switched to Xenomorph's update version of the Freighter, and increased its scale from 0.52 to 0.54

12-13 June 2014
added Medevac from C2C as elite unit
added Ambusher from C2C as new Ranger model, replacing Legolas
added Babur from C2C as Ottoman Swordsman VU

13 June 2014
cleaned up non-zero secondary collateral damage stats on all Mounted and Helicopter units (probably from early mod work, heh)
changed Wraith and Banshee from "Oil and Titanium" to "Titanium and 'Oil or Uranium'" (oops)
changed Stealth Tank from "Oil and Titanium" to "Uranium and Titanium"
added Animal Stealth detection to all Helicopter units (except Dragons) so Poison Dart Frogs and Mermaids wouldn't potentially become unkillable later on
fixed the Pedia Unit Upgrade Graph order one final time (grr)
renamed Whale unit to Humpback Whale
added Ottoman Swordsman and Knight VUs to India
added Legolas model back in as Viking Ranger VU
moved the Ranger Arrow effect to the Effects folder, and made a Viking Arrow effect to get the Viking and Celtiberian Archers working properly
set Khmer to use Mongolian Archer, unused Eurasian Horseman as Byzantine Marauder, unused Peltast as Slinger,
changed existing Slinger to South American Slinger
set Greece, Rome, and Byzantium to use the unsused Greco-Roman War Elephant (oops)
renamed Eurasian Spearman to Asian Spearman
set Pirate Longbowman to use a better arrow effect
set the Viking Arrow and Ranger Arrow effects to use unique filenames to fix bugs with their units permanently switching to carrying and shooting normal arrows at random times
added VUs from C2C: Thutmose III as Egyptian Marauder; Theseus as Greek Swordsman

13-14 June 2014
added VUs from C2C: South American and African Stone Axeman; Viking, European, African, and Middle Eastern Stone Spearman; African and Middle Eastern Slinger
added VUs from Ethnic Diversity by way of C2C: African Archer, Axeman, Cannon, Crossbowman, Explorer, Grenadier, Machine Gun, Marauder, Paratrooper, Pikeman, SAM Infantry, Scout, Spearman, Swordsman, War Elephant, and Warrior

14 June 2014
full overhaul of CIV4ArtDefines_Unit.xml to fully merge and sort the vanilla and custom VU systems
moved Oromo Warrior, Dog Soldier, Holkan, Numidian Cavalry, Immortal, and Cataphract up in the unit order to match the mod's standard civ order
added unused Mongol Mounted Swordsman as Mongolian Marauder, and added it to Ottoman
moved Assault Ship, Stealth Destroyer, and Missile Cruiser up in the unit order
decreased scale on Humvee from 0.52 to 0.5
changed Ottoman Marauder to Asian Marauder, and added Mongolian War Elephant to Khmer
added TheCapo's Khmer Rifleman and Cavalry

14-15 June 2014
added King Arthur from C2C as English Knight VU

15 June 2014
added TheCapo's Medieval American Crossbow, Longbow, Maceman as Paladin, Pikeman, and Knight
increased scale on European Pikeman from 0.42 to 0.44 (wtf? lol), and decreased it on Greco-Roman Pikeman from 0.44 to 0.43
added VUs from C2C: Arok as Khmer Axeman, Francisco de Moranda as South American Rifleman, Tiradentes as South American Cuirassier, Luis Alves as South American Cavalry, and Huitzilopochtli as South American Explorer
changed existing European Axeman, Spearman, Swordsman, Chariot, and Horse Archer to Celtic
changed France and Celtia from European to Greco-Roman Knight
copied in art files from their original sources on KrugerPritz's Modern Arabian Infantry and Zerver's Modern Chinese Troops
added Zerver's Modern Brazilian Troops and Modern Russian Troops (yes!)
added VUs from C2C: Ogodai as Chinese Horse Archer, and Chulalongkorn as Asian Rifleman
replaced new Chinese Knight model with Guan Yu, also from C2C

16 June 2014
added VUs from C2C: Afonso Henriques as Portugese Knight, Meso Crossbowman as Mayan Crossbowman, Andean Musketman as South American Musketman, Meso Medieval Cavalry as South American Marauder,
changed Middle Eastern Musketman back to Indian Musketman
removed Medieval Native American Spy since it was the same model as in the Settler, and added the Female Native American Settler model to the South American Settler
added Modern European, Middle Eastern, and Asian Spy VUs from C2C, and adjusted scale values on all Spy units
added VUs from C2C: Medieval Great Prophet; Ancient African and Pirate Settler; Modern African Settler; and Ancient Pirate and Modern African Worker

16-17 June 2014
added Great General VUs from C2C: Ancient Chinese, Egyptian, Greco-Roman, and Middle Eastern; Medieval American, Chinese, French, Malinese, and Spanish; and Modern American, Asian, and South American

17 June 2014
changed Middle Eastern Musketman and Middle Eastern Medieval Great General to Malinese
updated Titleplate one final time to fix the Tech Advisor version number (2.2 when it should be 2.4, sigh), and add the Domestic Advisor (gah! how could this have been left out?!)
removed the disabled full-size Titleplate files from the Art/Interface folder since the compressed format is actually better anyway
removed redundant Environment_FX files from the huge round of unit model additions

18 June 2014
set TXT_KEYs on all new resources, techs, buildings, and units
increased cost on Clone Worker from 150 BACK to 225, since I forgot the work rate increase they have (sigh)
changed African Band, Tribe, and Settler to use the standard Male model with a bag on his back and a team-colored walking stick, rather than the version with only a wood spear
changed Indian Mumakil to use vanilla's Middle Eastern rider skin, rather than the default Caucasian one
moved Pedia Missile graph down from the bottom of the land units to the bottom of the air units where it belongs (despite the Flaming Pig's presence, heh)
increased strength on Storm Drake from 60 to 70 (due to the presence of Leviathans and especially Floating Fortresses, which are new since the Great Dragon Expansion)
extended Mongoose AnimalMod to implement the bAquatic tag, and added it to Crocodile, Platypus, Hippopotamus, Penguin, and Polar Bear (finally!)
removed Food Production effect on Clone Infantry, Cyborg, Mercenary, and Bounty Hunter (weird...)

19 June 2014
updated Native settings on Pigeon (since it's not a Loon anymore), and increased its speed from 3 to 4
added movie files (still pictures in .bik format) for the 3 new wonders from C2C
increased maximum quantity limit on Heavy Crossbowman from 1 to 2; on Condor from 2 to 3; and on Biplane Legend, Fighter Legend, and Jet Fighter Legend from 1 to 2
decreased maximum quantity limit on Clockwork Golem from 2 to 1, on Flying Machine from 4 to 2, and on Floating Fortress from 4 to 3
increased Gold per Turn on Great Bombard from 3 to 4, on Big Bertha from 0 to 6 (oops), on Floating Fortress from 5 to 15, and on Manta from 15 to 20
decreased Gold per Turn on Condor from 3 to 2

21 June 2014
added 1 FSC to Ranger
increased Gold per Turn on Valkyrie and Master Swordsman from 2 to 3
added Mongoose CargoBuildFix to prevent Workers from being able to build routes and tile improvements while they being are carried in transports that have entered land tiles with Forts on them

24 June 2014
RAKETE TRANSFER BREAKPOINT
added splash damage to Ship of the Line and Man of War
added Military Training requirement to Marine and Mercenary
added Martial Arts requirement to Special Forces and Bounty Hunter
moved Titanium enabler from Metallurgy to Advanced Construction

5 July 2014
added Mongoose MedicHealFix to block land medics being carried as cargo from healing anything else, and to allow helicopter area-effect medics to heal across land/water boundaries and across same-domain area boundaries
added Population Specialists parenthetical to the Population column, removed redundant max(0, 1) format in mode 0 getCurrentDefense() call, and updated Domestic Advisor to version 2.1 as a result
tested the various (weird) specialist-counting DLL functions, and made a few notes in the code
changed booster on Lunar Colonization and Martian Colonization, and doubler on Starship Hull Section and Starship Docking Bay, from Aluminum to Titanium
changed doubler on Dimensional Portal from Aluminum to Iron, and added explicit Superconductors requirement
changed Large Hadron Collider from Aluminum doubler to Copper and Titanium boosters
added Aluminum doubler to Starship Stasis Chamber

7 July 2014
fixed centering on King Richard's Crusade model (without changing the Medieval Mediterranean Fort, which it is now a copy of)
decreased non-Imperial Settler founding city population in Future era from 5 to 4.5, so that a starting border increase is unnecessary at the end

7 August 2014
updated Titleplate for Domestic Advisor 2.1 and K-Mod version typo (1.41b was supposed to be 1.42b, heh)
private soundtrack: removed Leaving Hogwarts; added Game of Thrones Main Title and The King's Arrival to Medieval, Requiem for ****ooland and Emmett's Plan to Modern, and Hope and Tris to Future

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8-10 August, 15-17 August, 20-21 August, 9 Sept, 15-x Sept 2014
full code merge of K-Mod DLL (thanks Karadoc!)
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15 August 2014
updated Mongoose MPRandomFix slightly

16 August 2014
replaced Mongoose FeatureDamageMod and TerrainDamageMod with TileDamageMod in CvUnit.cpp, cleaning up the code and fixing minor bugs with the after-combat tile damage warning and heal-turns-needed calculation
removed unnecessary and probably-bad Mongoose NewUnitTileDamageFix line from CvCity.cpp

24 August 2014
private soundtrack: added Team D4 to Classical, and Fortress and Owen's Theme to Renaissance

14 Sept 2014
added No Defense Bonuses to Clockwork Golem
added free Sentry 1 to Falcon, War Elephant, and Clockwork Golem
increased penalties on Clockwork Golem from -25 to -50% on Jungle and Permafrost, from -50 to -100% on Ice, and added -25% on Tundra
removed Amphibious from being available to Siege units, and added free Amphibious to Falcon and all Helicopter units
increased speed on Scout from 2 to 3
added Engineering requirement to Clockwork Golem, Ornithopter, and Flying Machine
added Optics requirement to Clockwork Golem
restored correct secondary collateral damage stats on all Mounted and Helicopter units that were stupidly removed on 13 June 2014, since they're part of the Flanking system and that got forgotten
fixed bug (and cleaned up some code) with Mongoose TileDamageMod where the Ignores Ocean Storms effect, which is automatic on all Submarine units, was ignoring all feature damage (including Shallow Coral, Deep Coral, Reef, and Sea Ice), rather than just the Ocean Storm features
fixed bugs (and cleaned up some code) with Mongoose TileDamageMod where AI decisions about when units should stop and heal, and AI valuations of tiles they'd end on with an attack, were ignoring both Animal and Monster tile damage immunity, and the relatively-new tile damage reduction modifiers
fixed bug with Mongoose FeatureDefenseMod where Ocean Storm defense penalties were still being applied on all Submarine units, including Sea Monsters ("No Defense Bonuses" was assumed to cancel them out but it actually doesn't, and this modifier was removed from these units earlier anyway heh)

14-15 Sept 2014
extended Mongoose BuildingFunctionalityMod to make the Hubble Space Telescope effect travel west by default, and to move and reflect vision properly in maps with Flat and Spherical world wrap settings (the original implementation was correct for Toroidal, heh) (thanks EnormousD!)
 
Last edited:
Version 4.2 Patch Notes - Part 3

Spoiler :
17 Sept 2014
added Bagdemagus' Kelt as English Swordsman

17-18 Sept 2014
discovered that 95% of the awesome units harvested from C2C a few months ago were all made by one person, Bakuel; downloaded almost his entire library which was LONG overdue, sigh

18-19 Sept 2014
changed Middle Eastern Paladin to Islamic Crusader, German Paladin to European Paladin and vice versa (I DEFINITELY thought these were backwards for some reason, sigh), Middle Eastern Pikeman to Persian Spearman, and Middle Eastern Spearman to Egyptian Spearman
changed Malinese Musketman to Arabian Musketman and Middle Eastern Grenadier to Arabian Grenadier (as Bakuel intended!)
removed Middle Eastern Javelineer
added Bakuel's Hospitaller, Celtic Heavy Footman, Byzantine Musketman, and Holy Roman Cuirassier
added Bakuel's Persian Javelineer, Musketman, Cuirassier, and Al-Mutawakkil;
and Islamic Persian Archer (Late), Crossbowman, Swordsman (Samanid), Afghani Pikeman, Cavalry (Sword), and Heavy Footman (Late)
added Bakuel's Egyptian Crossbowman, Longbowman, and Pikeman; and Mamluk Musketman, Rifleman, Grenadier, Cuirassier, Cavalry, and Cannon
added Bakuel's Arabian Lakhmid Archer, Chariot, Axeman, Spearman, Light Swordsman, and Swordsman;
Abbasid Heavy Footman, Crossbowman, Abna Infantry (Archer), Abna Infantry (Pikeman), Cavalry; Umayyad Maceman;
Arabic Rifleman, Bedouin Camel Archer, Cuirassier (Alternative), Cavalry, and Cannon; and Proto-Arabic Worker, Javelineer, Warrior, and Scout
added Bakuel's Karolin Blue and Yellow, and Viking Age Swordsman
added Bakuel's Rus Slavic Worker and Post-Mongolian Worker; Slavic Russian Javelinman, Archer, Axeman, Spearman, Swordman, and Chariot;
Kievan Rus Crossbowman, Bowman, Druzhina (Axeman Red Shield), Pikeman (Militia), and Heavy Cavalry;
Vladimir-Suzdal Light Infantry, Heavy Footman (Maceman), Heavy Footman (Swordsman), Pikeman, and Heavy Cavalry (Gilded Armor);
Pre-Petrine Hand Gunner (UnArmored), Horse Archer (White Padded Armor), Tsar Cannon (Wooden Casing), and Cannon;
and Cossack Zaporozhian Rifleman (Black Coat), Zaporozhian Rifleman (Bue Coat), and Siberian (Explorer)
added Bakuel's Russian Orthodox Priest, Great Merchant, and Aleksey Mikhailovich Romanov

20 Sept 2014
changed Mayan Crossbowman to Mayan Heavy Crossbowman, South American Explorer to Incan Explorer, South American Stone Spearman to Incan Stone Spearman, and collapsed a number of other South American entries to specific races
added Bakuel's Mayan Archer, Crossbowman, Longbowman, Warrior, Axeman, Swordsman, Pikeman, Heavy Footman, Chariot, Horseman, Heavy Cavalry, Scout, and Explorer; and Aztec Spearman as Mayan Stone Spearman
added Bakuel's Incan Archer, Crossbowman, Longbowman, Musketman, Grenadier, Axeman, Swordsman, Pikeman, Heavy Footman, Chariot, Horse Archer, Knight, and Cannon; and Andean Heavy Spearman and Early Heavy Horseman
added Bakuel's Aztec Heavy Footman and Grenadier
set the Incan Pikeman to use the Incan Paladin's gold chest armor

20-21 Sept 2014
added TheCapo's Swedish Rifleman, Grenadier, Cavalry, and Cannon, and Turkish Explorer Piri Reis, back in despite the green hair and forked beard issues, heh
switched to source version of Bakuel's African Light Horseman (as Marauder), and added Bakuel's Zulu Chariot
added Bakuel's Sumer Archer (no more darker-skinned Egyptian Archer, YES!), Crossbowman (no more Chinese Crossbowman, YES!), Explorer, and Warrior as Stone Axeman
added Bakuel's Sumer Chariot, Horseman, Heavy Cavalry, Scout, Longbowman, Spearman, Swordsman, Heavy Footman, and Pikeman
switched to Bakuel's Arabic Industrial Rifleman (Ottoman Palestinian Levy)
added Bakuel's Seljuk Turkish Bowman (Plain Fancy Dress) as Ottoman Archer, and Seljuk Turkish Crossbowman; and Ottoman Janissary Archer (Chainmail Helmet)
added Bakuel's Persian Archer, and moved vanilla Middle Eastern Chariot to Persia and Longbow to Babylon (pending its future demise)
added Bakuel's Makuria Heavy Footman (no more sucky Middle Eastern Swordsman, YES!) and Ayyubid Maceman (Chinese Maceman dumped on Babylon, woot)
added Bakuel's Abbasid Abna Infantry (Swordsman) as new Arabian Paladin, moved Lakhmid Swordsman from there to Arabian Swordsman, and removed the Lakhmid Light Swordsman as a result
moved Umayyad Maceman to Arabian Elite Maceman, and added Bakuel's Abbasid Maceman as new Arabian Maceman in its place
moved Islamic Persian Heavy Footman (Late) to Persian Elite Maceman, and added Bakuel's Islamic Persian Heavy Footman (Ghazid) in its place

21-22 Sept 2014
changed skin on Incan Slinger
changed Egypt from Middle Eastern to African versions of Prehistoric units
found the original author of the Carthaginian unit set on the forum - Danrell, and switched the Swordsman back to the Maceman despite the shield glare
removed Phoenician Archer and Chariot (woot), added Danrell's Carthaginian Archer, and removed his Carthaginian Crossbowman and Longbowman
added Bakuel's Carthaginian Crossbowman, Longbowman, Chariot, Spearman (Chainmail) as Pikeman, Spearman (Sacred Band) as Spartan, Axeman as Maceman, Swordsman as Paladin, Heavy Footman as Master Swordsman, Heavy Cavalry, and Algerian Spahi as Cavalry
added TheCapo's Celtiberian Horseman as Marauder; and his Iberian Horseman as Marauder, and his Iberian Archer we were missing
created a new Iberian Slinger
added Danrell's Carthaginian Knight as Marauder
cleaned up the Sumer Chariot nif, and fixed the shader version of the Incan Spearman after a long failed attempt yesterday (WOOT!!!)
added Bakuel's Arabic Infantry, Machinegunner, SAM Infantry, and Anti-Tank Infantry that we missed earlier, heh
added Bakuel's Custom Incan Maceman

23 Sept 2014
added Bakuel's Indian Scout, Warrior as Stone Axeman, Archer, and Clubman (Small Gada) as Warrior; Indian Ancient Javelineer, Chariot, Spearman (Barehead) as Stone Spearman, and Axeman;
Deccan Vakataka Cavalry (Sword) as Marauder; Dravidian Crossbowman (Turban), Maceman, Spearman (Turban) as Spartan, Chola Heavy Infantry as Swordsman, and Vijayanagara Horse Archer;
Pre-Muhgal Heavy Cavalry as Knight, Heavy Cavalry (Chainmail Gold Plate) as Knight Champion, and Spearman; Rajput Spearman as Pikeman, and Bowman (Red Turban);
Maratha Musketman Early (Blue), and Heavy Footman as Master Swordsman; Mughal Cuirassier (Chainmail and Turban); Dravidian Mysore Infantry (Blue) as Rifleman, Early Gernadier, Cavalry, and Cannon;
Indian Modern Machinegunner, and Sepoy Infantry (WW1); Dravidian Great Generals: Ancient Chola, and Medieval Vijayanagara; and Indian Workers: Ancient Dravidian, Medieval Hindi, and Modern Dravidian
added Bakuel's Indian Pre-Mughal Horsearcher (Turkic) as Sumerian Horse Archer (no more darker-skinned Egyptian Horse Archer, YES!)
saved all Civ Unit Display maps as WorldBuilder maps, and as a result, finished removing the two Beastmaster units from the mod (woohoo), and added the Fast Gatherer UU for India

23-24 Sept 2014
added Bakuel's Turkish Axeman, Chariot, Spearman, and Ancient Swordsman;
Ottoman Janissary Officer as Master Swordsman, Heavy Footman as Paladin, Deli Cavalry as Marauder, Deli Cuirassier, and Armored Janissary;
and Seljuk Pikeman, Heavy Footman as Elite Maceman, Seljuk Turkish Maceman, Heavy Cavalry as Knight, and Horsearcher (Fancy Dress)
moved existing Ottoman Knight to Knight Champion
added Bakuel's Ottoman Worker, Mehmed II, and Ataturk
added TheCapo's Industrial Turk Rifleman, Grenadier, Cavalry, and Cannon
added new unit class Horseman, and moved Persian Immortal UU to it
added Charlemagne Light Cavalry as European Marauder, and changed existing one to Greco-Roman Marauder
moved Iberian, Celtiberian, and Carthaginian Marauder to Horseman
added Danrell's Ottoman Horseman
moved Portugese and Russian Knight to Knight Champion, and Russian Marauder to Knight
added Bakuel's Indian Rajput Heavy Cavalry Early (Scale Armor) as Marauder, and moved existing one to Horseman
added Bakuel's Viking Heavy Cavalry Armored Horse as Knight, moved existing one to Marauder, and moved existing Marauder to Horseman
added Bakuel's Russian Pre-Petrine Cavalry Polearm (Helmet) as Horseman, and Oprichnik as Marauder

24 Sept 2014
added Bakuel's Egyptian Fatimid Cavalry as Marauder, and moved Marauder to Knight and Knight to Knight Champion
added Bakuel's Egyptian Fatimid Heavy Cavalry as Persian Knight, and moved existing one to Knight Champion
added Bakuel's Arabian Abbasid Heavy Cavalry as Knight Champion, and Early Islamic Bedouin Chief as new Camel Lancer UU
switched to Bakuel's Arabic Cuirassier
moved Numidian Cavalry to Horseman
added Equites from C2C as Roman Horseman, and changed the skin
switched to Phoenician Axeman on Sumeria and Babylon (no more darker-skinned Egyptian Axeman, YES!)
added Bakuel's Persian Light Horseman as Babylonian Horseman, and switched Persia and Arabia to it

25 Sept 2014
added Bakuel's Egyptian Makuria Bedouin Light Cavalry as Horseman, and Fatimid Sudanese Guardsman (Spearman) as Spartan
moved Makurian Swordsman to Master Swordsman, and added Bakuel's Egyptian Ayyubid Guardsman as Spearman (no more darker-skinned Egyptian Spearman, aww), and Ayyubid Heavy Footman as Swordsman
added Bakuel's Egyptian Makuria Maceman as Elite Maceman
added Bakuel's Arabian Umayyad Crossbowman as Persian Heavy Crossbowman, and Egyptian Fatimid Crossbowman as Arabian Heavy Crossbowman
added Bakuel's Egyptian Fatimid Ahdath Militiaman as Arabian Spartan, Makuria Heavy Cavalry as Knight Champion, and Makuria Spearman (Tribal) as Stone Spearman
added Bakuel's Ottoman Seljuk Turkish Swordsman as Carthaginian Master Swordsman, moved existing one back to Paladin, changed its shield skin, and removed the existing Paladin
added Bakuel's Spanish JavelinThrower, Crossbowman, Heavyfootman as Paladin, Pikeman, and Heavy Cavalry (Armored Horse) as Marauder
set Charlemagne Light Swordsman as European Master Swordsman
added Bakuel's Spanish Horseman (Spiked Helmet) as European Horseman
added Bakuel's Aztec Horseman, and moved Mayan Marauder to Horseman
added Bakuel's Khmer Vietnam Archer, Crossbowman, Longbowman, Spearman, Swordsman, Heavy Footman as Paladin, Pikeman, Chariot, and Horseman
added Bakuel's Indian Indo-Saka Heavy Cavalry as Khmer Knight

25-26 Sept 2014
added Bakuel's Mongol Crossbowman, Longbowman, Warrior, Axeman, and Chariot; Spearman and moved existing one to Spartan, Swordsman, Ancient Warlord Subutai, and Medieval Warlord Timur; Pikeman and Explorer; and HeavyCavalry as Knight, and Worker
added Bakuel's Chinese Horseman, and Indian Kushan Light Horseman as Mongolian Horseman
added Bakuel's Turkish Ancient Worker as Ottoman Ancient Worker, and moved existing one to Medieval
moved Byzantine Marauder to Japanese Horseman where it SHOULD be, sigh
moved Keshik from Knight to Marauder UU
added Bakuel's Indian Gupta Cataphract as Khmer Knight Champion
added Bakuel's Korean Longbowman (Joseon Dynasty), Warrior as Stone Axeman, Spearman, Horse Archer, Scout, and Explorer;
and Archer, Crossbowman, Chariot, Heavy Cavalry as Knight, Axeman, Swordsman, Heavy Footman as Paladin, and Pikeman
moved old Korean Pikeman (vanilla Mongolian) to Chinese Spartan, and added it to Japan, Korea, and Khmer

27 Sept 2014
fixed Carthaginian Archer's arrow effect, cleaned up unused Archer, Crossbowman, Longbowman, and Horse Archer arrow nifs and SAM Infantry missile nifs, and turned off and cleaned up Thumbs.db files in Windows 8.1, grr
added Chinese Crossbowman (under Chu-Ko-Nu!) to Chinese Heavy Crossbowman, and added it to Japan, Korea, and Khmer
added Russian Christian Orthodox Missionary to Byzantium, Egypt, Ethiopia, and India
added Bakuel's Arabic Modern Infantry Irregular as Barbarian Infantry, Russian Cossack Urban as Barbarian Rifleman, Indian Ancient Cavalry (Small Plate) as Barbarian Horseman, Indian Gupta Cavalry as Barbarian Marauder, and Indian Mughal Heavy Cavalry (Green Jacket) as Barbarian Knight Champion
changed scale factors on a number of Mounted units
added Bakuel's Indian Mughal Maceman and Grand Bombard
added Bakuel's Arabian Lakhmid Light Swordsman back in, moved existing Swordsman to Master Swordsman, moved existing Master Swordsman to Paladin, and removed existing Paladin (b/c I couldn't freaking stand it any more, lol)
added Bakuel's Arabian Abbasid Swordsman (Common) as Master Swordsman, and removed existing one (b/c he kinda sucked too, heh)
finally searched for all threads started by Danrell, and downloaded most of his library
switched to source Danrell versions of Persian Swordsman (Immortal) and added missing animations; Portugese Knight Champion; Chinese Axeman and added missing animations, Marauder, Paladin, and Pikeman; Islamic Crusader; and Chinese Infantry
applied TheCoyote's animation fix to Chuggi's Japanese Cavalry, which I probably wasn't using before though I can't be sure with all-2012 modification dates on the nif file
added Danrell's Chinese Cavalry and Cannon; French Rifleman and used its skin to correct the Grenadier, and Knight as Knight Champion; Dutch Knight as Marauder, and Maceman as Paladin; and Portugese Maceman as Paladin

28 Sept 2014
finally figured out what was going on with Danrell's vanilla animation files: he must've included them b/c they were only in a scenario at the time, since they're only available as a linkable vanilla source in BTS
removed unnecessary animation files from Persian Swordsman, Chinese Axeman and Pikeman, French and Portugese Knight Champion and moved them back to Knight, Islamic Crusader, Dutch and Portugese Paladin, and Native American Cavalry (using the Cuirassier's copy now)
added Danrell's French Spearman as Pikeman, and Maceman as Paladin; Roman Chariot as Greek Chariot; and Middle Eastern AT Infantry
added Danrell's Workers: Medieval Caucasian, Modern Asian, Celtic, Slavic as Ancient Viking, and Medieval African
added Danrell's Japanese Archer and moved existing one back to Korea; Crossbowman; Spearman as Pikeman; Swordsman (no more sucky vanilla version, woot); Musketman and added it to Mongolia, China, and Korea; Chariot; Horseman as Marauder and added it to Korea; and Cuirassier and added it to China and Korea
added Bernie14's Chinese Grenadier, and added it to Mongolia, Japan, and Khmer
added Danrell's Older-Version Japanese Crossbowman as Heavy Crossbowman, and added it to China, Korea, and Khmer; and Old-Version Japanese Horseman, and added it to Korea
decreased scale on all 3 Great Bombard models from 0.6 to 0.56, and fixed centering on the new Indian one
adjusted scale on all the Bombard, Culverin, and Organ Gun models, and removed the Musketman from the Culverin model, matching Bombard and Organ Gun (woot! that had been SERIOUSLY bothering my subconscious for a long time now, heh)

28-29 Sept 2014
set new stats on Horseman, Numidian Cavalry, Immortal, Camel Lancer, and Keshik

29 Sept 2014
changed Mayan Holkan from First Strike Immunity to 1 First Strike and free Hunter promotion
added 10% Withdrawal to Zulu Impi and French Musketeer
removed free Hunter promotion from Incan Quechua
decreased cost on Babylonian Bowman from 25 to 21
decreased Holy Roman Landsknecht from 25 to +20% vs Melee
decreased maintenance reduction on Courthouse, Aztec Sacrificial Altar, and Sumerian Ziggurat from -50 to -40%, on Holy Roman Rathaus from -75 to -60%, and on Zulu Ikhanda from -20 to -15%
improved unit order and cleaned up spacing in the XML files (including moving defensive gunpowder down below melee)
added Byzantine Cataphract Champion UU
cleaned up some folder names in the Unit pak file, moved the remaining 3 Missionaries there as they should be, further cleaned up the unit XML files, and added some ethnic VU icons from the Warlords Atlas
fixed the Pedia's Unit Tree and Unit panes to show ethnic unit icons from VUs by copying the icon code from the Tech Advisor (the main catalog lists still use base unit icons only), and updated Sevopedia to version 3.2a as a result
updated CvMainInterface.py to apply the same icon fix to the PLE code (woot!)
added +25% vs Animals and +10% vs Recon to Incan Quechua, restoring the effects of its free Hunter promotion at half strength
updated Titleplate again for the new Sevopedia version number
removed First Strike Immune and +25% City Attack from Chariot, added limited Splash Damage as standard effect, and set Egyptian War Chariot to be a simple strength-5 version of the normal one
downloaded WolfshanzeMod 2.85 again b/c it wasn't still in my archives for some reason - grr - and added 3 icons from it
changed Chariot from +40% vs Axeman and +10% vs Melee, to +50% vs Axeman and Swordsman; and changed Stone Spearman from +40% vs War Dog and +60% vs Mounted back to +50% vs both as a result
added free Blitz to Motorcycle, Jeep, Humvee, and Scout Mech, and free Drill 1 to Russian Cossack in addition to its existing Blitz, which allows it to use the tank upgrade path without penalty

30 Sept 2014
added +100% vs Ice Golem to Firebat (duh! lol)
added +1 Culture to Sumerian Ziggurat, and increased its Maintenance reduction from -40 to -50% (in addition to its existing Priest slot and 2/3 build cost)
added -5% Maintenance to Viking Trading Post
increased Persian Apothecary from 20 to +25% Gold
increased War Weariness reduction from -25 to -50% on Indian Mausoleum
decreased cost on Chinese Pavillion from 50 to 33, and increased it from 3 to +4 Culture
restored the plain Theater's +1 Happiness from Dyes on the Byzantine Hippodrome, and added +1 Mounted and Armor experience
added +5% Production to Egyptian Obelisk
added Merchant slot to Native American Totem Pole
shelved the Great Courthouse Nerf of 2014™ until next version, setting it back to -50%, Ziggurat to -60%, and Rathaus to -70% Maintenance

30 Sept - 1 Oct 2014
added Danrell's Babylonian Maceman as Paladin, Spearman as Pikeman, and Knight as Marauder

1 Oct 2014
added Bakuel's Byzantine Crossbowman, Longbowman, Maceman, Heavyfootman as Paladin, Pikeman, Horseman (Armored Horse) as Marauder, Cataphract, and Cuirassier
added Danrell's Byzantine Crossbowman as Heavy Crossbowman, Maceman as Master Swordsman, and Horseman
moved existing Roman and Byzantine vanilla Spearman models to Spartan
added Bakuel's Roman Thraex as Master Swordsman, and Spearman
added Danrell's Byzantine Axeman, Spearman, Swordsman, and Chariot
added Roman Gladiator as new Master Swordsman UU using the new Thraex VU
added Bakuel's Andean Medieval Swordsman as Incan Master Swordsman, and added new Aztec Jaguar Alpha UU using the existing Aztec Master Swordsman "Green Jaguar" vanilla model
added a number of new VU icons
renamed Spartan unit class to Elite Spearman, and added Greek Spartan as new UU

2 Oct 2014
renamed Elite Maceman to Heavy Maceman, and Heavy Crossbowman to Royal Crossbowman as a result of the Spearman change
made a full standardized set of WorldBuilder saves for comparing all civs' VUs
made a German Rifleman using the German Grenadier skin
added Danrell's Iraqi Republican Guard as Babylonian Marine
downloaded some more files from the Unit Graphics forum, and switched to archive copies of Refar's EE2 Papyrus Boat (Raft) and Carrack (Sloop), and Coffee_Junkie's Viking Warrior
added Coffee_Junkie's Viking Axeman as new Armored Berserker UU; Bakuel's Viking Age Spearman as Elite Spearman, Viking Axeman as Stone Axeman, and Crossbowman as Royal Crossbowman;
and Asioasioasio's Finnish Infantry, Machine Gun, SAM Infantry, AT Infantry, and Paratrooper
hooked up the Warlords Mongolian Javelin Thrower
added Sezerith's Khorne Berserkers as new Barbarian UUs Raging Axeman (Heavy Maceman) and Blood Knight (Knight Champion)
added Aranor's Seleucid Elite Spearman Thorakitai as Babylonian Elite Spearman
hooked up the Warlords Eurasian Archer as Mongolian Ranger
moved existing Celtic Paladin down to new UU Gallic Master Swordsman

2-3 Oct 2014
added some more VU icons
added Bakuel's Celtic Spearman as Stone Spearman, Swordsman (No Shirt) as renamed UU Gallic Swordsman, Heavy Footman as Paladin, Pikeman, Crossbowman, Longbowman, Heavy Cavalry as Knight, Cuirassier, and Musketman

3 Oct 2014
added new UUs Mayan Elite Holkan, Zulu Elite Impi, and Chinese Royal Chu-Ko-Nu, and updated the WorldBuilder saves and Civ4 saves again as a result
added Bakuel's Portuguese Crossbowman, Longbowman, and Heavy Infantry as Maceman; and Portuguese Spearman as Celtiberian Elite Spearman and Swordsman as Celtiberian Master Swordsman
moved existing Incan Spearman to Elite Spearman, and restored Bakuel's Inca Spearman
moved existing Aztec Pikeman to Elite Spearman, and added Bakuel's Aztec Pikeman, and Heavy Cavalry as Knight Champion
added even more VU icons
set UnitAIs on the 11 new EUUs, and increased iPower on Falcon from 2 to 3
added 1 FSC to Raging Axeman, and re-checked all new unit stats
increased cost on Shadow Demon from 310 to 550 and set its iAsset and iPower values, all of which were still cloned Behemoth values, SIGH
set up the organized staging folder for Bakuel's African models

4 Oct 2014
switched to Bakuel's African Grenadier, which is slightly different than the existing C2C one (beard instead of helmet strap, face not split in half vertically, identical body)
switched to source copies on Bakuel's African Machinegun Askari, SAM Infantry, and Modern Worker; and Ethiopian Heavyfootman (as Paladin), Heavy Cavalry (as Knight), Cuirassier, and Rifleman
added Bakuel's Malinese Senegalese Tirailleurs (Machinegun), and Senegalese Tirailleurs as Infantry
added Bakuel's African Askari as Infantry
renamed African Marauder, Longbowman, Horse Archer, and Maceman to Zulu; and African Paladin and Knight to Ethiopian
finally found the source of the missing Zulu units on the Unit Graphics forum (woohoo!), and switched to Polycrates' source copies of Zulu Maceman and Longbowman, as well as his Spearman and Crossbowman (which we weren't specifically looking for as Zulu units, heh)
switched BACK to the C2C African Grenadier, since it turns out the head isn't fully connected to the body in Bakuel's version, heh
added Polycrates' Zulu Javelin as Atlatl, and Knight
added Bakuel's African Heavy Spearman as Elite Spearman, and Maceman as Heavy Maceman
moved existing Zulu Marauder to Horseman, and existing African Spearman to Zulu Elite Impi
added Bakuel's Ethiopian Archer, Crossbowman, Longbowman, Axeman, Spearman, Swordsman, Pikeman, Grenadier, Chariot, Horseman, Cavalry, and Cannon
added Bakuel's Egyptian Fatimid Nubian Spearman as Malinese Pikeman, Nubian Heavy Cavalry (Byzantine Style Armor) as African Marauder, Nubian Heavy Cavalry (Native Armor) as Zulu Marauder, Mamluk Heavy Cavalry (Turban) as African Knight Champion, and Mamluk Heavy Cavalry as Malinese Knight
added Bakuel's Malinese Crossbowman, Longbowman, Axeman, Spearman, Swordsman, Heavyfootman as Maceman, Musketman, Rifleman, Grenadier, Chariot, Horseman, Cuirassier, Cavalry, and Cannon
added Bakuel's African Early Swordsman as Master Swordsman, Horse Archer, and Modern Infantry as Marine
added Bakuel's Egyptian Makurian Archer as Malinese Archer

5 Oct 2014
added Bakuel's African Cavalry, Rifleman, and King's African Rifles as Zulu Infantry; and Mongol Heavy Footman as Maceman
moved Babylonian Maceman (vanilla green) to Persian Heavy Maceman, existing Persian Heavy Maceman to Maceman, and existing Persian Maceman to Sumerian Maceman
changed Indian Knight Champion to Bakuel's Mughal Heavy Cavalry (Green Jacket), matching their Heavy Maceman (woohoo!)
added Splash Damage Immunity to Ranger
found the author of the missing War Elephants on the forum, switched to source copy of Chuggi's Chinese War Elephant, and added his Arabian War Elephant as Middle Eastern, and his Japanese War Elephant (YES!!!)
found the author of the Guan Yu Chinese Knight on the forum, and switched to Siam's source copy of it
re-activated the BTS "Plain" War Elephant as European since it turns out it doesn't suck like the Vanilla-Vanilla one we can't seem to stop remembering, renamed the existing BTS European War Elephant to Celtic and dropped it down to only being used by Portugal and Celtia, and re-activated the vanilla Middle Eastern War Elephant as Indian, which is suppressed under the Mumakil but still available with the editor, heh

5-6 Oct 2014
added SaibotLieh's Amazon Swordsman (Asian) as Chinese Master Swordsman but used by Japan, Korea, and Khmer

6 Oct 2014
added SaibotLieh's Amazon Ancient Spy as Celtiberian Ancient Spy
switched to source copy of Polycrates' Zulu Pikeman (missed this before in all the confusion over trying it as the Elite Impi, heh)
downloaded Mamba's Diversica 1.95 (previously I had version 1.00 of it in my archive, heh)
added NikNaks93's Arabian Explorer Ibn Battuta
added by way of Diversica: Avain's German Explorer, Chugginator's European Explorer, TheCapo's Indian Explorer, x
added Bernie14's Iroquois Grenadier
added Polycrates' African Ancient Spy
added Bakuel's Persian Chariot, and renamed the existing one to Babylonian to match the (vanilla Middle Eastern) Longbowman, and also the gold-helmet Bowman UU and its new Paladin, Pikeman, and Marauder gold-shield variants
added Bakuel's Perisan Immortal (Armored Dark) as Elite Spearman (woops! hehe), and Horse Archer (Achaemenid)
modified the Indian Explorer textures

7 Oct 2014
activated BTS Vanilla Settler as Roman, and moved existing Greco-Roman Worker (BTS Vanilla ie "White") to Roman
added by way of Diversica: CoffeeJunkie's Zulu Male Settler, and Ottoman Male Settler;
Chugginator's Ancient Germanic Settler, Medieval Germanic Settler as European, Slavic Settler as Viking, Medieval and Modern Asian Settler, Industrial European Settler as Modern, and Meso Settler as Aztec;
Ambrox's Celtic Settler, Nubian Settler as Ethiopian, and Hellenistic Settler as Greek;
Unknown's Arabian, Egyptian, and Indian Settler; and TheCapo's Medieval African Settler (Female and Child only!) as Ancient Zulu
added by way of Diversica: Chugginator's Ancient Germanic Worker, and Hellenistic Workers as Ancient Greek and Roman Workers
activated Warlords Mongol Settler
added by way of Diversica: AchillesZero's Iroquois Scout as Aztec Stone Axeman, and improved the animation setting on several existing Stone Axeman entries; Ambrox's Celtic Scout; Total Realism's Meso Scout as Incan;
CoffeeJunkie's Egyptian Scout; Chugginator's German Scout; Ambrox's Nubian Scout as African, and Persian Scout; and ModFreak's Roman Scout as Greek
switched to Chugginator's Celtic Worker by way of Diversica
removed the Great Prophet glow from the Barbarian Witch Doctor model
restored +50% vs War Dog on Barbarian Shaman, and decreased it from 100 to +60% vs Mounted, and from 25 to +10% vs Melee
increased Barbarian Witch Doctor from 2 to 2-3 First Strikes, and decreased it from 50 to +10% City Attack

8 Oct 2014
updated the display save library again to show Battering Ram, Artillery, and Christian Missionary, and to move the Great Merchant and Aztec Settler to better locations
fixed XML bugs from yesterday with Celtic Gatherer and Mongolian Band and Tribe, and changed Mali, Ethiopia, and Barbarian to Primitive Ram VU, as a result
added by way of Diversica: Chugginator's Medieval Meso Male Settler as Aztec
added SpillsAndStains' Middle Eastern as Arabian, New World as South American, and Steppe as Mongolian Modern Workers (NICE!!!)
added by way of Diversica: Chugginator's Ancient and Medieval Meso Worker as Aztec, and Medieval Middle East Worker as Persian; and Ambrox's Ancient Babylonian Worker as Sumerian
added Bakuel's Arabic Muslim Worker as Medieval Arabian (thanks Diversica for reminding me I'd forgotten this one!)
added Primitive Ram VU to Celtia (oops, heh)

9 Oct 2014
added by way of Diversica: Ambrox's Germanic, Hellenistic as Greco-Roman, Meso as Indian, and Middle Eastern Ancient Spies; and Unknown's African Ancient Spy as Malinese
removed most Medieval European Civilian VU entries for non-strictly-European Civs
made a number of last-minute tweaks, fixes, and improvements to Civilian VU sharing settings and fScale values, and fixed several icon links on new African and Arabian Scout VUs
added Environment_FX_RedMetal.dds to the Shared PAK folder, and cleaned up all extra GreyMetal, BlueMetal, and Bronze files from the new unit graphics
fixed broken Sith Lord train sound link (holy carp! how did THAT not get set properly when I shortened the name a long time ago, SIGH)
removed SaibotLieh's Female Ninja custom kfm set, and set it to use the new Amazon Swordsman (Asian) kfm set instead, which it turns out has "normal" combat sound links instead of Armor and Knight ones (in addition to the female sound effects present in both)
added by way of Diversica: Chugginator's Ancient African Warlord, and Polycrates' Medieval and Modern African Warlords (woohoo!)
SECOND RAKETE TRANSFER BREAKPOINT

21 Oct 2014
set Sumeria to use the Persian (Vanilla) Heavy Maceman and Knight Champion VUs

21-22 Oct 2014
moved Russian Pikeman VU to Elite Spearman, and added Bakuel's Russian Pre-Petrine Pikeman in its place

22 Oct 2014
moved Russian Master Swordsman VU to Heavy Maceman, and added Bakuel's Russian Kievan Rus Druzhina (Swordsman) in its place

22-23 Oct 2014
added Bakuel's Russian Vladimir-Suzdal Crossbowman as Royal Crossbowman
 
Version 4.2 Patch Notes - Part 4

Spoiler :
23 Oct 2014
moved Viking Ranger (Legolas) to Celtic Ranger, and added it to Portugal and Russia
added Bakuel's Viking Archer as Ranger, and Arabian Early Islamic Bedouin Archer as Barbarian Ranger
added as new EU Elder Longbowman: Bakuel's Viking Longbowman, Russian Vladimir-Suzdal Archer (Armored), Spanish Longbowman, Aztec Longbowman, African Medieval Bowman, Arabian Abbasid Bowman, Indian Rajput Bowman (Scale Armor), Indian Pre-Mughal Archer (Turkic) as Egyptian, Italy Longbowman as Roman (default for all civs), Indian Pre-Muhgal Archer (Armored Turk) as Ottoman, Andean Medieval Bowman as Incan, and Arabian Umayyad Bowman as Persian
moved Korean Longbowman to Elder Longbowman, and added Bakuel's Korean Longbowman (Hwarang) in its place
moved Chinese Longbowman to Mongolian Elder Longbowman and added it to China, and added Danrell's Chinese Longbowman in its place
added Danrell's Byzantine Longbowman a Elder Longbowman, and Japanese Knight
moved Japanese Longbowman (Yumi Samurai) to Elder Longbowman, and added Danrell's Japanese Longbowman in its place
added Bakuel's Arabian Early Islamic Archer as Archer, replacing his existing VU (which was too indistinguishable from the Worker VU)
added Bakuel's Indian Pre-Muhgal Bowman as Ranger, and activated existing Byzantine Archer from Oct 1, ARGH!!!
added Bakuel's Greek Cretan Archer (Armored) as Longbowman, Crossbowman, Heavyfootman (Hypaspistai Silver) as Paladin, Agrianian Skirmisher as Atlatl, and Macedonain Pikeman
added Walter Hawkwood's Persian Foot Knight, by way of Bakuel's Persian Medieval Sassanid pack, as Mongolian Paladin
added Fundamentalism requirement to Fascism
decreased cost on Martial Arts from 700 to 500, and on Fundamentalism from 1000 to 600
fixed the Pedia unit upgrade graph again
added Elder Longbowman icon, and 2 more Mongolian VU icons (Explorer and Crossbowman)
decreased Elder Longbowman Hill Defense from 45 to 35%, and gold cost from 3 to 2
downloaded a few missing Bakuel zips (sigh), and added Bakuel's Russian Halych-Volhynia Bowman as Ranger, and Greek WW1 Infantry and MachineGunner

23-24 Oct 2014
moved Great Generals: American Medieval to Ancient, and Ottoman Ancient to Medieval
added Great Generals by way of Diversica: Bernie14's Union as American Medieval;
Modfreak's Ancient Asian; AsioAsioAsio's Montgomery as English Modern;
Chugginator's Medieval English, deGaul as French Modern, Ancient Incan and Mayan;
AchillesZero's Native American Ancient and Medieval, and Ancient Vietnamese as Khmer;
and Bakuel's AlpArslan as Ottoman Ancient, Svyatoslav as Russian Ancient, and ElCid as Spanish Ancient

24 Oct 2014
swapped Longbowman and Elder Longbowman VUs on Spain and Arabia
added Bakuel's Holy Roman Frankish Archer as German, set it to default, and moved existing European Archer (vanilla) to Celtic
added Bakuel's Holy Roman Frankish Crossbowman as German
moved existing European Crossbowman (vanilla) to Roman
moved existing Roman Elder Longbowman to Longbowman, and set it to default
moved existing European Longbowman (vanilla) to English
added Bakuel's Holy Roman Frankish Longbowman as German Longbowman
moved existing Papal Longbowman to Elder Longbowman
added SaibotLieh's Amazon Longbowman as European Elder Longbowman, and set it to default
added Danrell's Greek Crossbowman as Royal Crossbowman, and Greek Longbowman as Elder Longbowman

25 Oct 2014
added Danrell's Greek Maceman as Master Swordsman, and Greek Knight as Knight Champion
moved existing Greek Knight (vanilla Sword) to French (AS IT SHOULD BE, sheesh, wtf, HELLO Fleurs?!), set Greek to use it, and set existing German Knight (vanilla Lance) as default
moved existing English Knight (King Arthur! yay woohoo) to Holy Roman as it should be, and set English to use it
added Danrell's French Swordsman as Master Swordsman
made a basic custom Greek Horse Archer VU
switched to source copy of Bakuel's Holy Roman Frankish Heavy Cavalry (King Arthur Knight)
added Bakuel's Holy Roman Musketman (Habsburg Spainish Regular) as Spanish Musketman
renamed Royal Crossbowman (heavy leather with fire bolts) to Spanish Royal Crossbowman
set European Pikeman to default, renamed Roman Pikeman to Papal, and added it to Dutch and Holy Roman (under Landsknecht)
added Bakuel's Holy Roman Frankish Horseman as Marauder, Axeman, Spearman, Pikeman as Elite Spearman, Swordsman, Heavy Footman as Master Swordsman, and Chariot
set the new Holy Roman units to be the defaults, rearranged the Celtic melee units in preparation for weapon swapping, and made a few other VU assignment tweaks
added Zerver's American Horseman as Marauder
added Sezereth's CATHAY Archer of the Wall as Chinese Ranger, and Celestial Cavalry Officer as Chinese Knight Champion

26 Oct 2014
added Danrell's Dutch Archer, Crossbowman, Longbowman, Axeman, Spearman, Swordsman, Chariot, and Horseman
added Ambrox62's Horse Archers: Goth as Viking, Briton as English, Gaul as French, Iberian, German, and Greek
added Celtic Chariot, Stone Axeman, and Stone Spearman VUs back into England
fixed the arrow texture on the Chinese Ranger
added Aranor's Scythian Half Cataphract as Barbarian Horseman
added CoffeeJunkie's Carthaginian Horseman as Barbarian Marauder, moved existing one back to Indian Marauder, and reskinned the Indian Elder Longbowman
added Ambrox62's Horse Archers: Carthaginian, Nubian as Ethiopian, and Babylonian
swapped a few horse skins around
found and switched to source version of Sezereth's Generic Hunter (Northern European Scout)

26-27 Oct 2014
moved existing African Warrior to Ethiopian
added Sezereth's Warriors: Malinese, Zulu, Germanic Set as German and English, Celtic, and Turk as Arabian

27 Oct 2014
renamed Flight Research tech to Military Research, and added new EU Advanced Tank and UEU German Tiger Tank in it
moved American M26 Pershing and Russian IS2 Tank VUs to Advanced Tank
added Snafusmith's American M4, Arabian M3, Aztec M3, Carthaginian T34, Celtic Valentine, Chinese PzKpfw2, Egyptian M4, Ethiopian T85, Holy Roman Turan 2 as Hungarian, Indian M4, Japanese Type 95, Portuguese Vickers 6, Russian T85, and Sumerian T34 as Tank VUs
added Snafusmith's German PzKpfw6 as Tiger Tank VU
added AsioAsioAsio's British Centurion as Advanced Tank, and Snafusmith's Iraqi T55 Enigma as Babylonian Modern Tank
switched to Ambrox62's Persian Horse Archer (sorry Bakuel! heh)
removed Sumerian Horse Archer (sorry again Bakuel! lol) since the model is now represented by the Egyptian Elder Longbowman, moved existing Babylonian Horse Archer to Sumeria, and added it to Babylon
fixed Holy Roman (Frankish) Archer's arrow effect
added Bakuel's Persian Sassanid (Daylami) Javelineer as Babylonian Atlatl, Archer as Babylonian Ranger, and Levy Spearman as Babylonian Stone Spearman

28 Oct 2014
renamed Middle Eastern Stone Spearman to Arabian
added Babylonian Stone Spearman VU to Persia
added Babylonian Modern Tank VU to Egypt, Mali, Ethiopia, Zulu, Sumeria, Persia, and Arabia
fixed Assault Ship icon, activated 3 icons found by searching unit folders, and cleaned up the EnvironmentFX files from all the new unit graphics again
added Bakuel's Persian Sassanid Heavy Footman as Master Swordsman, and moved existing "Swordswoman" VU to Babylonian
added Danrell's English Cavalry, and moved existing "British" VU to Industrial+ only
added Roman Swordsman to Rome, America, and France, since I forgot to hook it back up earlier

29 Oct 2014
swapped Viking Master Swordsman and Paladin VUs
moved Mongolian Horseman VU to Khmer Marauder, and Mongolian Marauder (vanilla) to Horseman where it should be (woohoo)
moved Babylonian Atlatl, Stone Spearman, and Ranger back to Persian where they should be, and Persian Atlatl (red armor) to Babylonian (no choice at the moment, heh)
moved Babylonian Paladin down to Swordsman and Pikeman down to Spearman, and set Babylon to borrow Persian VUs for these and also its Maceman (instead of Sumeria's Mamluk-esque import), and Heavy Maceman and Knight Champion (instead of default European - blech!)

30 Oct 2014
added Ambrox62's Slavic Slinger as Russian
found source version of Arabian Slinger (Ambrox62's Stone Age Iberian Archer), and made new skin for it
moved existing German Horse Archer to European
added Ambrox62's Horse Archers: Assyrian as Babylonian, Illyrian as German, Kolch as Holy Roman, and Scythian as Portuguese
renamed existing European Atlatl to French, and moved GrecoRoman Archer (vanilla) to Roman Ranger
added Ambrox62's Bronze Age Archers: Briton as English, Gaul as French, Greek, Illyrian as German, German as European, Roman, and Nubian Hero as Ethiopian Ranger

31 Oct 2014
moved Sumerian Horse Archer back to Babylonian (replacing Assyrian), and added Ambrox62's Hittite Horse Archer as Sumerian
added Ambrox62's Chariots: German as European, Briton as English, Gaul as French, Iberian (replacing Danrell's, sorry!), and Illyrian as German
found and switched to Ambrox62's Javelineer (Atlatl) source copies on African (Nubian v1) and renamed it to Ethiopian, and French (Gaul v1)
added Ambrox62's Javelineers v1: German as English, Briton as Celtic, Illyrian as German, Hittite as Sumerian, Babylonian, Phoenician as Carthaginian, and Roman
added Ambrox62's Javelineers v2: Egyptian, Goth as Viking, and Scythian as Celtiberian
added Ambrox62's Bronze Age Archers: Hittite as Sumerian Ranger, and Babylonian as Ranger
moved existing German Warrior to Holy Roman
added Ambrox62's Warriors: Gaul as French, Iberian, Scythian as Celtiberian, Illyrian as German, Greek, Roman, Phoenician as Carthaginian, Egyptian, Hittite as Sumerian, Babylonian, and Persian
renamed Middle Eastern Warrior and Persian Red Armor Atlatl to Ottoman
moved Egyptian Spearman to Sumerian Elite Spearman, and Sumerian Maceman to Heavy Maceman
moved Ethiopian Axeman to Stone Axeman, and Spearman to Stone Spearman
added Ambrox62's Axemen as Stone Axemen: Iberian, Scythian as Celtiberian, Illyrian as German, Greek, Roman, Minoan as Carthaginian, Babylonian, and Persian
added Ambrox62's Axemen as Axemen: German as European (and set it to default), Briton as English, Gaul as French, and Nubian as Ethiopian
added Ambrox62's Axemen as Maceman: Hittite as Sumerian
added Ambrox62's Spearmen as Stone Spearmen: Iberian, Scythian as Celtiberian, Illyrian as German, Greek, Roman, Minoan as Carthaginian, Hittite as Sumerian, and Babylonian
added Ambrox62's Spearmen as Spearmen: German as European (and set it to default), Briton as English, Gaul as French, Egyptian, and Nubian as Ethiopian
found and switched to Ambrox62's Viking Spearman (Stone Spearman) source copy, restoring its missing shield and non-shader .nif file in the process
added Bakuel's Persian Sassanid Crossbowman, moved existing one (Islamic Persian Crossbowman) to Arabian Royal Crossbowman, and moved existing one (Fatimid) back to Egypt where it belongs
added Bakuel's Egyptian Ayyubid Crossbowman as German Royal Crossbowman
added Bakuel's Islamic Persian Archer as Arabian Elder Longbowman, and moved existing one (Abbasid Abna Infantry (Archer)) to Babylon
added Ambrox62's Javelineers v1: Medes as European (and set it to default)
added Ambrox62's Spearmen as Spearmen: Illyrian Hero as German (and edited it slightly)

2 Nov 2014
deleted the hideously ugly shield on the Babylonian Stone Spearman
found and switched to source copies of Ambrox62's Scouts: African (Nubian) and renamed it to Ethiopian, and Persian (the Briton as Celtic one had been modified so we kept the existing newer version)

3 Nov 2014
found and switched to source copies of Ambrox62's Settlers: Briton as Celtic, and Greek

3-4 Nov 2014
moved existing Ancient Babylonian (vanilla) Worker to Medieval
added Ambrox62's Workers: German as English, Goth as Viking and moved existing one to Medieval, Hittite as Sumerian and moved existing one to Ancient Babylonian, Nubian as Ethiopian, Persian and moved existing one to Medieval, and Phoenician as Carthaginian
added Ambrox62's Settlers: German as English, Goth as Viking and moved existing Child to Medieval, Hittite as Sumerian, Babylonian and moved existing vanilla one to Medieval, Persian, and Phoenician as Carthaginian

5 Nov 2014
swapped Mongolian Horseman (vanilla) and Keshik models
added Ambrox62's Kolch Javelineer v2 as Atlatl, Axeman as Stone Axeman, and Spearman as Stone Spearman for Holy Rome, matching its Horse Archer

7 Nov 2014
renamed European Atlatl (Medes) to Dutch, and European Warrior (vanilla) to American
set Dutch to use default (Dutch) Atlatl instead of French, and added Ambrox62's Medes Horse Archer and Warrior as Dutch

added Bakuel's Arabic Modern Cavalry as Industrial+, Russian Vladimir-Suzdal Light Cavalry as Horse Archer Medieval+, and Ottoman Turkish Horsearcher as Medieval+
added Bakuel's Indian Ancient Cavalry (Small Plate) as Horseman Ancient, Indian Kushan Horsearcher (Leather Cap) as Ancient, and moved existing ones to Medieval+
set China to use Korean Horse Archer VU, and moved existing one (note: found earlier in Diversica to be made by Bernie14!) to Mongolian Medieval+ (woohoo!)
set Barbarian Marauder to use GrecoRoman default VU, moved existing one to Carthage WHERE IT FREAKING BELONGS, and moved existing one to Sumerian
added Bakuel's Indian Kushan Cataphract (Gold Armor) as Babylonian Knight, and Indian Kushan Cataphract (Fancy Helmet) as Babylonian Knight Champion
moved "mongol_weapons.dds" to Shared folder to fix pink cup on Carthaginian Marauder
added Bakuel's Russian Chernye Klobuki Horsearcher (Metal Mask) as Sumerian Medieval+, Indian Kushan Horsearcher (Noble) as Babylonian Medieval+, and Indian Indo-Saka Horsearcher as Persian Medieval+

8 Nov 2014
switched to source copies on Chuggi's Workers: Arabic as Medieval Persian, Medieval African, Caucasian Medieval as European, Modern Asian as Chinese, Ancient Germanic as German, and Ancient Slavic as Medieval Viking (oops...)

swapped new Medieval+ Horse Archers on Sumeria and Persia
added Ambrox62's Workers and Settlers: Scythian as Celtiberian, Medes as Dutch, and Kolch as Holy Roman
added Sezereth's Ungol Horse Archer (Variant 1) as Chinese, and Ungol Raider (Variant 2) as Chinese Horseman and moved existing one to Medieval+
added by way of Diversica: TheCapo's Native American Female and Child Settler as Mayan
added by way of Diversica: Coffee_Junkie's Berber Male Settler as Arabian Ancient
added by way of Diversica: Chugginator's Germanic Male Settler (Variant 1) as Holy Roman, and Slavic Male Settler as Viking Medieval+ (reluctantly cuz it looks pretty bad, heh)
added Bakuel's Arabic Cavalry Modern Irregular Bedouin as Sumerian, and added it to Babylonian and Persian
added by way of Diversica: Avain's Hungarian Female Settler as Medieval Viking
moved Sumerian Stone Axeman to Warrior (reluctantly since it's now pending a weapon swap, heh), and Maceman to Stone Axeman WHERE IT FREAKING BELONGS (woohoo!)
added Bakuel's Arabian Abbasid Maceman (Ruffian) as Sumerian

8-9 Nov 2014
renamed existing Ancient Asian Settler (vanilla) to Chinese, and existing Medieval Asian Settler (Male and Female only) to Japanese
added by way of Diversica: added Chugginator's Ancient Asian Settler group as Ancient Asian (Male 1 and both Children), and as Medieval Asian (Male 2 and Female)
added by way of Diversica: Bakuel's Ancient Hun Worker as Medieval Mongolian

9 Nov 2014
set Russia to use Pirate Female Settler instead of Medieval Viking one
found and removed Indian Female Settler since it was just a near-identical copy of the Medieval Babylonian (vanilla) one

10 Nov 2014
added Bakuel's Vietnam Heavy Cavalry as Korean Marauder, Khmer Crossbowman as Royal Crossbowman, and Khmer Longbowman as Elder Longbowman
moved Mongolian Spearman to Stone Spearman, Elite Spearman to Spearman, and Chinese Elite Spearman (vanilla) to Mongolian WHERE IT FREAKING SHOULD BE! (woohoo)
added Bakuel's Chinese Pikeman as new Elite Spearman
added Bakuel's Chinese Axeman as Stone Axeman, and moved Japanese Axeman to Stone Axeman to match
moved Khmer Marauder to Horseman Medieval+, Knight to Marauder, and Knight Champion to Knight
added Bakuel's Khmer Heavy Cavalry as Knight Champion
added Bakuel's Khmer Axeman as Stone Axeman, Spearman as Stone Spearman, Pikeman as Elite Spearman, and Heavy Footman as Heavy Maceman
moved Japanese Pikeman to Spearman where it was intended to be, and added Danrell's Japanese Axeman, Pikeman, and Maceman
finally learned how to do basic, limited weapon and body swapping (thanks to Doomwyte's mini-tutorial for breaking my mental logjam :))
made custom versions of Korean Warrior, Stone Spearman, and Maceman; Chinese Stone Spearman and Royal ChuKoNu; Khmer Maceman; Japanese Stone Spearman, Axeman, and Pikeman; and Mongolian Stone Axeman

11 Nov 2014
made custom versions of Sumerian Warrior; French Warrior, Stone Axeman, and Stone Spearman (YES!!!); and Ottoman Stone Axeman
swapped Ottoman Longbowman and Elder Longbowman VUs, and moved Japanese Spearman to Elite Spearman
made custom versions of Japanese Spearman, Elder Longbowman, Musketman, Horseman, Royal Crossbowman, Samurai, and Maceman
moved Mongolian Maceman to Heavy Maceman, and set it to use new Korean Maceman
made custom version of Khmer Horse Archer
added Bakuel's Guan Yu Warlord as Chinese Elite Spearman (replacing terrible existing one, woot :))
restored orange skin on Khmer Musketman "Shan Warrior", tried again to find its source on the forum but failed (weird thing to poof, heh), and set Mongolia, China, and Korea to use the existing red version instead of the Japanese Musketman (woohoo)
added Bakuel's Barbary Pirates v2 as Pirate VU for Ottoman
made custom versions of Korean Royal Crossbowman and Elite Spearman, and German Axeman
reverted to source copies of Bakuel's Frankish Swordsman as Holy Roman Master Swordsman, and Frankish Heavy Footman as Holy Roman Heavy Maceman
made custom versions of Holy Roman Swordsman and Heavy Maceman; Celtic Gallic Swordsman, Axeman, and Heavy Maceman; and Aztec Stone Axeman
moved existing Aztec Stone Axeman to Native American Scout as it was intended, and moved existing one to Medieval+

12 Nov 2014
completely reorganized the Unit pak files to group land units by individual civ or by region, and learned how to use basic regular expressions in the process (woohoo! :))
added Bernie14's Germanic as Holy Roman: Knight as Knight Champion, Paratrooper, and War Elephant; and Spearman as German Elite Spearman
added Wolfshanze's Germanic Knight Reskin as German Knight Champion
switched back to default European War Elephant VU on Netherlands
added Danrell's Native American Maceman as Master Swordsman, and Knight as Horseman (YES!!!)
made custom version of Native American Paladin

13 Nov 2014
cleaned up a couple unused vanilla-override files in the art pak (Asian War Elephant nifs, and the red Samurai skin which is now in the full custom version)
further cleaned up the Sezereth troop pack nifs and shared skins
made custom version of Albanian Trench Infantry
added Danrell's German Infantry as Holy Roman
moved Middle Eastern AT Infantry to Sumerian, and Middle Eastern Marine to Arabian
made custom versions of Indian AT Infantry, Khmer Infantry, Sumerian SAM Infantry, Arabian Trench Infantry, Indian Trench Infantry, and African Special Forces
added J_Mie6's African Marine skin (with Medic functionality, woohoo!)
made custom version of African Trench Infantry (also with Medic functionality, a Trench first!)
activated dormant vanilla Modern AT Infantry as American, matching Marine (which I'd SOMEHOW managed to NEVER see before, EVER, in the history of all things Civ4... dang)
made custom versions of African AT Infantry and Babylonian Trench Infantry (Iraqi RG, woohoo)
added NikNaks93's German Explorer v2 (replacing Avain's one) and Incan Explorer v3
added AchillesZero's Ski Patrol as Viking UU (doooood...)
added AsioAsioAsio's Spanish Infantry, Machine Gunner, SAM Infantry, AT Infantry, Marine, Paratrooper, and Cavalry (yuss!)
made custom version of Spanish Trench Infantry

13-14 Nov 2014
added Coffee_Junkie's Japanese Infantry, SAM Infantry, AT Infantry, and Marine

14 Nov 2014
made custom version of Japanese Trench Infantry

14-18 Nov 2014
did a significant amount of work moving texture files to the Shared folder and removing duplicates, but got slowed down by the discovery that the items in the Shared folder STUPIDLY get priority, at least some of the time seemingly randomly, over local versions (much remains to be done on this, and on nif-cropping and non-FX nif removal, for a future version anyway hehe)

15 Nov 2014
made custom versions of Asian Atlatl, Chinese Warrior and Atlatl, and Korean Atlatl
moved Chinese Crossbowman (suppressed/hidden) to Royal Crossbowman, matching Royal ChuKoNu

16 Nov 2014
moved existing Chinese Modern Worker to Khmer, and made custom version of Chinese Modern Worker
added Zerver's Swedish Marine and Humvee
performed mass deletion of all non-FX .nif files in all cases where both versions were present, and updated CIV4ArtDefines_Unit.xml accordingly, including disengaging all non-FX <NIF> links on all ArtDef entries for vanilla units (since all vanilla units come with both versions automatically)
fixed BurgerWorld CEO not having the emblem on his briefcase (sigh)
switched to high-res textures on Sandworm

16-17 Nov 2014
as a result of the great mass deletion, manually went through and removed the "_FX" suffix on all .nif files with associated custom .kfm files to fix crashes when selecting units

17 Nov 2014
switched Babylonian Master Swordswoman to use the newer Chinese one's non-heavy-armor-clanking sound effects (also matching default female Ninja VU for Assassin)
switched to high-res textures on Northern European Cuirassier
made damage texture for the Mechanized Infantry's Urban Camo skin (hard to be a more longstanding problem than this one, lol)
made custom versions of German and African Humvee; and Sumerian, Chinese, and Khmer Jeep
added by way of WolfshanzeMod: Vietnamese Musketman as Chinese
swapped black dude who was first, and commander who was third, subunit ordering on American Rifleman

18 Nov 2014
added by way of WolfshanzeMod: Vietnamese VietCong as Infantry

18-19 Nov 2014
added by way of WolfshanzeMod: Asian Marine as Chinese, and Infantry and Machine Gun as Korean; and Chinese Horse Archer as Japanese

19 Nov 2014
fixed missing gloss file on UH1 Huey
made custom version of Chinese Trench Infantry, and added new Korean Machine Gun VU to China
after finding it in WolfshanzeMod, found and downloaded the source version, and added Snafusmith's Chinese Type 99 MBT as Modern Tank
made custom version of Korean Jeep
after finding them in WolfshanzeMod, made custom versions of Korean Cuirassier, and Asian Cuirassier as Chinese
made custom skin for Chinese Rifleman, and moved Chinese Musketman and Rifleman to Mongolian
added Danrell's Chinese Rifleman, and Asian Musketman from WolfshanzeMod as Chinese
added Bernie14's German Marine Grenadier as Industrial+ version
after finding them in WolfshanzeMod, found and downloaded the source versions, and added TheCoyote's Eurocopter Tiger, with Bernie14's reskins, for France, Spain, Celtia, Holy Rome, and Germany
added Nautil's FW190 as German Fighter Legend (wow... HUGE oops for this oversight for like, forever, heh)

20 Nov 2014
finally cleaned up and organized the custom CIV4EffectInfos.xml entries, and moved all effects still remaining in their local unit folders (Mermaid, Shadow Demon, and Holy Roman Archer) to the Effects folder
fixed XML paths for custom Missionary activation effects (oooops...)
fixed missing arrow effect for Canoe combat (oops...)
added Ambrox62's Javelineer animations from source, and went through and set all Atlatl VUs individually to use the correct animations based on their model files (either these, the vanilla Skirmisher, or the vanilla Mongolian JavelinThrower animations)

21 Nov 2014
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x
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22 Dec 2014
removed Military Science requirement from Leviathan, and added it to Biplane Legend, Fighter Legend, and Jet Fighter Legend
swapped Indian Swordsman and Master Swordsman VUs
swapped Native American Native Axeman and Dog Soldier icons
decreased cost on Biplane Legend from 90 to 86, and on Fighter Legend from 130 to 128

3 Jan 2015
switched to Xenomorph's version of the SB2C Helldiver (for TBF Avenger animation), and moved it from America to Greece Fighter-Bomber VU
added ArdRaeiss's TBF Avenger as America VU to replace it
added names to most air units in the .pak files, and moved the V1 Flying Bomb from "^Air - Assault" to a new Missiles folder
added Gloster Gladiator Biplane VU to China, Viking, Babylon, Carthage, and Greece
added P47 Thunderbolt Fighter VU to Aztec, Maya, and Inca
added P51 Mustang Fighter Legend VU to Zulu and Korea
added F4 Phantom Jet Fighter VU to Egypt (doubly overriden below), Greece, Persia, Korea, Spain, Byzantium, and Ottoman
added F35 JSF Stealth Fighter VU to Byzantium (matching Ottoman)
added MiG21 Jet Fighter Legend VU to India, Khmer, Egypt, and Babylon
added Eurofighter Typhoon Modern Fighter VU to Rome and Arabia
added MiG29 Modern Fighter VU to Babylon
removed Su37 Modern Fighter VU from Carthage, and added it to Zulu
added F35 JSF Stealth Fighter VU to Viking
added DH98 Mosquito Fighter-Bomber VU to China, Viking, Zulu, Byzantium, and Ottoman
added Ju87 Stuka Fighter-Bomber VU to Spain
added IL2 Shturmovik Fighter-Bomber VU to Mongolia
added Breda Ba65 Fighter-Bomber VU to Babylon, Inca, and Portugal
added Su25 Frogfoot Assault Fighter VU to Babylon, Ethiopia, and Inca
added B17 Flying Fortress Bomber VU to Inca, Viking, France, and Portugal
added Tupolev TB3 Bomber VU to China
added He111 Bomber VU to Spain, Byzantium, and Ottoman
added SM84 Bomber VU to Babylon
added Nautil's P40 USA skin as America Fighter VU (leaving P51 Mustang as Fighter Legend)
added Danrell's P38 Lightning (based on Nautil's original) as Interceptor model, and moved Dornier Do335 to Holy Roman and German VU
added Nautil's MiG15 Russian skin as Russia Jet Fighter VU
added F4 Phantom Jet Fighter Legend VU to Germany and Japan
added Snafusmith's original F4 Phantom skin for America and Korea, and JF00's F4 Phantom skins for Germany, Greece, Iran, Japan, Spain, and Turkey
added AsioAsioAsio's F86 Sabre as America and Korea, F86 Sabre Generic as default, Dassault MD450 Ouragan as France and India, Caproni Campini N1 as Rome, and Nakajima Kikka as Japan Jet Fighter VUs
set MiG 15 Generic as Jet Fighter VU on Carthage, China, Egypt, Babylon, Khmer, Mali, and Mongolia

4 Jan 2015
added Wolfshanze's Saab 17 as Viking and Ethiopia Fighter-Bomber VU
added TheCoyote's Saab 35 Draken as Viking Jet Fighter Legend VU
added Snafusmith's Fokker GI as Netherlands Fighter-Bomber VU, and Fokker TV as Netherlands Bomber VU
added Nautil's Hawker Hurricane (Brown) as England Fighter VU, and Nautil's Spitfire Mk1 as England Fighter Legend VU
added TheCoyote's Fairy Swordfish as England Biplane Legend
added Snafusmith's Mirage 2000 as France Modern Fighter VU

4, 12 Jan 2015
added Danrell's Leopard2 as Holy Roman and German Modern Tank, and T90 as Russia Modern Tank

4, 17 Jan 2015
added Danrell's Su76 as Russia Mechanized Artillery

12, 17 Jan 2015
added both versions of the Leopard2 Modern Tank VU to Inca, Viking, Netherlands, Spain, Portugal, Greece, Byzantium / Ottoman, and Khmer
added T90 Modern Tank VU to Carthage, Ethiopia, and India
added Su76 Mechanized Artillery VU to Holy Rome / Germany, Byzantium / Ottoman, China, Korea, and Khmer
added ML20 Artillery VU to Viking, Holy Rome / Germany, Carthage, Egypt, Byzantium / Ottoman, Babylon, China, Mongolia, and Khmer
added SB2C Helldiver Fighter-Bomber VU to Khmer
added MiG21 Jet Fighter Legend VU to Carthage
added MiG29 Modern Fighter VU to Carthage
added Su25 Frogfoot Assault Fighter VU to Zulu
added P40 Warhawk Fighter VU to Viking, Egypt, Khmer, Zulu, and Byzantium / Ottoman
added MiG 15 Generic Jet Fighter VU to Byzantium / Ottoman
added Mirage 2000 Modern Fighter VU to Egypt and Greece

18 Jan 2015
increased Fighter-Bomber from -100 to -50% vs Helicopter, decreased it from +50 to -100% vs Water, and removed -150% vs Submarine (matching Bomber)
decreased Interceptor from 50 to +25% vs Water, and removed -150% vs Submarine (matching Bomber)
 
Version 4.2 Patch Notes - Part 5

Spoiler :
18-19 Jan 2015
added new unit Torpedo Bomber in Flight
moved TBF Avenger VU from America Fighter-Bomber to default Torpedo Bomber, and set them to use the F4U Corsair VU instead
moved Fairy Swordfish from England Biplane and Biplane Legend to Torpedo Bomber
added Nautil's P40 Warhawk Russia skin as Russia Fighter VU
added Wolfshanze's Korean Air Force pack (Ki10, Ki61 Hien, B5N Kate, and Ki21 Sally) as Korea Biplane Legend, Fighter Legend, Torpedo Bomber, and Bomber VUs
added DutchKing's Nakajima B5N Kate (Xenomorph's Update) as Japan Torpedo Bomber VU
moved Gloster Gladiator to default Biplane Legend
added Snafusmith's Nieuport 17 as Biplane VU for France, Netherlands, and Viking
added Snafusmith's SPAD XIII as Biplane VU for Inca, Greece, Rome, Japan, Russia, Khmer, Spain, and Byzantium / Ottoman
added JF00's F4 Phantom skin for UK as Jet Fighter Legend default (leaving Royal Navy skin as England)
moved vanilla Fighter model to default Fighter Legend VU, and added Nautil's Hawker Hurricane (Gray) as default Fighter VU

19 Jan 2015
added TheCoyote's F104 Starfighter v2 as Jet Fighter Legend VU to America (leaving the ugly tan default F4 Phantom skin still in use on Korea), Netherlands, and Rome
added new unit Attack Fighter in Jet Flight
added Saschkin's Westland Wyvern as default Attack Fighter VU
added Saschkin's Douglas A2D Skyshark as Attack Fighter VU to America
added TheCoyote's Horten Ho229 as Attack Fighter VU to Holy Rome / Germany
added TheCoyote's Ki61 Hien as Fighter Legend VU to Japan
added SPAD XIII, Zero, and Val VUs to Korea, matching Japan due to their occupation at the time
added DutchKing's Ki10 as Biplane Legend to Japan by way of WolfshanzeMod
added ArdRaeiss' Mitsubishi G4M3 Betty as Bomber VU to Japan
added Snafusmith's Sopwith Camel as Biplane VU to England
added Snafusmith's Albatros D3 as Biplane VU to Holy Rome
added Nsftpoeopas' Fieseler Fi167 as Torpedo Bomber VU to Holy Rome / Germany
added Danrell's Type97 as Advanced Tank VU to Japan and Korea

20 Jan 2015
switched back to Xenomorph's gloss/damage update of the SM84 model
added Nautil's Gloster Gladiator Germany skin as Biplane Legend VU to Holy Rome
went through and switched to source copies on a number of air units, collapsed a few air unit .dds files to the Shared folder, and switched to using all of Xenomorph's Modified Fighter-Bomber versions
changed titleplate from a list of contributing major mods with version numbers, to a "Special Thanks:" list with individual usernames from the CFC forum
renamed original 5 Great People units in XML, Python, and the SDK to have the "GREAT_" tag as part of their name, matching the Great Spy and Great General units
as a result, fixed bug with the "Great General.dds" generic-type birth image not being found, and thus the ultimate fallback "Great Person.dds" one being used instead, for Great Generals with names that don't have specific event portraits
moved Netherlands from between Viking and England down to between Celtia and Holy Rome in the civilization list, now that I know where it actually IS in real life (sigh)
moved Khmer from between Korea and Barbarian up to after China in the civilization list
moved Korea from between Japan and Barbarian up to after Khmer (and before Japan) in the civilization list

20-21 Jan 2015
adjusted scale sizes on all new unit models

21 Jan 2015
found and added JF00's TBF Avenger skin (interesting...)
switched BACK to original, non-gloss version of SM84 Bomber VU
fixed centering on A10 Warthog (how did I never notice this? bah)
switched to TheCoyote's update of Danrell's P38 Lightning that uses Mosquito animations
removed A2D Skyshark, and added TheCoyote's A7 Corsair 2 to replace it
added the new A7 Corsair 2 Attack Fighter VU to Khmer, and JF00's skins of it to Portugal and Greece
adjusted vertical position and rotor offset on UH1, AH64, Fa223, Mi1, Mi24, Mi28, Wraith, and Banshee
removed Mi24 Hind from Persia, and added it to Carthage, Mali, Byzantium / Ottoman, and Mongolia
added GFO_Anubis' Mi24 Hind skins to Ethiopia, India, Khmer, Maya, Inca, Zulu, and Babylon
made customized versions of the UH1 Huey and AH64 Apache skins
added Cr42 Falco Biplane Legend VU to Viking, Spain, and Netherlands

22 Jan 2015
made custom non-teamcolor skin for the Japanese B5N Kate VU to replace the missing DutchKing original file (Diversica had a scaled-down and compression-artifacted copy of it, but eh who cares lol)
decreased strength on Fighter-Bomber and Interceptor from 32 to 16, on Attack Fighter from 40 to 20, and on Assault Fighter from 64 to 32, and heavily updated the combat bonuses on these units
added 10% Interception Chance with 25% Interception Lethality to Dreadnaught, which somehow didn't have any all this time (oops, heh :))

23-24 Jan 2015
added AsioAsioAsio's Bell P59 Airacomet as Jet Fighter VU to America
added AsioAsioAsio's deHavilland Vampire as Jet Fighter VU to England, Inca, Viking, Aztec, Portugal, Zulu, and Arabia
added Saschkin's Junkers Ju122 as Heavy Bomber VU for Holy Rome / Germany
added new unit Early Bomber in Radio
added Snafusmith's Gotha G4 Early Bomber VU to Holy Rome / Germany
added Snafusmith's Caproni Ca3 Early Bomber VU to Rome, Inca, England, and America
added Snafusmith's Caudron G4 Early Bomber VU as default
added Snafusmith's Sikorski Ilya Muromets Early Bomber VU to Russia
added Snafusmith's Anatra DS Biplane VU to Russia (replacing SPAD XIII)
moved Metallurgy, Steel, and Combustion left one column each, added new tech Mechanized Warfare, and adjusted a number of tech and air unit stats as a result
added new unit Early Fighter in Combustion
added Snafusmith's Handley Page Type O/100 as Early Bomber VU to England, China, and America (somehow missed this one before, heh)
added Snafusmith's Nieuport 11 as Early Fighter VU to France
added Snafusmith's Airco DH2 as Early Fighter VU to England
added Snafusmith's Fokker E3 as Early Fighter VU to Holy Rome / Germany and Byzantium / Ottoman
added Snafusmith's Morane-Saulnier Type H as Early Fighter VU to Netherlands and Russia
added Snafusmith's Morane-Saulnier Type L as Early Fighter VU to Inca and Viking
added Snafusmith's Bleriot XI as Early Fighter default
updated the VU display WorldBuilder and save files, and the Pedia unit upgrade tree chart graph thing, one FINAL freaking time (sigh)

24 Jan 2015
increased strength on Flying Machine from 8 to 9
moved Aluminum from Metallurgy (Enable) and Flight (Reveal) to both in Combustion

25 Jan 2015
moved Horses enabler from Animal Husbandry back to Sedentary Lifestyle, Copper enabler from Mining up to Bronze Working, Iron enabler from Mining up to Iron Working, Sulphur enabler from Mining up to Alchemy, and Coal enabler from Mining up to Steam Power
moved Flamethrower from Industrialism to Military Research, and added Industrialism requirement
reordered the Corporations in the XML again (to Sushi Burger Cereal Ethanol Mining Creative Jewelers Aluminum)
made last of daily scale factor tweaking on newer units, focusing this time on the P38 Lightning, both Heavy Bombers, and several of the Tank VUs
made minor update pass on tech stats: iAIWeight (split Cybernetics and Shielding), iCost (new techs, and a few cheap/expensive adjustments in surrounding columns), iAsset (couple stupid bugfixes), and iFlavor (new techs)
made moderate update pass on tech stat iPower (checked most of the major points of interest but far from a full sweep, and started a text file to record explanations for each)
decreased AP Mech from 100 to +75% vs Gunpowder, and added -25% City Strength
increased Cyborg from 50 to +75% City Attack
added XML and Python setup for Global Warming widget, and picked the "Zhao_Xian.dds" icon for it
moved the remaining Fighter, Bomber, and Gunship vanilla textures to the Shared folder, and deleted the redundant copies

26 Jan 2015
fixed the javelin positions on the Asian, Chinese, and Korean Javelineer VUs (at last!)

28 Jan 2015
added JF00's Spanish Ju87 Stuka skin

28-30 Jan 2015
adjusted volume settings on the 9 newest tracks in the private soundtrack

30 Jan 2015
added Chinese Hand Cannon Bombard VU to Khmer, Korea, and Japan

5 Feb 2015
added Asian Galleas VU to India and Mongolia, matching Asian Trireme and Caravel assignments

9 Feb 2015
private soundtrack: added Tragic Battle to Industrial, Moon Prism Power Make Up! to Modern, and Sailor Mercury's Theme to Future; and set their volume

21 Feb 2015
added by way of Diversica: Polycrates' Ancient African Great Merchant, Great Engineer, and Great Scientist; and Polycrates' Medieval African Great Artist as Ancient
added by way of Diversica: Polycrates' African Buddhist, Christian, Confucian, Hindu, Islamic, Jewish, and Taoist Missionaries; and Polycrates' African CEO set with BurgerWorld CEO added

22 Feb 2015
switched to source versions on all of Polycrates' existing African units
added Polycrates' Ancient African Great General, and moved existing one to Zulu
added Polycrates' African Modern Great Scientist, Great Merchant, Great Engineer, Great Artist, and Great Spy
added Polycrates' African Modern Spy
added Rabbit,White's Boer Commando as Zulu Cavalry Modern VU
added DonalPanko's Native Armored Warrior (Pacific Northwest - Haida) as Native American Heavy Maceman

27 Feb 2015
added Charle88's Post-Apocalyptic Advanced Flamethrower as Desert VU, matching Tyson/Rios Urban/Desert Mercenary VU assignments
added Sakhr's Flying Carpet as Persia Valkyrie VU
added SaibotLieh's Female Ancient Warlord as Greece Ancient Great General VU, and switched to source version of SaibotLieh's Female Great Prophet as Medieval VU
added Bakuel's NEW!!! Javanese Mataram: Javelinman as Khmer Atlatl, Keris Buda Warrior as Warrior, Axeman as Stone Axeman (replacing ugly old one!), and Spearman as Stone Spearman (replacing ugly old one!)
added Bakuel's NEW!!! Javanese Majapahit: Swordsman (Horn Armor) as Khmer Master Swordsman
added Bakuel's NEW!!! Javanese Early Islamic Sultanates: Early Cannon (Lantaka) as Khmer Bombard, and Early Cannon (Siege) as Great Bombard
added Mechaerik's Modern Infantry as Special Forces Urban VU, matching Tyson/Rios Urban/Desert Mercenary VU assignments

28 Feb 2015
updated Single Player and WorldBuilder save file sets to display the 6 remaining vanilla Missionaries, 1 Executive (BurgerWorld), Valkyrie, and Flamethrower

1-4 March 2015
added SaibotLieh's Female Missionaries as Medieval Settler subunit VUs: Nagual as South American, Yoruba as African, Hellenism to Greece, Islamic to Persia, Druid to Celtia, Baal to Carthage, Andean to Inca, Kemetism to Egypt, and Sikh to India
added SaibotLieh's Female Missionaries as Modern Settler subunit VUs: Scientology as European, and Shinto to Japan

1-2 March 2015
added SaibotLieh's Shaman Female Missionary as Barbarian Shaman (and retired existing VU even though it's good, and part of a set with white-chest-paint Ethiopia Warrior and wolf-helm Zulu Axeman, b/c it doesn't fit anywhere sadly)
added SaibotLieh's Voodoo Female Missionary as Barbarian Witch Doctor, replacing glow-removed African Great Spy
added Polycrates' Ancient African Great Prophet
added by way of Diversica: Siam's Ancient African Great Spy
moved Zulu Settler white-loincloth-and-leopard-pelt subunit VUs from Ancient to Medieval as intended by the artist (woohoo!)

3-4 March 2015
added Desert Banshee skin (at long last)

4 March 2015
added SaibotLieh's Female Missionaries as single-civ Missionary replacement VUs: Christian to America, Asatru to Viking, Jewish to Babylon, Hindu to India, Buddhist to China, Taoist to Khmer, and Confucian to Korea
added Xenomorph's gloss update of Snafusmith's B52 Stratofortress, Teamcolor European Explorer, and Updated Warlords Zeppelin as Airship VU to Holy Rome / Germany

5 March 2015
added by way of Diversica:
Meso America: Ermelinho's Great Merchant, Chuggi's Modern Great Spy
Middle East: Bakuel's Great Artist, Great Engineer, Great Spy, Great Merchant, Great Prophet, Great Scientist
Native America: TheCapo's Cannon
Universal: Krugerpritz's Future Armor as Stealth Tank Desert VU

used existing skin to make Celtic Modern Spy, and added it to Portugal and Celtia
added teamcolor to Green Banshee and Black Wraith skins
reverted to standard version of B52
updated Single Player and WorldBuilder save file sets AGAIN, to display Asen Missionary, Stealth Tank, Banshee, and Airship

6 March 2015
added SaibotLieh's Young Witch as Valkyrie VU to America and England

added by way of Diversica:
Asia: TheCapo's SAM Infantry, AT Infantry, and Paratrooper to Korea; GarretSidzaka's Marine to Korea
Vietnam: TheCapo's AT Infantry to Khmer
Khmer: TheCapo's Infantry and Machine Gun to Inca; Zerver's Marine and Paratrooper to Khmer
MesoAmerica: Chuggi's Infantry, Machine Gun, and SAM Infantry to Native America, Aztec, and Maya; and Chuggi's Marine to Native America, Aztec, Maya, and Inca
MesoAmerica: Chuggi's Great Artist; and Ermelinho's Great Engineer

switched from Young Witch to Witch, and added it to France, Spain, Portugal, Netherlands, Holy Rome, and Germany
made custom versions of Chinese Machine Gun (YEEEESSS!!!), and South American, Khmer, and Korean Trench Infantry (woohoo!)

7, 10, 15-16 March 2015
added by way of Diversica:
Africa: Chuggi's Modern Spy, and moved existing one to Zulu; Bakuel's Crossbowman as Ethiopian Royal Crossbowman; and Unknown's Longbowman as Ethiopian Elder Longbowman
Zulu: CoffeeJunkie's Axeman as Stone Axeman; Bakuel's Cuirassier; and Krugerpritz's Oliphant as Modern Tank
Holy Rome: AsioAsioAsio's AR234 as Heavy Bomber
Germany: Bernie14's SAM Infantry
MesoAmerica: Zerver's Cuirassier as Incan
Middle East: CoffeeJunkie's Infantry (despite losing Medic helmet ability, heh), Machine Gun, and Marine as Sumerian; and Cuirassier as Carthaginian, matching Marauder (woohoo!)
Universal: Unknown's Donkey to South American Settler, and Pack Horse to Mongolian Settler; and Snafusmith's Liberty as American Freighter
Vietnam: TheCapo's Grenadier as Mongolian
Viking: Snafusmith's J22 as Fighter, and Saab 18 as Bomber

downloaded and added GeneralMatt's SanAntonio as new unit Modern Transport (thanks Diversica!)

10, 15-16 March 2015
added by way of Diversica:
added missing .kfm to the Gato files
switched to FX version of the M26 Pershing nif that isn't in Snafusmith's original zip
added generic dark gray teamcolor version of Snafusmith's M26
added Snafusmith's Brooklyn Class as American Destroyer
added a couple of icons (Stealth Tank Desert, San Antonio)

reinstalled source version of Danrell's Dreadnaught
downloaded and added GeneralMatt's Iowa as American Battleship, and Graf Spee as Destroyer to Holy Rome / Germany (thanks Diversica!)
downloaded and added GeneralMatt's Oktyabrskaya Revolutsiya as Russian Battleship, and HMS Warspite as English Dreadnaught
added Wolfshanze's Helgoland as Dreadnought to Holy Rome / Germany
added Danrell's Avenger as generic Carrier, and moved Essex to America
reinstalled source version of GeneralMatt's Early Yamato; and added GeneralMatt's Late Yamato as Japanese Leviathan, and switched to source icon (thanks Diversica!)
reinstalled source version of Wolfshanze's Bismarck, and moved it from generic Leviathan to Battleship VU on Holy Rome / Germany
added Snafusmith's Bismarck as Leviathan to Holy Rome / Germany, and non-swastika version as generic Leviathan

15-16 March 2015
added Xenomorph's update of GeneralMatt's Kuznetsov Carrier as Russian Modern Carrier
added Danrell's Reskin of GeneralMatt's HMS Hood as English Battleship
switched to Xenomorph's Typhoon Nuclear Submarine teamcolor skin (even though it doesn't work with the original model, sigh :)), and updates of Dreadnaught, and Oktyabrskaya Revolutsiya Battleship
downloaded and added Snafusmith's Tornado GR1 as Modern Fighter to Holy Rome / Germany (thanks Diversica!)

16 March 2015
downloaded and switched to source copy of Xenomorph's update of AsioAsioAsio's B47 Stratojet, and added icon
tried AsioAsioAsio's Ju88 by way of Diversica as German Bomber, but there is no version with spinning props, sigh
downloaded and switched to source copy of Bakuel's African Crossbowman, and Early Cavalry as Zulu Cuirassier (thanks Diversica!)
added ArdRaeiss' Tu95 as Russian Heavy Bomber
replaced Snafusmith's Akula submarine with Refar's newer version
updated height on Los Angeles and Typhoon, and centering and height on Ohio; and switched them to the Nuclear Submarine animation
updated centering on Iowa Battleship model
made custom versions of AT Infantry for England, France, Celtia, Germany, Rome, Ottoman, and Holy Rome based on TheCapo's Holy Roman AT Infantry (thanks Diversica!)
added missing spare rockets to Bakuel's Arabian AT Infantry model
made custom Sumerian Trench Infantry with CoffeeJunkie's Middle Eastern Marine skin

17 March 2015
split Infantry, Trench Infantry, Machine Gun, and Cavalry Packs into individual Region and Civ folders in the UnitsMain .pak file
added Stab animation variant to all Rifleman and Redcoat users that didn't have it, and removed StabMedic animation variant from Khmer and Korean Infantry (oops, heh)
added Sezereth's American, British, French, Austrian, German, Russian, and Italian Grenadiers as Industrial VUs (wow, finally!)

added by way of Diversica:
Middle East: SAM Infantry as Middle Eastern, and made custom Middle Eastern Trench Infantry and Marine using its skin
Middle East: Unknown's Grenadier as Middle Eastern
Japan: KrugerPritz's Type 90 as Modern Tank

updated Pedia Unit Chart again for the Modern Transport (significant amount of work required this time for some reason, heh), and improved Submarine section of the Warships graph
added -60% withdrawal to Atlatl, matching Catapult (hopefully a good balance tweak to make this unit awesome without making it OP!)
downloaded all missing TheCoyote submarine models, and added Redoubtable to France, B1 to Japan, and Type 212 as Attack Submarine to Holy Rome / Germany and Rome

downloaded all Ambrox62 Classical (and "Imperial Age") files:
added Middle Eastern War Elephant as Sumerian
added Phoenician Heavy Cavalry as Sumerian Knight Champion, and Hittite Bowman as Sumerian Elder Longbowman
moved European Horseman to Spanish Medieval (yuss!), and added German Heavy Cavalry to replace it
moved Babylonian Marauder to Medieval Horseman, added Assyrian Heavy Cavalry to replace it, and added Persian Heavy Cavalry as new Horseman
added Egyptian Heavy Cavalry as Medieval Horseman, Greek Heavy Cavalry as new Horseman, and Nubian Heavy Cavalry as Ethiopian Medieval Horseman
added Gaul Heavy Cavalry as French Medieval Horseman, and Illyrian Heavy Cavalry as German Medieval Horseman
made custom versions of Light Cavalry: Briton as English Horseman, Gaul as French Horseman, Kolch as Holy Roman Horseman, and Illyrian as German Horseman
added Gaul Hero Swordsman as French, Illyrian Swordsman as German; Medes Swordsman as Babylonian Assassin, Persian Swordsman as Assassin; and Nubian Swordsman as Ethiopian Master Swordsman
switched to source version of Goth Swordsman as Viking Paladin
added Iberian Heavy Spearman as Elite Spearman
moved Roman Spearman to Elite Spearman, and added Roman Hero Heavy Spearman as Spearman
moved German Axeman to Stone Axeman and Spearman to Stone Spearman, and added Illyrian Heavy Spearman as German

17-18 March 2015
Ambrox62 Classical files continued:
added Bowman as Elder Longbowman: Briton as English, Gaul as French, Illyrian as German, German as European, Assyrian as Carthaginian, and Scythian as Celtiberian
added Heavy Spearman: Briton as English Spearman, and Nubian as Ethiopian Elite Spearman
added Heavy Horse Archer as Medieval Horse Archer: Briton as English, Gaul as French, Illyrian as German, German as European, Assyrian as Carthaginian, and Scythian as Celtiberian
added Heavy Horse Archer as Medieval Horse Archer: Egyptian, Greek, Goth as Viking, Iberian, and Nubian as Ethiopian

18 March 2015
Ambrox62 Classical files continued:
removed Viking and Iberian Medieval Horse Archers (their armor is just too ugly, heh)
added Kolch Heavy Horse Archer as Holy Roman Medieval Horse Archer
added Iberian Swordsman as Master Swordsman
switched to Scythian Hero Horse Archer as Celtiberian Medieval Horse Archer
added Persian Heavy Spearman as Stone Spearman, replacing Bakuel's white-cloth tower shield one (much as I love it, it just doesn't fit in)
added Egyptian Infantry as Assassin (WOW at how good this unit looks!), and Persian Infantry as Sumerian Master Swordsman
Pedia Unit Chart: improved early section of the Archery graph, and Axeman section of the Melee graph
removed the javelin quiver from the Malinese Horseman, which he clearly couldn't use without dropping his spear first (this de-clutters the unit, and gives it some nice contrast with the Skirmisher UU as well!)

18-19 March 2015
moved African Ranger (Makuria) to Egypt; Marauder to Ethiopia; and Stone Axeman (Numidia), Stone Spearman (Numidia), Elite Spearman, Master Swordsman, and Elder Longbowman to Mali
added Bakuel's Egyptian Makurian Tribal Bowman as Zulu Longbowman, and moved existing one to Elder Longbowman; and Crossbowman as Malinese Royal Crossbowman
added Bakuel's Egyptian Nubian as Zulu: Spearman as Stone Spearman; Swordsman, and moved existing one to Master Swordsman; Archer as Ranger; Crossbowman as Royal Crossbowman; and Heavy Footman as Maceman, and moved existing one to Heavy Maceman
added Bakuel's Egyptian Fatimid Nubian Archer as Malinese Ranger
moved Crusader Hospitaller from Europe to Germany

19 March 2015
added by way of Diversica:
Mongol: TheCapo's Cuirassier, Cavalry, Musketman, Rifleman, Infantry, and Machine Gun
Mongol: Snafusmith's TuSB as Bomber
Mongol: Unknown's Grenadier as Japanese

used TheCapo's Mongolian skin to make a fresh Modern Troops Pack (thanks Diversica!)
downloaded Bernie14's Mongol Horde pack, switched to source copy of Medieval Horse Archer, and added Knight as Knight Champion (thanks Diversica!)
made custom Khmer Grenadier

19-20 March 2015
made custom Mongolian Trench Infantry and Marine using TheCapo's skin (thanks Diversica!), but decided not to use them (not quite enough oomph visually, heh)

20 March 2015
added Flying Carpet Valkyrie VU to Egypt, Sumeria, Babylon, Arabia, and India
removed Zulu Cuirassier and set them back to using the Ethiopian one (same mistake I made a while back with not noticing the huge skin color difference between the neck and head at first lol - oops!)
made custom Dutch Medieval Horse Archer VU
made custom Jeep VUs for Spain and Mongolia using their Infantry skins
added Ambrox62's Medes as Dutch: Axeman as Stone Axeman, and Spearman as Stone Spearman (woohoo!)
moved Motorcycle, Jeep and Humvee from Recon to Europe
made custom Humvee VUs for Sumeria and India
made custom Motorcycle VUs for Finland and Holy Rome
made custom Jeep VUs for Inca and Japan
downloaded and added Refar's Bronenosets as Russian Cruiser (thanks Diversica!)
added Xenomorph's update of TotalRealism's Pallada Class as Russian Dreadnaught
Pedia Unit Chart: improved Siege section of the Artillery graph
switched Japan from Korean back to Chinese Explorer
changed Flak Cannon, SAM Battery, and Manticore from Default to Machine formation (oops!)

20-21 March 2015
added DarkStyx's Corean Galley as Asian, and Explorer as Khmer Assassin
added DarkStyx's Corean as Korean: Knight as Horseman, Gaemamusa as Knight Champion, Crossbowman as Royal Crossbowman, Pikeman as Elite Spearman, Maceman as Heavy Maceman, and Swordsman as Assassin
made custom Khmer Cannon based on DarkStyx's Corean Cannon, adjusted skin on Korean Elite Spearman, and modified Gaemamusa model
improved head position on Chinese and Khmer Grenadiers
tried making a Mongolian Cannon based on the new red-and-blue Rifleman VU, but failed mierably; tried moving Korean Master Swordswoman back to China, but didn't like it there

21 March 2015
fixed standard XML tags for female sound effects on all Archers (lots of copy-paste mistakes, grr) and Swordswomen, and on the Amazon Longbow, Ninja, Pirate, Witch Doctor, and Shaman (only the Mermaid, Valkyrie, Witch, Missionaries, and Spies were set correctly for some reason, sigh)
added missing XML tags for pirate sound effects to Barbary and Chinese Pirate VUs, matching Dread Pirate
added Danrell's French Infantry as Portuguese, despite probable inaccuracy (sorry, but I'm tired of not using it, and it fits in with their overall color scheme!)

21, 23 March 2015
added by way of Diversica as Mechanized Infantry:
Snafusmith's CV9040 as Viking; M8 as Native American; and M113 as American, German, Greek, and Egyptian
Bernie14's VAB as French
downloaded and added as Mechanized Infantry (thanks Diversica!):
KrugerPritz's Warrior as English, Marder as Holy Roman, and Type89 as Japanese
Snafusmith's BRDM2 as Ethiopian, and BMP3 as Russian

21, 25 March 2015
added vanilla Mechanized Infantry variants using ZedderZulu's NATO Forest skin (downloaded 10 March); and Rabbit,White's Olive skin (looked at but stupidly skipped 21 March, went back and downloaded 22 March)
made custom damage textures for both skins

22-23 March 2015
downloaded and switched to source version of Baal_Isidro's Chinese Modern Infantry as Marine, and Bernie14's German SAM Infantry and Marine
downloaded Danrell's 13 Anti-Tank Infantry pack, added Roman SAM Infantry, and made a custom Jeep VU from it
downloaded and added TheCoyote's update of KrugerPritz's Tunguska as Russian SAM Battery, and added it to India, Mali, and Carthage
downloaded Modfreak's British RPG Infantry, made a custom version using the normal SAM launcher, and made a custom Jeep VU from it
updated Single Player and WorldBuilder save file sets AGAIN, to display SAM Battery and significantly improve Civilian, Scout / Explorer, Pikeman / Paladin, and all water unit placements

23 March 2015
moved Raft model to South American Galley VU, and made new Raft model by removing the sails and shrinking it
switched Viking Kogge from using Kogge model to larger version of Viking Longboat (in lieu of any better options, heh)

24 March 2015
launch of Sylvanas patch for Heroes of the Storm - VACATION DAY!!!

25 March 2015
made custom Khmer SAM Infantry, and Carthaginian Infantry, SAM Infantry, and Jeep
made custom Olive Jeep, and added it to Native America, Aztec, Maya, Celtia, and Ottoman
added a couple more icons from Diversica (Sumerian Master Swordsman, Barbarian Horse Archer) and WolfshanzeMod (German Spearman)

26 March 2015
downloaded Sepamu92's African Infantry skin, made custom African Jeep with it, and added it to Mali, Ethiopia, Zulu, and India
downloaded and switched to source version of Rabbit,White's Nubian Archer as Zulu, and Chamaedrys' Zulu Musketman
downloaded Coffee_Junkie's Modern England Units set, and added Marine

26-27, 29-31 March 2015
downloaded Coffee_Junkie's Ethnicae 1.2 mod and went through all the unit graphics
swapped Native American Archer and Longbowman
swapped Babylonian Horseman and Medieval Horseman
moved Babylonian Longbowman to Ranger
moved Ethiopian Cuirassier to Zulu, and Cavalry to Industrial Cavalry
moved Zulu Archer to Malinese Ranger, and Malinese Ranger to Elder Longbowman
swapped Zulu Crossbowman and Royal Crossbowman, and moved Master Swordsman to Paladin
moved Holy Roman Cavalry to Industrial, and German Cavalry to Industrial
moved Korean Horseman to Medieval, Knight to Marauder, Maceman to Mongol, Heavy Maceman to Maceman, and swapped Elite Spearman and Pikeman
moved Spanish Longbowman to Archer
moved Roman Cavalry to Industial
moved African Modern Worker to Zulu, and Explorer to Mali
 
Version 4.2 Patch Notes - Part 6

Spoiler :
27, 29-31 March; 1-5 April 2015
added by way of Ethnicae:
Transports: America, Germany, Japan, and Russia; and Europa as Native American, and added it to Aztec, Maya, Celtia, and Mongolia
Arabia: Scout
Aztec: Crossbowman as Royal Crossbowman; and Knight as Mayan Knight Champion, and Pikeman as Elite Holkan (YES!!!)
Babylon: Axeman, Crossbowman, Longbowman, Maceman, Pikeman, SAM Infantry, Scout, Spearman, and Swordsman
Celtia: Horseman as Medieval Horseman, Knight as Knight Champion, and Male Settler as Medieval
China: Longbowman as Elder Longbowman, and made a custom version of the Pikeman as Heavy Maceman
England: Horseman as Medieval Horseman, and Knight as Knight Champion
Ethiopia: Cuirassier, and Cavalry
France: SAM Infantry and Marine with lighter head texture, and Crossbowman as Royal Crossbowman
Germany: Cavalry to Holy Rome / Germany
Greece: Knight as Knight Champion, Rifleman, AT Infantry, and Marine
Holland as Dutch: Horseman as Medieval; and Rifleman, Machine Gun, and Cavalry with lighter head texture
Inca: used Crossbowman body texture and gloss to snazz up existing Pikeman and Paladin, and gloss on existing Maceman
India: Crossbowman as Royal Crossbowman
Nihon as Japan: Explorer (wow!), Galley (cute, heh), and Knight
Khmer: Scout
Korea: Horseman, Knight, and Maceman as Heavy Maceman
Leon as Spain: Archer as Longbowman
Mali: Crossbowman as Royal Crossbowman, and Swordsman as Paladin
Maya: Swordsman as Master Swordsman
Mongolia: Knight as Medieval Horseman, Marine, and Swordsman as Master Swordsman
Norse as Viking: Longboat as Trireme
Ottoman: Machine Gun, and Marine
Persia: Horseman as Marauder, and Rifleman with different body skin
Rome: Knight as Medieval Horseman, Rifleman, and Cavalry
Russia: tried Warrior on 3 April but removed it
Spain: Male Settler
Sumer as Sumeria: Crossbowman as Royal Crossbowman, Longbowman as Ranger, Male and Female Settler as Medieval, and Spearman as Elite Spearman
Kwazulu as Zulu: Horse Archer as Archer, and Swordsman as Master Swordsman
Africa: Modern Worker, and Galley; Worker as Medieval Ethiopian, Explorer, SAM Infantry, AT Infantry, and Marine
Meso as Aztec: Warrior as Assassin
Europa: Male Mediterranean Settler as Medieval Spanish
Middle East: Rifleman, Infantry, Machine Gun, and AT Infantry; Musketman as Sumerian; and Cavalry as Persian

29 March, 6 April 2015:
added French Paratrooper as Tan, and added it to England, Carthage, Egypt, Sumeria, Babylon, Persia, and Japan
added English Paratrooper as Green, and added it to France, Portugal, Celtia, and Ottoman
added Native Paratrooper as Gray, and added it to Netherlands, Arabia, and Byzantium

31 March; 1, 3 April 2015
added Bakuel's Indian Rajput Katara Warrior as Assassin
added Bakuel's Indian Ancient and Modern Great Prophet, Artist, Merchant, Engineer, and Scientist

1 April 2015
moved Native American Warrior to Spearman and Spearman to Stone Spearman, and removed their Longbows and Quivers
moved Native American Scout to Assassin
added Ambrox62's Carthage Warrior and Scout v2 as Native American
swapped Mayan Elite Holkan and Pikeman
swapped Aztec Horseman and Marauder
made custom Native Axeman, and added shield to Dog Soldier and Native American Spearman
added by way of Ethnicae: Aztec Scout with accessory layer removed
changed Japanese PoleFlag colors around again: Cuirassier from Blue to Fire, Longbowman from Yellow to Dark Orange, Maceman from Light Red to Black, and new Knight and Galley to Light Red
fixed centering and angle on Babylonian Maceman shield and mace, and removed ugly gold shield on Stone Axeman (LONG overdue, heh)

3 April 2015
made custom version of Indian Warrior using Bakuel's Indian Ancient Tamil Archer
moved Indian Axeman's shield to Stone Axeman, and added the shield from Bakuel's Dravidian Nayar Swordsman to Indian Axeman
made custom version of Indian Ranger using Bakuel's Indian Vakataka Light Infantry (Bare Headed)
made custom version of Indian Royal Crossbowman using Bakuel's Indian Vakataka Longbowman (Armored)
moved Celtic Medieval Horseman to Marauder
added icons to Chinese Heavy Maceman and Elder Longbowman from 3K, fixed Indian Modern Great Engineer yellow glow centering, and fixed Chinese Elder Longbowman bow position
made custom version of English Knight Champion

4 April 2015
made custom version of English Medieval Horseman
fixed horse textures on England, France, Carthage, Netherlands, and Sumeria; and moved generic Knight Champion to European
made custom version of Greek Knight Champion
switched to Leon Longbowman as Spanish
made custom version of Mongolian Master Swordsman using plain wooden shield from Ethnicae's Spearman, and fixed position and angle
made custom version of Mongolian Medieval Horseman
made custom version of Zulu Archer
swapped Zulu Stone Spearman and Impi, and Ethiopian and Zulu Cuirassier
added Ambrox62's Iberian Settler Female and Child as Ancient
tried swapping Sumerian Spearman and Elite Spearman, then tried swapping just their weapons, and failed miserably
added Knight Champion icon, moved existing one (old Master Swordsman) to Jaguar Alpha, and moved existing one to Aztec Assassin
added icons for Babylonian Scout, Impi, Elite Impi, and Helgoland

5 April 2015
made custom French Jeep, Mongolian Trench Infantry, and Ottoman SAM Infantry
made custom Babylonian SAM Infantry, moved existing one to Persian, and made custom Marine and Trench Infantry from it
went through and cleaned up most of the file names in the Shared folder, and updated a ton of units to match (sigh)
made custom Ottoman Jeep, Celtic Jeep and SAM Infantry, French Special Forces, Greek SAM Infantry, Italian Trench Infantry, and moved existing one to Marine
made custom Ethiopian Jeep and Trench Infantry; African SAM Infantry; Zulu Trench Infantry, AT Infantry, and Marine; and Middle Eastern Jeep
moved Celtic SAM Infantry to Portuguese, and made custom AT Infantry, Marine, and Machine Gun

6 April 2015
made custom Celtic Trench Infantry, Zulu Humvee, and Korean Humvee
moved Italian Marine back to Trench Infantry (as Sezereth intended!), made custom Italian Marine, and fixed Zulu AT Infantry
moved Celtic Jeep to Portuguese (oops, heh), and fixed Mongolian Marine / Trench Infantry head position
reinstated old African SAM Infantry as Zulu, and made custom Holy Roman Machine Gun
cleaned up Transport VU assignments, scale factors, and names
added Zerver's American SAM Infantry, Marine as Special Forces, Paratrooper, and Humvee (bit overdue, sorry heh)
updated Mongolian Master Swordsman again to shrink its shield so it fits properly on its arm this time, and repositioned it accordingly

4, 6-7, 9-10 April 2015
went through Ethnicae's full list of unit icons, and added a number of them to France, German to Holy Rome, Teutonic and Modern German to Germany, England, India, Mongolia, Africa, Zulu, Sumeria, Babylon, and Arabia

10 April 2015
converted 6 custom unit icons (Trebuchet, Monk, Missile Cruiser, Assault Ship, J10 Chengdu, U2 Dragonlady) from .tga to .dds
made custom Flying Carpet icon, moved Gatherer icon to African Settler, added Community Garden to replace it, and added old Outpost icon as African Worker

22 April 2015
added Ethnicae unit icons to Greece, Rome, Byzantium, Ottoman, and Korea

23 April 2015
added Ethnicae unit icons to Middle East and South America, and some final misc ones
swapped Warrior and Swordsman line in Pedia Unit Chart to make it line up with the Paladin

24 April 2015
nudged German Zeppelin forward slightly, and added masks to Desert Special Forces and Sloop icons

9 Oct 2015
decreased size on Galley (0.13 to 0.125), Dromon (0.1 to 0.92), Quinquereme (0.1 to 0.096), and Decareme (0.22 to 0.21), and increased it on African Galley (0.14 to 0.142) and Yamato Battleship (0.82 to 0.83)

11 Oct 2015
decreased size on Quinquereme (0.094) and Decareme (0.2) again, and on Viking Longboat (0.14 to 0.13) and Trireme (0.104 to 0.1)
decreased Dromon sail size (yes!) and moved them forward, and increased its size back up to 0.1 as a result
added -10% Slow to Decareme
added +10% Withdrawal to Trireme, and +20% Withdrawal to Galley
increased Manta from 30 to +40% Withdrawal
decreased size on Kogge from 0.18 to 0.16
moved Aluminum from Combustion to Metallurgy (Reveal) and Electricity (Enable), free Great Merchant from Corporations to Combustion, Bomb Shelter from Electricity to Advanced Construction, Titanium from Advanced Construction (Enable) and Advanced Flight (Reveal) to Flight, and changed ICBM from "Aluminum or Titanium" to Titanium

12 Oct 2015
renamed Decareme to Deceres, and updated the WorldBuilder and save templates
cleaned up Galley-related texture files
added Prime Timber to Creative Constructions, and decreased its multipliers from 0.24 to 0.2 as a result
added Titanium to Mining Co., and increased its multiplier from 0.27 to 0.3 (giving it 25% extra due to the large number of resource types required to max it out, and the loss of 3 potential competing corporations instead of 0 or 1 everywhere else)
updated GameFont for current corporation order in the XML (about freaking time... sheesh :()
decreased size on South American and Asian Galleys from 0.12 to 0.115, and on Japanese Galley from 0.12 to 0.11
switched Big Bertha Pedia description from Wikipedia's "Paris Gun" article to the correct entry (oops, heh), and added Wikipedia's SR-71 summary to Stealth Recon
moved Bunker from Electricity to Radio
updated all Corporation yield values (with a snazzy text chart this time to make sure it's all correct!) using lower total value (2.4 down to 2.0), and adjustments for free or blocked Corp slots, resource generation, and variety of yield effects

13 Oct 2015
renamed Great Tournament to Grand Tournament (thanks Hearthstone!)
increased size on Queen Elizabeth Dreadnaught from 0.8 to 0.84

23 Jan 2016
fixed Y-key opening of StatsMod window from interfering with Control-Y toggling of Yield display (thanks EnormousD!)
removed onUnitCreated() and onUnitKilled() Beastmaster code in MongooseEventManager.py, which was still running even though it wasn't doing anything (and SHOULD have been triggering an error with its attempt to add a now-invalid leader type to every War Dog unit created, sigh)
increased tech cost increases per extra team member from 50 to +100% in GlobalDefines_MongooseMod.xml (thanks EnormousD!)
increased size on Ju87 Stuka German and Spanish skins from 0.51 to 0.52
fixed pink Monk texture link (possibly not for the first time either, lol)
added TheCoyote's Shchuka Class as Russian Submarine VU despite empty window walls on the upper tower (sigh)
added TheCoyote's Type VIIc as German U-Boat Submarine UU using Screw Propeller icon, keeping existing U31 WW1 design as Holy Roman Submarine VU
added Japanese Yumi, Elder Yumi, Yamato Class, and Heavy Yamato UUs using existing Longbowman, Elder Longbowman, Battleship, and Leviathan VUs, respectively
added TheCoyote's Type XXIII as Electric Submarine in Military Research using C2C's UBoat icon
updated Pedia Unit Upgrade Tree AGAIN, lol
removed Can Use Impassable Terrain from Submarine and UBoat
decreased tile damage on Sea Ice from 5 to 2%

23-24 Jan 2016
got everything set up again for compiling the DLL, for the first time in a year and for the first time on Windows 10, woohoo! :)

24 Jan 2016
increased cost on Electric Submarine from 142 to 165, and decreased its Coast penalty from -25 to -20% Strength
set scale sizes on the 3 new submarine models, and set Shchuka to use the Gato animations since its included ones were crashing and Gato works fine (including torpedo graphics - I checked!)
changed "Consumed when Used to Attack" unit effect text to "Consumed When It Attacks"
increased Ghost Ship withdrawal from 50 to 60%, and First Strikes from 1 to 2

25 Jan 2016
tracked down crash in D's game to AI_updateRouteToCity() in CvCityAI.cpp for some VERY strange reason, and disabled it for now (hopefully the K-Mod code's bugfixes in this section will apply to this, heh)
updated MM 4.2 pre-merge codebase from 7 Aug 2014 to include 2 of the 3 normal blocks of work done shortly afterward (skipped MPRandomFix for now): TileDamageMod and BarbarianMod's isMonster() function (CvUnit.cpp, CvUnitAI.cpp, CvUnit.h, CvGameCoreUtils.cpp, CvPlot.cpp); and Hubble Space Telescope updates for all 3 types of world wrap (CvGame.cpp, CvGame.h)
fixed display bug in the Survival tech's Terrain Enable mouseover due to hardcoded Executive first and last numbers of 3 and 7 not having been updated to 2 and 6, heh
fixed bug in CvPlayerAI::AI_techValue() where the last remaining "TERRAIN_COAST" and "TERRAIN_OCEAN" references were messing up bOnlyWaterBonus evaluation
fixed Smart Bombs promotion not being blocked on Ornithopter, Early Fighter, and Torpedo-Bomber in CvGameCoreUtils::isPromotionValid()
extended Mongoose FeatureDamageMod and FeatureDefenseMod to fix all remaining (and still numerous) issues with submarine and helicopter units not handling the damage, defense, and movement effects of underwater features and ocean storms correctly

28 Jan 2016
extended Mongoose FeatureDamageMod to read in the bIgnoreOceanStorms field in CIV4UnitInfos.xml (added a couple days ago), and updated the mouseover text and new centralized function to use it instead of checking for being of UnitCombatType Submarine
removed terrain impassables and added terrain natives for the 5 sea monster units, and updated Mongoose AnimalMod to group full sets of Coast, Sea, and Ocean in the Native list mouseover text
removed Prime Timber requirement on Galley and Viking Longboat (thanks EnormousD!)
updated Mongoose BarbarianMod to use native settings for all monster units, allow Can Only Defend monsters to spawn (oops...), and improve code efficiency
fixed Mining Corp not reading in all 10 bonuses now that Titanium has been added, simply by updating NUM_CORPORATION_PREREQ_BONUSES in GlobalDefines_MongooseMod.xml, and NOT with a code update! (sigh, lol)

29 Jan 2016
added Mongoose DemolishOwnCitiesMod fix from merge-codebase shortly after 7 Aug 2014 to correct hardcoded great people list order, and the non-Spy names missing "GREAT_"
decreased Mongoose DemolishOwnCitiesMod minimum time since founding from 50 to 30 turns; and increased normal building gold refund and city population, culture, and greatness from 50 to 75% of their Migration-source values
increased Mermaid player limit from 3 to 8, and Humpback Whale scale from 0.2 to 0.24 and sub-unit quantity from 3 to 4
optimized monster area size search code, decreased enormous shadow size on Scorpion from 0.08 to 0.04 (sigh, lol), and switched Mermaid from melee to ranged wave (sigh)
removed bRenderBelowWater on Sand Worm and Ice Golem

29-30 Jan 2016
read up again on how Route speeds work, and fixed bug with Mongoose RailroadMod not applying tech speed increases to flat component of Maglevs, matching Railroads
rewrote CvGameTextMgr::buildMoveString() and CvPlot::movementCost() for efficiency

30 Jan 2016
added Ignores Terrain Movement Costs to Sand Worm, and decreased Ice Golem speed from 2 to 1
decreased Maglev flat speed from 9 to 8, and added +1 Railroad speed to Advanced Construction, and +1 Maglev speed to MegaEngineering and Shielding (holy carp - yuss!!!)
fixed bug in CvGameTextMgr::buildMoveString() where route speed increases shown in mouseover text were often +1 too high due to comparing then rounding up, rather than rounding the old and new values seperately then comparing (oops, hehe)
fixed bug in CvTechChooser.py with only the last speed boost widget button showing up in the tech tree when multiple techs boost the same route type
added link for the route name in the route speed increase mouseover
moved second requirement option for final unrestricted Barb water spawns from Combustion to Mechanized Warfare, matching new Destroyer and Submarine location (oops, heh)

30 Jan - 1 Feb 2016
added full XML and DLL support for SpawnDisableTech, and DLL support for bGlobalWarmingPopulation and iGlobalWarmingModifier tags, to replace their hardcoded implementations (woohoo!)
updated CvTechChooser.py to display associated widgets for each
renamed XML global GLOBAL_WARMING_FOREST to GLOBAL_WARMING_FEATURE_DEFENSE_WEIGHT

31 Jan 2016
tracked down new SECOND crash in D's game to CvUnit::doTurn() calling setMoves(0) on the last line, then doing "m_iMoves = iNewValue", which makes absolutely NO SENSE whatsoever (sigh)
got missing 4.1b XML and Python folders via full mod folder sent back from D, and found and fixed old divide-by-zero crash in CvPlayerAI.cpp
applied 4 other major bugfixes from 4.2 development (bOnlyWaterBonus also in CvPlayerAI.cpp, DemolishOwnCitiesMod with 75% returns, FeatureGrowthMod "Epic Bug!", and GamespeedScalingFix backwards high-level-unit requirement)
made new updated 4.1b private source code archive; version 4.1b public update (1.5 years overdue - sorry!)

1 Feb 2016
added missing stream->Read and stream->Write sections for the long-existing Mongoose UnitSpeechMod and GlobalWarmingMod tech tags in CvInfos.cpp (wtf? grr...), the former of which was used to place the tech tree widget but which were otherwise unused
updated Mongoose PowerPlantMod code for efficiency, UnitSpeechMod for full implementation with no hardcoding, and GlobalWarmingMod for iGlobalWarmingBuildingModifier tag, renaming existing one to iGlobalWarmingPopulationModifier

2 Feb 2016
updated Mongoose TileDamageMod and FeatureDamageMod to not wake units that have a -100% tile damage modifier or greater on damaging terrain or feature change
decreased size on Chimpanzee from 3.4 to 3.1, Gorilla from 0.58 to 0.55, Orangutan from 0.58 to 0.57, Python from 25.0 to 22.0, Cobra from 0.12 to 0.1, and Musk Ox from 25.0 to 24.0
decreased shadow size on Penguin from 5.0 to 2.1, Polar Bear from 1.035 to 0.6, Musk Ox from 0.04 to 0.03, Caribou from 0.06 to 0.03, Neanderthal from 3.0 to 1.6, and Cheetah from 1.8 to 1.4 (sigh)
updated MongooseMod_Techs_Effects.xml and CvGameTextMgr.cpp to use a different text color for positive Global Warming effects (moving both over to the DLL matching vanilla and most existing custom text handling), and settled on Winter Lodge icon for them after trying several options
updated CvTechChooser.py and CIV4ArtDefines_Interface.xml to use different color versions of the Afterworld right-arrow icon for Railroad and Maglev speed increase widgets
updated CvDLLWidgetData.cpp to get Spawn Disable links working with right-click from the tech tree, and set route speed effects to use the standard hightlight color and Spawn Disable to use the standard yellow unit color
fixed Pedia Corporation and Concepts categories crashing, and Exit buttons not working on Pedia and all advisor windows (must leave vanilla widget order intact and only add on to the END of the widget list in CvEnums.h and CyEnumsInterface.cpp, damnit! this definitely happened a long time ago with WIDGET_HELP_MOUNTAIN_CROSSING too!)
fixed Pedia Tech category crashing when accessed on the main menu due to the new SpawnDisableTech loop (must check bPlayerContext before calling something like GET_PLAYER(BARBARIAN_PLAYER), damnit!)

3 Feb 2016
increased Mermaid player limit from 8 to 16
split CvPediaHistory.py into CvPediaConcept.py and CvPediaBTSConcept.py to fix bug with Pedia concept links crashing (specifically on Nuke-related entries)

4 Feb 2016
added "HQ" names for the corporation headquarters wonders to eliminate confusion and fix Pedia bug with "Incorporates" links going to the building pages and not the corporation ones
cleaned up CvScreensInterface.py for missing Animals category and current list order, matching CvScreenEnums.py
added getSortedNonGraphicalOnlyList() in CvPediaMain.py to hide Land/Water Worked entries in Improvement category
renamed Pedia Specials category back to "Special Buildings", and set it to use the Great People icon from the Specialists category just below it in the list

5 Feb 2016
made full update pass on Pedia category icons
discovered the concept link fix from 3 Feb 2016 also fixes crash on "Can Build Railroad"-type tags and enables a link; set matching left-click text link to Concept Movement for route speed modifiers as a result
set left-click text link to Terrain Peak entry on "Enables Mountain Crossing" tag, and updated CvDLLWidgetData.cpp and CvTechChooser.py to support the right-click link from the tech tree for it, and to fix bug with resource obsoletion right-click links only opening the resource category without selecting an entry
updated Pedia version from 3.2a to 3.3, and updated titleplate as a result, and also to add EnormousD to the Special Thanks list
changed icons on Free Tech to vanilla Future Tech orb guy, Martial Arts promotion from battle droid to Warlords black asian building with red background with sword, and Extractor from literally-correct version to deep sea lab

6 Feb 2016
changed Pedia category icon on Features from Prime Timber to Hemp, and on Resources from Iron to Titanium
changed Military Training icon from red sky hill dueling pair to Fundamentalism-rejected crossed scimitars on red background

21 Feb 2016
rewrote small section of Mongoose UnitStringMod to fix bug with Elite Impi's All Defense line being fully written out due to its combination with Desert Strength (woohoo - at last!)
fixed very old bug with Mongoose ReligionMod where a player who had already founded their limit of 2 religions and then researched other founding techs before anyone else, while correctly not founding more religions, would also block anyone else from ever founding them afterward (thanks EnormousD!)

22 Feb 2016
updated Mongoose UnitStringMod to show the specific type on unit Invisibility text lines

24 Feb 2016
updated Mongoose ReligionMod to clean up and optimize CvTeam::setHasTech() and CvGame::doHolyCity(), to properly block Barbs from founding Religions and Corporations in the normally-impossible event that they are the first to any founding techs, and to fix several bugs where Teams and Players were not always being checked for having at least one city
updated Mongoose BarbarianMod to further optimize CvGame::createBarbarianUnits(), and Mongoose AnimalMod to slightly optimize CvGame::createAnimals()

25 Feb 2016
cleaned up and optimized the very messy and badly-written vanilla CvGame::doHeadquarters() function, even though it's not currently used except for the initial checks which should run slightly faster now
made major update pass on MongooseMod_Units_Effects.xml to add links to Aquatic, No Bad Results from Goody Huts, Wild Animals, Ignores Ocean Storms, Can Cross Mountains, (Until Tech), and SDI, and to fix numerous bugs with broken or missing links in Terrain / Feature "Strength / Attack / Defense" text tags and their multi-entry variants
made major update pass on MongooseMod_Techs_Effects.xml to add Concept links to Centers World Map, Reveals World Map, and +1 Moves for Water Units; to add highlight color to the links in Enables Map / Tech / Gold Trading, Enables Open Borders, Farms Spread Irrigation, and Can Build Farms without Irrigation; to remove dead link in Enables Trade on Rivers; and to add highlight color on and support the new code for Enables Trade on Coast and Sea, and on individual Ocean types
fixed the OTHER set of TXT_KEY_UNIT_COAST_STRENGTH etc calls (in CvGameTextMgr::setUnitHelp() I'm pretty sure) that were stupidly overloaded with the normal getTerrainInfo().getTextKeyWide() argument (the first set was fixed sometime in the last couple weeks, but AGAIN was something that didn't make it into the notes, sigh)
fixed bugs with Mongoose UnitStringMod where the Cannot Enter and Cannot Enter (until Tech) lists had broken Coast, Sea, and Ocean Pedia links; and added checks for the +1, +2, and +3 Terrains in each consolidation also being Impassable, and not just having a TerrainPassableTech
fixed bug with Mongoose AnimalMod where the "Native to" text list had broken Coast, Sea, and Ocean Pedia links
rewrote CvGameTextMgr::buildTerrainTradeString() to fix numerous bugs with Mongoose TechStringMod where "Enables Trade on" was stupidly using different code for the mouseover and full Pedia versions; where neither was using consolidated Coast and Sea groups; and where the full Pedia version was stupidly using the consolidated Coast and Sea names for Tropical Coast and Tropical Sea, broke their links as a result, was listing the Subtropical and Temperate Ocean entries twice, was using unnecessary hardcoded lookups for all 3 entries in the Warm Ocean list, and was not using any separators EXCEPT in the Warm Ocean list (ugh...)
extended Mongoose TechStringMod to use the new TXT_KEY in CvGameTextMgr::buildRiverTradeString() to remove dead link in Enables Trade on Rivers

26 Feb 2016
updated Mongoose RailroadMod to halve or quarter AI tech valuation of Route speed increases (updated from 1000 to 400 in MM 4.1b, probably on 6 Dec 2013 though it isn't in the notes, oops heh) if the And and/or Or resource requirements to build that Route type exist but are not available
fixed stupidly broken Cave Painting Pedia text link, which was using "TXT_KEY_NEW_BUILDING_" matching the Warlords Monument Pedia text update (probably inherited from Stone Age Mod as a Monument copy, sigh heh :))

27 Feb 2016
removed several redundant TERRAIN_TROPICAL_COAST etc hardcoded lookup groups in if conditions in CvGameTextMgr.cpp

29 Feb 2016
extended Mongoose UnitStringMod to add a text line to water units with Always Hostile to indicate they collect blocked commerce as gold when blockading (prompted and inspired by reviewing Blockade mechanics due to phone questions - thanks EnormousD!)

29 Feb, 2 March 2016
extended Mongoose TechStringMod to add a second line to the "Can Chop/Remove" widget mouseover (to keep Bronze Working from overflowing, sigh) for allowing Routes to be built in Features, and to add a standalone widget for it when no Removal build is present (currently used in Steam Power)

3, 8 March 2016
added iWarmingPerCity xml tag, set Industrialism civic to value 4, and extended Mongoose GlobalWarmingMod to support it, replacing existing hardcoding

8 March 2016
added Maintenance and Corporations concept links, and Palace building links, to 7 Civic text keys; Specialists concept links to 1 Civic and 3 Building "Free Specialist" text keys; Borders concept link to Environmentalism text key; Barbarians and Borders concept links to Great Wall text key; Movement and Borders concept links to Via Appia text key; and Great General unit links to 2 Civic "Emergence" text keys
changed link color on "Active Vision" from Building to Highlight, and on "Spawns a Crusader" from Highlight to Unit, as they should be (sigh)

9, 18 March 2016
x

17 Apr 2016
[installed new Seagate Makara 6TB drive in IcyDock Blizzard external enclosure, updated backup zips, and copied "6, 7, 17 Apr 2016" set to it]

27 Apr 2016
[updated backup zips]

29 Apr 2016
[reformatted interim RAID as single drives ("E,-,D1+F" to "P,-,M,E") and copied backup zips to them]

30 Apr 2016
[installed new pair of Seagate ES3 Constellation Megalodon 4TB drives as third and final Data RAID, and unpacked archive zips onto it]
phone update from EnormousD covering 5 points (canal access, lake access, pillage safe improvements, Musketman quest text "hail of bullets", and still no fix for Savanna commerce)
 
Version 4.2 Patch Notes - Part 7

Spoiler :
1 May 2016
added Mongoose OpenBordersCanalAccessFix to implement a special case of Friendly Territory (normally self, Team members, Vassals, and Master with Open Borders) that allows ships to enter Canals, ie Coastal Forts, of all players you have Open Borders with (thanks EnormousD!)
updated Mongoose PillageOwnImprovementsMod to restore the vanilla ability for pillaging one's own Improvements in the special case of ones that don't ever harvest any Resources, and cleaned up previous code which was a mess (thanks EnormousD!)

4 May 2016
changed new CvPlot::isCity() optional argument in Mongoose OpenBordersCanalAccessFix to a full copy of the function to fix bug with unit selection causing game to crash (thanks EnormousD!)

5 May 2016
copied last 2 items, which were written in 4.1b for D's current game, to 4.2 codebase

5-6 May 2016
reverted to vanilla code in CvUnit::canMoveInto() where I had STUPIDLY removed a vanilla condition due to a BLIND MISREAD that made me think it was redundant and broken when IN FACT it was a DIFFERENT check that prevents transports in 2 adjacent water tiles from transferring cargo (tagged as "MongooseMod 4.2" but never recorded in notes apparently), and left a comment in the code to prevent it ever happening AGAIN (sigh)

6 May 2016
checked all other instances of "MongooseMod 4.2" code tags for any other problems, but didn't find any
updated Mongoose AnimalMod and BarbarianMod in CvUnit::canMoveInto() to fix bug with Sea Monsters ignoring new Terrain Native settings when moving, removing Sandworm and Ice Golem hardcoded names there from earlier
added new CvUnitInfo::isNativeTo() function to collapse, replace, and unify code in canMoveInto(), createAnimals(), and createBarbarianUnits(), fixing Monster spawn and area checks not having full set of Native requirements, and movement checking Barb Mountaineering instead of Peak Native for Monsters on Peaks, and Aquatic for everything
increased deep-water chance in Barb ship Improved Fishing tier from 5 to 10% to relieve some pressure on Mermaid and Humpback Whale spawns
removed iWorldSize truncation on PlanetaryMongoose to increase area-size requirement for Monster spawns on that size from 20 to 22, and added numerical sequence comment to the 2 places in the code that generate the scaling Lake size value of 4-18
added speed optimization to Monster spawn area-size check
changed "Guns not Butter" quest completion text from "hail of bullets" to "hail of lead" (thanks EnormousD!)

7 May 2016
updated Mongoose OpenBordersCanalAccessFix to attempt to fix Open Borders Canal tile being an invalid red mouseover and GoTo to Lake behind it working initially but then teleporting the ship out: CvUnitAI::AI_plotValid() fix allowed unit to stay, made very minor code efficiency improvement in VERY old 12monkeys TeleportingIntoLakeFix in CvUnit::jumpToNearestValidPlot(), and set AI to hopefully use new Canal access for MISSION_MOVE_TO_UNIT in CvSelectionGroup::continueMission() (thanks EnormousD!)
updated Mongoose OpenBordersCanalAccessFix AGAIN after third emailed DLL from previous line from early afternoon still didn't work completely: CvSelectionGroup::isAmphibPlot() took 3 hours not only to find but also to get around to testing since it seemed unlikely to matter, but turned out to be the fix for Open Borders Canal tile being an invalid red mouseover; CvPlot::isValidDomainForLocation() was found and fixed first, which made GoTo Lake behind Open Borders Canal use the correct 2 movement instead of draining all movement points for some reason; and also updated CvPlayerAI::AI_getPlotCanalValue() early on, which may only be used for an AI's own territory, but if not it'll keep AI Canal valuation correct in all cases (thanks EnormousD!)
copied changes over to 4.2 codebase, again
found HeroicFort's new unit graphics thread, and downloaded his High Elf Paladin, Pirate Musketmen, and Native American Infantry 1 and 2 and Machine Gun rar packs

7-8 (Horse Whispering only - bad neck/chiro period), 9 (all the rest) May 2016
updated help text on Warships quest from "arrive at the Renaissance" to "reach the Medieval Era" to match actual obsoletion techs
changed obsoletion techs on Elite Swords and Warships quests from "Engineering, Theology, Philosophy, Feudalism, Machinery" to "Mountaineering, Engineering, Theology, Philosophy, Feudalism, Martial Arts, Machinery" to match Medieval Era condition in vanilla and updated TXT_KEYs
changed obsoletion techs on Horse Whispering, Classic Literature, and Master Blacksmith quests from "Nationalism, Gunpowder, Printing Press, Astronomy" to "Education, Drama, Nationalism, Scientific Method, Compass, Gunpowder" to match Renaissance Era condition in vanilla TXT_KEYs
changed obsoletion techs on Harbormaster quest from "Corporations, Steel, Steam Power" to "Democracy, Corporations, Railroads, Electricity, Medicine, Refining" to match Industrial Era condition in vanilla TXT_KEY
changed obsoletion techs on Sports League quest from "Radio, Refrigeration, Plastics, Ecology" to "Advanced Refining, Sanitation, Semiconductors, Mass Media, Jet Flight, Rocketry" to match Modern Era condition in vanilla TXT_KEY
updated help text on Best Defense quest from "Rifling, Railroad, Economics" to "Chemistry, Rifling, Economics" to match actual obsoletion techs
updated help text on War Chariots quest from "arrive at the Classical Era" to "reach the middle of the Classical Era" to match actual obsoletion techs
updated help text on Guns Not Butter quest from "(Rifling or Railroad" to "(Chemistry or Rifling" to match actual obsoletion techs
changed obsoletion techs on Noble Knights quest from "Drama, Nationalism, Scientific Method, Compass, Gunpowder" to "Gunpowder, Education, Military Tradition", and updated help text from "advanced firearms (Military Tradition, Rifling, or Railroad" to "firearms or pass beyond the Age of Chivalry (Gunpowder, Education, or Military Tradition" to match
updated help text on Overwhelm quest from "." to ", or if you discover AquaEngineering or Shielding", and changed its Done trigger from "Satellites, Shielding" to "AquaEngineering, Shielding" to match its Event Trigger (oops...)

9 May 2016
updated Mongoose BuildingFunctionalityMod to fix bug with Tenacious no-pillage-gold effect where pillaging Improvements in neutral tiles was causing OOS errors in multiplayer games, and probably also unpredictable results in general (oops, heh :p); and copied change over to 4.2 codebase and remade updated private 4.1b code zip archive... AGAIN, lol (thanks EnormousD!)
updated Mongoose TechStringMod to add a " (QUEST)" tag after quest names in the Enables, Helps Enable, and Obsoletes event lists in Tech mouseovers

10 May 2016
renamed canTriggerBlessedSea2 to canTriggerBlessedSeaDone, swapped Holy Mountain quest Done and Reveal events in the XML, and reordered quest functions in CvRandomEventInterface.py to be consistent, and make more sense with the Trigger ones always first
corrected "in to" to "into" in 11 event TXT_KEYs, and fixed a double-space in 1
rewrote Noble Knights help TXT_KEY to list Gunpowder separately with "firearms", to explain completion requires qualifying for at least one reward option, and to explicitly state that the first reward option requires a State Religion (for the latter two: thanks EnormousD!)
checked all other quests for potentially-unavailable reward option sets, but didn't find any
removed bogus links to non-existent Callback, CanDo, and Help Python functions in EVENT_OVERWHELM_DONE_1, since they don't exist in vanilla either and are thus clearly erroneous (and might cause Python exceptions, who knows)
added Modern Transport, Corsair, Sloop, Assault Ship, and Electric Submarine to Bermuda Triangle trigger list
added Modern Transport, Deceres, Corsair, Sloop, Leviathan, Assault Ship, Floating Fortress, Electric Submarine, and Manta to Experienced Captain trigger list
added Royal Crossbowman to Stronger Fittings; Torpedo-Bomber to Long Range Fighters; Deceres to Reinforced Hull and Warships Reward 2; and Dreadnaught, Leviathan, and Torpedo-Bomber to Overwhelm Reward 1
changed Warships Reward 2 from Combat Event to "Drill 1 and Drill Event"
removed Fighter Legend, added Torpedo-Bomber, and fixed old name on Interceptor-Bomber in canTriggerOverwhelmDone

10-11 May 2016
changed Pasture Built event from "Cows, Pigs, Horses, Sheep" to "Horses, Bison, Cows, Pigs, Sheep" to fix missing Bison and to use the current correct XML order
fixed bad grammar in Stronger Fittings global news TXT_KEY
updated Overwhelm help text to list all 4 qualifying Fighter units individually rather than using their vague SpecialUnit category name

11 May 2016
rewrote Overwhelm quest Python functions to make 2 speed optimizations in canTriggerOverwhelm(), add WorldSize scaling (4-2-3-9 to "4-2-1-3 to 8-4-3-9"), add support for using UU names in the Quest Log text when active, and fix getSpecialUnitInfo() calls that were leftover from the previous version
updated TXT_KEY_EVENT_OVERWHELM_HELP_1 again to change "Oil for the planes" to "Iron and Oil for the ships and Aluminum and Rubber for the planes", and to fix %s9 number on Manhattan Project name argument
reworked Overwhelm quest AGAIN to change Battleship requirement to "Dreadnaught or Battleship", matching promotion reward; tech requirement from "Military Research and Naval Supremacy" to "Assembly Line or Mechanized Warfare"; and obsoletion techs from "AquaEngineering or Shielding" to "Jet Flight, Rocketry, or Nuclear Power", preventing any possible lockout due to advancing past the required Destroyer, Carrier, and/or Fighter types

12 May 2016
updated TXT_KEY_EVENT_OVERWHELM_HELP_1 again to use the updated obsoletion techs, and to separate out all the commas, and's, and or's from the special color tags rather than being lazy about it like the rest of the event text still is, sigh :)
downloaded HeroicFort's French Musketeer and Ethiopian and Zulu Infantry 2 rar packs, and to check for use as source copies, his Mexican, Incan and Argentinian Rifleman, and Ethiopian and Zulu Infantry 1 and Machine Gun, rar packs

12-14 May 2016
updated Mongoose OpenBordersCanalAccessFix to clean up the code a little in a number of places, rewrite and significantly optimize CvSelectionGroup::isAmphibPlot(), and add 2 coastal land checks and make a major vanilla code bugfix in CvPlayerAI::AI_getPlotCanalValue()
updated Mongoose LakeSizeMod to move lake size calculation to a single location and simplify it; and to clean up and optimize CvPlot::canTrain() code, remove allowance for Water Cities in size-1 lakes to train Workboats and Constructors, and to change Water City allowance for training all other water units from anywhere to requiring ocean size and obeying the unit minimum area size argument

14-15 May 2016
extended Mongoose OpenBordersCanalAccessFix to rewrite the "bPrereqBonuses" Unit-XML-tag section of CvPlot::canTrain() to improve efficiency of Water Cities training water units, handle Water Cities training land units correctly which was completely missing (sigh), and make ANOTHER vanilla code bugfix that doesn't currently matter but WOULD BE critically important if Workers were like Workboats and only had resource-harvesting builds available
changed bPrereqBonuses on Constructor from 1 to 0 to fix bug with it not being able to be built in smaller bodies of water that don't have any resources
further improved the bPrereqBonuses same-domain check to not count a bonus in the tile itself if there's a city there, since workers can't build anything in city tiles
extended Mongoose OpenBordersCanalAccessFix to allow Work Boats and Constructors to enter any city tile, and to explicitly block all other water units from being able to enter lake tiles

15 May 2016
extended Mongoose LakeSizeMod to add isSeaWorker() helper function
changed LAKE_MAX_AREA_SIZE global from 4 to 6, and updated new Mongoose LakeSizeMod function to change result from "4, 6, 8, 10, 12, 14, 16, 18" to "6, 7, 8, 10, 12, 14, 16, 19"
changed iMinAreaSize on all military ships from 20 to -1, matching Workboat and Constructor, to fix a bridging coastal city still being able to make and/or send warships into a relatively small, ie "7 to 20" but still less than 20, size inland sea while a non-coastal player on the same inland sea STILL can't make warships to defend, and also to remove the last non-scaling water element
updated Mongoose BarbarianMod to change monster spawn area size requirement from "8, 10, 12, 14, 16, 18, 20, 22" to "7, 9, 11, 15, 19, 23, 27, 33", based on new lake size definition

16, 21 May 2016
extended Mongoose BuildingFunctionalityMod to allow multiple FreeBonus entries in a Building XML entry, added NUM_BUILDING_FREE_AND_BONUSES XML global and set it to 5, and moved all the 2 and 5x Wonders from DLL hardcoding over to the new system (FINALLY!!! been trying to get this done for months, geesh...)

21 May 2016
extended Mongoose BuildingFunctionalityMod to add getNUM_BUILDING_FREE_AND_BONUSES() Python access, updated Pedia Resource page and canTriggerIndependentFilms() to work with the new system, and optimized the latter
updated Museum Template saves AGAIN lol, and updated the archive zip for them once and for all (YAY!!!)
increased size on Japanese Yamato Class from 0.83 to 0.84 (one last adjustment tweak to celebrate!)

21-22 May 2016
major rewrite of the Resource and Improvement Pedia pages

26 June 2016
partially reverted 4 lines of BetterAI code in CvCityAI::AI_bestPlotBuild() to fix crash on city capture in D's current multiplayer game (thanks EnormousD!)
doubled all Corporation yield and commerce output values, and decreased each one's maintenance value from 100 to 50 (thanks EnormousD!)
updated private version to 4.1b4

13 Nov 2016
re-read recent notes, started getting organized and refamiliarized with everything again, and tested D's Russia crash game and three October crash games, which except for the second (by filesize) October one worked with PlotGroup stuff disabled, so there's clearly only one possible conclusion sigh

14 Nov 2016
finished full WinMerge comparison of 4.1b4 vs 4.2 codebases just to refamiliarize with everything and double-check that the latter had everything it was supposed to have; and made private zip of 4.2 source through 26 Jun 2016 (whew, geez)

14-15 Nov 2016
decreased Corporation maintenance from 100 to 50, and doubled their yield and commerce outputs, roughly matching the new 4.1b values but still based on the new 4.2 output system (thanks EnormousD!)
*** went through and reverted to vanilla code on all Mongoose RiverLinkFix blocks, leaving it commented out for future reference, to fix multiple persistent crashes in D's 4.1b games that were clearly PlotGroup-related (grr... oh well hehe) (thanks EnormousD!)

15 Nov 2016
updated StatsMod to add separate Titanium coughup tracking instead of annoyingly lumping it in with Aluminum (long overdue, heh)

15-16 Nov 2016
StatsMod: fixed counts going to the wrong land/water type on all 4 combat outcomes in hybrid battles ie Helicopter vs Battleship (though it's still not perfect b/c Total Land Battles is just the sum of the Land Attacking and Land Defending sums) (thanks EnormousD!)
cleaned up combined Retreat/Withdrawal tracking allocations
cleaned up Python tag names, compacted dialog text in the highest/lowest odds sections, and fixed "Retreat" and "Withdrawal" names being backwards in the Fighter Battle Odds line
removed attacker and defender retreat chances from average and extreme combat odds, since what you actually WANT is the raw victory/defeat chance in the actual combat itself (and the latter wasn't checking whether a safety unit was present to enable the withdrawal either which would've needed to be fixed had it stayed, heh)

added 1 missing RiverLinkFix comment block and code reversion in CvGameCoreUtils.cpp, and 4 in CvPlot.cpp, which finally got it compiling again, woohoo

17 Nov 2016
added Mongoose CaravanValueFix to set Tech, Tech Monopoly, Unit, and Disband values for Caravan and Freight, and Tech Monopoly values for Worker and Settler class units as well, all of which were zero in the vanilla code and needed to be updated for the mod's Tech and Unit content

18 Nov 2016
checked all "Programming 1" versus "Programming 2" files and folders as needed against the Corrupt Files list from 6 Apr 2016 (1 folder + 7 files) to make sure everything was intact and valid, and nothing was missing, and collapsed/consolidated/merged them back down to just one main working Programming root folder AT LAST
rebuilt all 9 .pak files to perfectly synchronize with the slightly-updated source files (any problems with them are now guaranteed to show up in-game and not get missed)
StatsMod: fixed Retreat and Withdrawal outcomes going to the wrong Land/Water category on the other player (ie the winner) in hybrid battles, and removed "Combat" from the "Average Land/Water/Air Combat Odds" lines to prevent overflow (plus it looks better this way anyway, heh)
updated Titleplate for still using BBAI 1.02b + UP 1.6 codebase and not K-Mod yet, and the small center orange subtitle matching 4.1's version
switched Fossils resource from 3D white ribcage on grass icon to pterodactyl stone block icon
added Methane Ice symbol to the larger main GameFont by shrinking the main resource icon, since it is in fact used by the Extractor Pedia entry text and it was getting pretty annoying not having it there
made full update pass on all Animal shadow sizes since only a few were worked on before (29 Jan, 2 Feb 2016) and most were still horribly far off lol, and improved Hippopotamus shadow by basing it on the Rhinoceros one

19 Nov 2016
added 2 missing isMonster() call replacements in CvUnit::maxCombatStr() (from random accumulated notes below - thanks! lol)
added Mongoose ResourceStringMod to add obsoletion techs to the bottom of resource mouseovers (from random accumulated notes below - thanks! lol)
updated Mongoose BarbarianMod to allow Barb cities to train air combat units with collateral damage, ie bombers
tested Mongoose NewUnitTileDamageFix to make sure units in Desert cities do indeed spawn healthy with it, and that they still spawn wounded without it, in both SinglePlayer and MultiPlayer games, since D emphasized recently how those work differently on the turnover (MP does cities then units both at end of player turn; SP does cities at end of player turn then units at start of NEXT turn)
extended Mongoose TileDamageMod to clear orders and wake from sleep on units that will die on the next turnover if they take the same tile damage that they just received on this turnover, in addition to the alert that is already provided
updated tech costs again to further increase Renaissance through Future relative to the last 4.2 version, and cleaned up the tech costs notes file significantly (thanks EnormousD!)
added Drill 5 and Drill Event to Metal Decks event
added Combat Event 2, Overwhelm Event, Pinch Event 2, and Flanking Event 2 promotions, and swapped them in on Stronger Fittings and Harbormaster, Overwhelm, Guns Not Butter, and Noble Knights respectively, to prevent not getting any rewards in certain cases (thanks EnormousD!)

20 Nov 2016
switched to source version on Mechanized Warfare icon (slightly larger filesize - grr at missing these things heh)
added Combat Event 3 at +6% Strength; increased Overwhelm Event from +5 to +6% Strength, Pinch Event 2 from +10 to +12% vs Early and Modern Gun, and Flanking Event 2 from +5 to +6% Withdrawal; and added +2% Healing to Overwhelm Event
moved Harbormaster Done1 from Combat Event 2 to 3, and Rifled Cannon from Combat Event 1 to 2, to accomodate the new (since last night, lol) 3-prong system
changed Harbormaster Done3 from Flanking Event 1 to 2, matching Noble Knights quest reward and potency; and War Chariots and Elite Swords from Combat Event 1 to 3, matching Harbormaster Done1 quest reward and potency
added Civ3 Parachute icon to Paradrop mission, fixing duplicate with Military Research using vanilla Paradrop icon
went through the C2C icon folder fully, and stored zip collections almost fully, looking for better options on a few things, and cleaned up and organized the icon working folders a bit
added C2C icons: ModernArtTheatre as Sydney Opera House replacing my custom-made one (for now at least), and ChemistryLab as Pinch Event 2 replacement
moved Leadership promotion icon to Combat Event 1 and Combat Event 1 icon to Combat Event 3, added ivory greek head engraving icon to replace the former, and added white reactor core icon as Combat Event 2 (this design sounds bleh on paper, but turns out to be niiice :))
renamed Biplane Legend to Advanced Biplane, Fighter Legend to Advanced Fighter, and Jet Fighter Legend to Advanced Jet Fighter, matching Advanced Tank design and fully eliminating the annoying notion that these elite units were somehow related to the Ace promotion series (looong overdue, not sure why I never signed off on this change before heh)
switched from VerticalFarming back to OrganicCity icon on Hydroponic Farm building, and changed Mass Transit icon from small personal monorail-type-thing to white and yellow double-bus
switched from .dds BACK to .tga versions of Monk, Special Forces (Desert), and Trebuchet; Sloop, Missile Cruiser, and Assault Ship; and U2 Dragon Lady and J10 Chengdu icons (at self: freaking idiot thinking .dds's to "blend in" with existing icons would ever be a GOOD idea, sigh...)
found the good-quality version of the orange/pink/red longboat icon I was desperately looking for for hours a long while back while going through the C2C icon folder yet again, updated it to add a mask and standard border, and swapped it in on the Viking Kogge (holy carp - YUSS!)

21 Nov 2016
updated template WBs for the 3 air unit name changes, and template saves for hopefully the LAST time on this version lol
increased size on Indian Medieval Female Settler subunit from 0.41 to 0.42, and finished what was I'm guessing a change from 2014-15? where 3 Medieval Asian Settler subunits were missing their hat texture, probably b/c I was going to try them with the vanilla ancient one and removed it from Shared, but stopped all work before getting around to updating the .nif's? (sigh, lol)
added HeroicFort's High Elf Paladin as generic Crusader, and added it to Viking, Celtia, and Sumeria
moved Alien Worship icon to new generic Crusader, added C2C's LunarMegastructures icon to replace it, and added yellow-and-red Islam symbol icon to Islamic Crusader VU
added HeroicFort's Native American Infantry v2 (the one with the brown hat - nice!) and Machine Gun
switched to source version on the .nif only of HeroicFort's Argentine Rifleman since it uses a unified model with no separate head, used it to also update the Swedish Rifleman, and added his Mexican Rifleman as South American to Aztec and Maya
added HeroicFort's Pirate Musketman 4 as a First Mate subunit in the Barbarian Dread Pirate UU, and reduced its Sailor quantity from 3 to 2 to make room

22 Nov 2016
reverted 18 Rifleman and 10 Redcoat Stab animations to their normal vanilla .kfm links that had been stupidly "upgraded" sometime in 2014-16? as part of 4.2 development?, fixing bugs with those units leaving their rifles suspended high in mid-air while doing the stabbing motion and also after they die but before the entire combat for their unit finishes
moved 2 more texture files over to Shared, fixing 1 missing gloss file on the China Rifleman model in the process
tested the new system that lets buildings provide multiple resources at once properly in the XML, and King Richard's Crusade's passive Crusader spawning ability
tested the Hubble Space Telescope's updated orbiting vision system (omg, FINALLY - took FOREVER to get to this, the code was written on 14-15 Sept 2014 sigh), and made 4 major updates:
on Flat maps it now bounces when the center hits an edge, rather than when an edge of the vision area hits an edge, to avoid leaving permanently unreachable areas in the corners; and overflow lighting was added as a result (matching the other 2 map types) even though this makes no sense on a Flat map, since it wouldn't be fair to lose up to 3/4's of the active vision area some of the time
the vision area itself was updated from a fixed circle to an oval that scales based on the current map's width/height ratio, to provide an even and equal coverage experience on any map shape
the code was rewritten to make geometry calculations directly instead of relying on plotDistance(), which eliminated rounding errors that made the edges of the vision area look terrible, and the int argument and kludged "float * 1.1" radius check were removed as a result, which improved the shape of the active vision area from approximating circular curvature to generating it exactly
numerous radius and speed combinations were tested before finally settling on values that were similar to before but slightly higher; and learned the actual value of the y/x speed ratio is critical to continuously sweeping across the whole map rather than pathing along a fixed 4-line route over and over, as well as to how efficiently and consistently it does so

23 Nov 2016:
posted update in the MM subforum for the first time since January (sorry...), and downloaded 4 zips from the new CastorTroy unit graphics thread as well as the 2 for the new K-Mod 1.45 release (wow, heck of an update from 1.42b, and he even has the Event OOS's in the 1.45 notes!)

24 Nov 2016:
made minor city turnover speed optimization in Mongoose SiegeMod, and removed 1 BBAI and 9 of MY completely unnecessary "GC.getGameINLINE()." calls in CvGame.cpp, lol
updated passive Crusader spawning ability to scale based on map size in addition to the existing gamespeed scaling, to range from 1.0 to 15.0 instead of 1.0 to 6.0 turns between spawns, and to use a single consolidated function for the scaling calculation (sigh)
moved Metal Decks obsoletion from Composites to Nuclear Power, and Long-Range Fighters obsoletion from Composites to Jet Flight
removed applyTowerShield(), applySmokelessPowder(), applyStrongerFittings(), applyFiringPins(), applyRifledCannon(), applyMetalDecks(), applyLongRangeFighters(), applyHalberd(), and applyReinforcedHull() callback links since these functions don't exist (and probably aren't in vanilla either, sigh)
added +50% vs Mounted to Machine Gun (thanks K-Mod!), and Jet Flight requirement to Modern Carrier (thanks EnormousD!)
moved Mass Media obsoletion on Sports League to Lasers (nice!)
extended Mongoose NewUnitTileDamageFix to make new units trained in cities ignore the first round of tile damage that hits them, and reinstated the vanilla safety call as a result (don't have to worry about healing strength always being sufficient this way, and it's probably better NOT disabling vanilla safeguards when you have a choice... lol)
redid Template WB (just tweaking 2 options for the heck of it heh) and save files for the Hubble and TDFix code updates (good thing I have this routine down to 12 minutes, hehe), and updated Titleplate one last time just to tweak the orange text a little
added CastorTroy's Tripoli Squire as Carthaginian Crusader, and Hospitaller Cannons Warrior icon to existing Hospitaller Crusader model (nice - thanks!)

25 Nov 2016:
added Bakuel's Javanese Islamic Bowman as Khmer Longbowman
added upgrade option from AT Infantry to Mechanized Infantry (thanks EnormousD!)
increased size on Egyptian Medieval Female Settler subunit from 0.42 to 0.43
added Carrier-related cargo restriction notes on a few units in their Pedia text (thanks EnormousD!)
added +5% Neutral Healing to Combat 3 (Air), and +5% Enemy Healing to Combat 4 (Air), for Carrier use which apparently wasn't considered before, heh
decreased Neural Interface from 4 to +3% Research, 20 to +15% Culture and Great People Rate, 80 to +60% Great General Rate, and Very High to High Upkeep
added +50% Domestic Great General Rate to Mercantilism, and increased it from Low to Medium Upkeep
Pedia Unit page: Movement hidden when displaying a Range line, Range line swapped up above Production Cost to be in the same place Movement is, and Tribe/Settler production cost no longer hidden b/c MM is using the normal system for it now albeit with a second multiplier for some reason heh
fixed bug with Domestic Advisor where, with cities named "Bird" and "Birdnest", the former's specialist +/- buttons along the bottom were showing up on both of them (thanks EnormousD!)

26 Nov 2016:
extended NewUnitTileDamageFix to apply to Crusaders spawned by King Richard's Crusade the same way it does for normal trained units and tested it, which does indeed trigger the brief red-circle-indicator on turnover spawn in Single-Player - nice!

27 Nov 2016:
renamed FreeUnit to AutoSpawnUnitClass as it freaking SHOULD be (ugh); moved Mongoose BuildingFunctionalityMod Crusader autospawn building search out of the city turnover loop, which also allows current production to be reset whenever the type is changed; and moved Mongoose SiegeMod Palisade removal when Walls are present out of the city turnover loop, which also allows the removal to take effect immediately rather than on the next turnover
updated Mongoose BuildingStringMod to display a "Removes Palisade" line on Walls, matching the "Removed by Walls" line on Palisade, and to properly use civ-specific building names on both (sigh)
 
Version 4.2 Patch Notes - Part 8

Spoiler :
29 Nov 2016:
redid the template saves again for the new AutoSpawn type slot on each city (...)
set Civic Advisor to use smaller fontsize on detail text when window is less than its maximum size, and on Theocracy, Ancestor Worship, Industrialism, and Environmentalism regardless, and updated version to 2.2 as a result
rewrote a large number of civic detail strings, both existing in the mod and still from vanilla, to add highlight colors, make things more succinct and consistent, and fix one missing link from the previous pass, greating improving readability across the entire Civic Advisor (note to self: declaring to self before that leaving everything alone as a solid wall of white text was a GOOD thing, was idiotic, and just an excuse to be lazy)
extended Mongoose CivicStringMod to cover the entire parse function rather than just a few small bits and pieces, finally organizing everything and making the code readable, improving the list order on a number of civic effects, and copying the new "Worker Work Rate" string out to its matching tech and wonder lines
updated titleplate for the new version number and to add HeroicFort's name to the list for his 6 unit models now in use, which ended up triggering a reordering of the bottom 4 lines, fitting it in without adding an extra line and making much better use of the available space heh

4 Dec 2016:
added Mountain Mine weight to Putin matching his Mine entry; Mountain Village weight to 19 leaders matching their Town entries; Woodland Cottage and Forest Preserve weight to Logan and Sitting Bull; Lumberyard and Lumbermill weight to Montezuma; Extractor weight to Churchill, Franco, Maria II, Hannibal, and Hirohito; and Floating Town weight to Harald, DeWitt, Hannibal, and Marcos
fixed PlotLSystem bug with Mountain Mine not updating to Modern Mine model in Modern Era like Mine does (re-referencing the Mine art files DOES work, but you have to specify a scale value HERE TOO, not just in the ArtDef!) (thanks EnormousD!)
updated No Elite Units game option mouseover text for Deceres and Advanced Biplane/Fighter/JetFighter name updates (dang, almost missed this, yikes), and to add "*** " indentation to the start of each list (woohoo!)
removed latitude requirement on Hubble Space Telescope (thanks EnormousD!)
added F15 Eagle as Modern Fighter UU for America once again!, matching... Civ3, I think? lol, and filling out their "miscellaneous" very-late-game UU arsenal which was feeling a bit thin (yay!)
updated F15 to use teamcolor, which was really bothering me since the circle areas were already there so it looked even WORSE not having it, and moved the main wing circles further in as well
updated the internal XML names of the other 3 American UUs for consistency, and, yes, redid the template saves again for this and the F15 (......)

5 Dec 2016:
downloaded Xyth's new posting, at my request (and subsequent PM prompting, hehehe), of Bakuel's missing Filipino Medieval, Malaysian Medieval (Post-Melaka), and Aceh Medieval (Early Sultanate) zip packs
added Bakuel's Filipino Armored Horseman as Khmer Marauder, moved existing one BACK to Knight, and reluctantly retired existing Knight model (imported from India)
added Bakuel's Javanese Islamic Heavy Cavalry as Khmer Horseman (Medieval), and retired existing one (also imported from India)
added Bakuel's Post-Melaka Silat Warrior (Keris) as Khmer Assassin, and moved existing light-green robe model to China, loosely matching Korea (woohoo)
added Bakuel's Filipino Japanese Mercenary (Naginata), Filipino Early Hand Cannon (Moro), Post-Melaka Crossbowman, and Post-Melaka Musketman (Snap Matchlock) as Khmer Pirate subunits
added Bakuel's Malay Scout (Senoi) as Khmer Scout, Aceh Sultanate Orangkaya Swordsman as Khmer Explorer (niiice!), and Malay Post-Melaka Bowman as Khmer Ranger

6 Dec 2016:
added AsioAsioAsio's Yokosuka MXY-7 Ohka as Early Rocket VU for Japan, cleaned up the .nif a little, and used it to add a few effects to the V1 model, even though they still don't dive and disappear like the Guided Missile sadly

7 Dec 2016:
increased size on vanilla Fighter from 0.54 to 0.55, Modern Armor from 0.58 to 0.62, first Leopard 2 model from 0.4 to 0.41, T90 from 0.54 to 0.56, T55 from 0.56 to 0.57, Oliphant from 0.42 to 0.43, Type99 from 0.34 to 0.36, and Type90 from 0.34 to 0.35
added TheBladeRoden's Urban Modern Armor skin, and set Rome and Korea to use it
added the unused Olive Modern Armor skin bundled with 2 existing VUs that were just using its treads, and set Aztec, Maya, and Celtia to use it
made custom damage texture for the new Modern Tank (Urban) skin

7-8 Dec 2016:
made custom damage textures for the existing Stealth Tank (Black) and Manticore models, and a proper gloss texture for the Olive Modern Tank treads
fixed the teamcolor circles on the front of the turret on the new Modern Tank Urban and Olive skins, and the tread color on the Urban skin

9 Dec 2016:
decreased size on Stealth Tank (Black) from 0.5 to 0.49, and on Stealth Tank (Desert) from 0.56 to 0.55

10 Dec 2016:
moved +1 Food on Igloo from Improved Fishing to Early Fishing, and +1 Commerce on Snowman from Priesthood to Exploration
added +1 Commerce on Igloo to Refuge Building, and -1 Commerce on Igloo to Advanced Hunting
added Can See Invisible Animals, and Starts with Commando and Medic 1, to Ancient King
rewrote Prolific +1 Food text lines slightly for better clarity
added missing Mobile unit category to free Aggression promotions
added +50% Production on Royal Crossbowman and Chinese Royal ChuKoNu, Clockwork Golem, Big Bertha, and Advanced Tank and German Tiger Tank to Aggressive
added +50% Production on Elder Longbowman and Japanese Elder Yumi, Monk, Shadow Demon, Medevac, and Ornithopter to Tenacious
added +50% Production on Medevac and Deceres to Seafaring
changed all Aggression and Tenacity units from 50 to +40% Production

11 Dec 2016:
added +50% Production on Falcon, Helicopter, Gunship, Wraith, Banshee, Ironclad, Assault Ship, and Electric Submarine to Seafaring
added +40% Production on War Dog to Charismatic, and +40% Production on Scout to Expansive
changed land Seafaring units from 50 to +40% Production
rewrote Expansive No Improvement Gold Costs text line slightly for better clarity
updated Mongoose TraitFunctionalityMod to change Seafaring carried unit survival health from 100%-50%-1% to 95%-48%-1%
added a large number of links and color tags to the Trait detail strings, and a few to the related SDK code as needed; fixed a few final broken links in the Civic strings; and made one major speed optimization and a number of negligible ones in CvGameTextMgr.cpp
greatly extended Mongoose TextColorMod to provide different name colors for National Units, UUs, UNUs, and UBs, matching Buildings, Projects, and Wonders! (omg HOLY CARP yes!!! - but why wasn't this done ages ago? rofl sigh)

12-17 Dec 2016:
further extended Mongoose TextColorMod, and added a massive number of links and color tags, to the Building, Tech, Unit, Promotion, Terrain, Feature, and Improvement detail strings, to fully implement text colorization
made numerous minor formatting tweaks to improve various strings and make them consistent

19-20 Dec 2016:
extended Mongoose UnitBuildingClassPrereqMod to fix bug with Assassin, Paladin, and Crusader still being trainable in inland cities after Grenadiers have been unlocked, and only removed if Paratrooper or higher is unlocked (since that's the only sequence that can supercede Pirate), since Pirates require a building (Lighthouse) that is automatically unavailable in inland cities, blocking upgrade set completion (thanks EnormousD!)

21-22 Dec 2016:
further extended Mongoose UnitBuildingClassPrereqMod, and rewrote the previous section slightly, to make Pirate completely hidden in the production options for inland cities, matching all water units, rather than showing up disabled

22 Dec 2016:
fixed weapon position on Korean Maceman and Medieval Horseman models

23 Dec 2016:
added normal icon border and mask to England Swordsman icon
made major efficiency improvement in 2 places with the hardcoded type references for the +%vs pair string displays on units
added missing colorization to the Veteran/Ace and Amphibious effects, and missing links to the Amphibious and Mobility effects (oops, heh)
extended Mongoose WorldSizeScalingFix to flatten corporation generated resource output quantity with multiple input types, and to add WorldSize-based scaling, for a result of one from the first input, then one for every "1 to 2.75 times number of types" total inputs, which was actually difficult given the feedback loop the vanilla function implements, heh (thanks EnormousD!)

24 Dec 2016:
updated Mongoose AirLethalityMod to add strength ratio scaling to air lethality chance and non-lethal damage dealt, as well as to the unused negative value non-lethal damage cap specifier (thanks EnormousD!)
fixed VERY longstanding bug with the intercepting unit using the defender's extra lethality chance from promotions, rather than their own (what, the actual... are you KIDDING me? ... sigh. sorry guys lol)
increased Hawk from 1 to 3 AirStrength, 25 to 30% Interception, and 25 to 60% Lethality as a result
fixed ANOTHER very old bug, this time with how interceptDamage() is CALLED when the defender wins an air combat - this didn't matter before, but would've caused a big problem now that strength ratios are being used (...)
StatsMod: improved "Features Grown/Cleared" to "Growths/Cleared", and changed "Forest" to "Forest/Bmb" and "Swamp" to "Swp/Bog" to specify tracking that seems hidden or missing otherwise
fixed bug with StatsMod tracking not registering Feature Clears (thanks EnormousD!)
added and updated color on a bunch MORE miscellaneous strings, including Goody Hut results, the First Palace and Contact Espionage reminders, and the City View H/H mouseover components

25 Dec 2016:
extended Mongoose FeatureGrowthMod to use the feature variety that is most present in a growth's cardinal-adjacent source tiles, rather than always using the default variety (No more pine trees freaking EVERYWHERE - yay!!! Can also soften rigidly-straight latitude threshold lines, and will handle map generator altitude and temperature settings, and regional maps, correctly!)
added Platyping's Sydney Opera House, Dead Hand as Manhattan Project, and Great Firewall as The Internet single-frame .bik's (thanks EnormousD!)
replaced existing single-frame .bik's with Platyping's ones on Nazca Lines and Serpent Mound
replaced existing single-frame .bik with RoM's movie on King Richard's Crusade

26 Dec 2016:
removed Manhattan Project and The Internet single-frame .bik's since it turns out vanilla DOES have these 2, even though it doesn't play movies AT ALL for ANY other Projects, sigh lol
replaced existing LunarColonization single-frame .bik with Platyping's Mont Saint Michel (LOL, but still WAY better than a generic Space Shuttle frame that doesn't even REFERENCE the moon in any way, plus it's a good picture AND doesn't look super-redundant with the Space Shuttle launch part of the ISS movie!)
fixed bug with Manhattan Project having an empty gray movie window since the redundant second XML entry for it was using a mod path ("Project" folder) to a file that obviously didn't exist (and doesn't once again! lol), and was superceding the earlier vanilla entry with it (oops, heh) (thanks EnormousD!)
decreased Hawk from 3 to 2 AirStrength, and 100 to +25% vs Archery; and increased it from 60 to 65% Lethality

27 Dec 2016:
added color tags on the StatsMod strings, and the unit and civic +Gold Support Cost strings
added +2 Experience on Air Units to Hangar to give them 2 normal building sources, matching Mounted Units
set Pedia to use the real value strings on +Free Units on Tribal Law and Vassalage, and to use a player's UB for +Building H/H civics, when in a game, matching the Civic Advisor (but left generic State Religion strings in use in the Pedia when in a game)
added K-Mod's CvGame::calculateSyncChecksum() update, and CvRandomEventInterface.py .sort() fixes - not sure if this will fix ALL the event OOS's D encountered, but it should help at least some :)

28 Dec 2016:
added some final color tags on the Can Perform Paradrops, Heal Building and Promotion, Terrain Movement Cost, and Speed Promotion strings; changed the latter from "+1 Movement Range" to "+1 Moves" with link, matching Refrigeration effect; and compacted "1 Extra" to "+1" on the FS/FSC Promotion strings
fixed bug with the Pedia Forward history not being preserved, even though the Forward button remained available, when selecting a main category (without a real item specified) at the beginning of or in the middle of a history sequence (the Back button does NOT correctly become available if used at the beginning of one, but it still works to jump back to the real first entry heh - will fix this later, probably in the planned big Pedia update)
added +2 Experience on Corsair and Privateer to Harbor, and Lighthouse requirement to Corsair and Privateer, matching Pirate
changed UnitBuildingClassPrereqMod to UnitBuildingClassPrereqFix, and rewrote it to use a modified XML entry directly, matching everything else, rather than manually extracting the Building entry's BuildingClass
fixed bug with the UnitBuildingClassPrereqFix implementation from a week ago, where the function was only completely hiding units that require water buildings in inland cities, rather than in all inland plots, matching all water units
updated Mongoose BarbarianMod to remove explicit Sandworm requirement when trying a Bombard command/mission on animals and monsters, since all other types are blocked immediately anyway, AND since other types SHOULD be allowed to IF they are ever given iBombardRate stats, heh
rewrote old heal-related Mongoose AnimalMod code in CvUnitAI.cpp to fix several bugs and make several optimizations (sigh), and extended it to replace iCost -2 with bMonster tag in the XML
extended Mongoose BuildingFunctionalityMod to move Silk Road's InlandTradeRoutes, Nuclear Plant's NukeProductionModifier, and Harbor's +2 Experience from DLL hardcoding over to the XML (whew! think that's the last of it, finally)
fixed bug with missing the CvBuildingInfo constructor when adding the GlobalDomainFreeExperiences array a while back - WHOOPS! argh/grr/wtf/sigh
updated Pedia Unit page to support PrereqBuildingClass, which fixes Lighthouse instead of Trading Post showing up on the Pirate entry when playing Vikings, for example

29-30 Dec 2016:
rewrote the DLL code that actually uses the 5 new XML effects

29 Dec 2016:
fixed bug with... I'm assuming BBAI since vanilla doesn't have the bGlobal version of the function heh, but anyway, where CvCity::getProductionModifier() was putting local MilitaryProduction effects in its global total (though this only matters if its 2 halves are ever called separately anywhere, which I don't have time to check heh)
updated the Pedia Unit page for the new BuildingClassPrereq field (which it turns out was the only thing affected outside the DLL, woohoo :))

30 Dec 2016:
added color to a bunch of final things, including Monster "Can't Attack Cities" extended to "Attack, Capture, or Enter", "Inland / Coastal Trade Routes in All Cities", and all Great People "Birth Rate" and Great General "Emergence" strings
added variable color to "Free Building in Every City"
changed name on the "Industrialism" Tech to "Industrialization", and on the Monarchy, Democracy, Communism, and Fascism Techs to their vanilla Civic names to eliminate all remaining possible link bugs in the Pedia from duplicate names, and b/c using the generic names in the TechTree matches the rest of the content there SO much better!
added missing ITMC to Ice Golem, and missing +100% vs Ice Golem to Flamethrower

31 Dec 2016:
completely removed the brand-new UnitClassExperience XML field and all related DLL code, and added PirateExperience to replace it, to avoid killing the mod with horrible savefile size (quickly estimated at +5MB for a mid-to-late-game save using a very large map size, JUST FOR THIS ONE FREAKING FIELD argh/sigh)
cleaned up CvAdvisorUtils.py (which handles "Feat" stuff, which I've never actually seen before lol) for the mod's current Unit (Privateer) and UnitCombat (Gun, Siege, Naval) types
rewrote CvCityAI::AI_experienceWeight() to include all main (ie non-Pirate, heh) Experience sources, and to fix bug with it using the old invalid vanilla UnitCombat type "Gun"
fixed AI evaluation for Nuclear Plant +100% Nuke Production effect; and added completely missing AI evaluation for Harbor +2 Pirate Experience, and Silk Road +2 Inland Trade Routes in All Cities, effects (wtf? sigh)
added color to Era display on the MainInterface (YES!)
cleaned up "Nuclear Protest" Python functions to remove direct Tactical Nuke and ICBM unit references by name
fixed bug with old Mongoose TraitFunctionalityMod code (obviously preceding the big final round of Trait updates, heh) where it was checking and displaying Trait +FreeHammers in all city yield mouseovers, rather than using the right yield type in each (wtf? lol)

1 Jan 2017:
added color to the Yield, Culture, and Great People mouseover component lists, tweaked a few of the strings for consistency and clarity, expanded the Leader strings to use source Trait names, and set both the specific and generic Building and Unit strings to use the correct color for each type
finally figured out how to allow Animals to roam freely inside player borders, which works great with the greater movement restrictions on most Animal types which allows units to flee and improvements to be safe much more easily, the larger number of Animal types which dilutes the presence of the few dangerous ones, and the fact that Animals can't pillage so improvements don't actually have to be actively defended (though this wasn't checked until the next day heh)
changed Mermaid and Humpback Whale from UNITAI_EXPLORE_SEA to UNITAI_ANIMAL now that I actually bothered to CHECK and know that the former has all kinds of AI-player ship logic stuff in it that is unwanted for animals, AND that AI_patrol() works fine for water units

2 Jan 2017:
removed old "&& (!isAnimal() || canMoveInto())" extra condition from main loop in CvUnitAI::AI_anyAttack(), which was completely unnecessary and slowed things down slightly (sigh)
changed Turtle from UNITAI_ATTACK_SEA to UNITAI_ANIMAL to make it less deadly, which is much more appropriate for an early-game sea monster
extended Mongoose GoodyHutMod to also add some limited active deterrence to AIs grabbing Goody Huts with non-good-results units before having contact with any rival civs, rather than just not activating the beeline value while still allowing them to go there randomly (which they still can, just with slightly less chance)
fixed bug with the new isMonster() system where Monsters wouldn't have been able to spawn at all due to their now-standard -1 production cost (OOPS! heh; sure glad I caught this one in time...)
verified that Animals and Land Monsters all along, and now also the CanOnlyDefend Sea Monsters plus the Turtle!, can't pillage at all, which works out perfectly for game design as it turns out :)
changed from "Coast" to "Coastal" in Terrain CityReq and Unit Aquatic strings to be (much) more clear, since the former is also used as an ACTUAL Terrain type in Native lists for monsters and Entry lists for ships!
updated Mongoose SiegeMod to fix old Gunpowder Tech XML references in loops in CvUnitAI::AI_seaBombardRange (sigh)
filled in these main notes from 29 Dec to here from secondary notes, since I got a bit overwhelmed (and wasn't feeling great chiropracter/neck-wise either) and tunnel-visioned in for 4 days straight heh

3 Jan 2017:
completely removed the dominant incentive to choose neutral tiles when patrolling, which was already disabled for Animal and Monster roaming above, to allow normal Barbs to wander/raid around in player borders in the rare case where the borders are coming from a different landmass across a narrow channel, so that there's nothing to actually beeline toward attack-wise
added +1 River Commerce to Savanna, and added Mongoose RiverCommerceOverloadFix to block Forest Preserve, which doesn't Chop Savanna!, from double-counting it (thanks EnormousD!)
(Note: This also works fine as-is with the 5 Improvements that DO Chop normally but NOT on Savanna - Outpost, Workshop, Mine, Watermill, and Pasture - (as well as on the 2 that don't EVER Chop, but also don't provide any RC restoration in the first place - Fort and Camp - for obvious reasons heh, and the other 3 standard Forest ones besides the Preserve aren't even ALLOWED in Savanna) since while they don't provide any RC restoration, they don't NEED to on Forest b/c they Chop it and then the Terrain underneath restores it, and on Savanna it stays put, but it also now restores RC itself baseline, so they don't have to there either.)
fixed crash when entering WorldBuilder in the Barbarian template by adding the handful of missing non-null checks on all the Civ-specific Unit and Building calls added in the current version, mostly in the last 2 months and mostly in CvGameTextMgr.cpp, though there were a few exceptions (interestingly, I actually DO remember running into this EXACT same problem once a long time ago as well, heh)
after THAT little 3-hour-delay hiccup, updated the private template saves one final time as the official 4.2 set (yay!)
performed, for the first time ever!, full sweep tests on each template, ie just holding down the "W" key for about 10 seconds heh, and actually found one crash! wow holy carp; added a second copy of the Ottoman Bombard .nif with a different name to keep its stupid custom .kfm happy (grr), and remade the Units3.fpk archive as a result heh
end version 4.2; public update
 
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Been playing some 6, still have 4 installed and will definitely give this a go when you feel like the new version is ready.
 
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