Cincinnatus3 said:
sounds great, jdog. can you give us a little preview of what you'll be changing?
Here's the list as it stands now ... the Revolution part is just a stub as it's completely rewritten so I didn't keep track of changes. I'll put up a preview of what will be in the Revolution part sometime soon.
Changes for (as of yet unreleased) version 0.5:
Added option to display which mod components are active on mod initialization
Added RevUtils.py file containing many utilities shared by Rebellion and Revolution and other components
SDK
- Exposed CvPlayer::setFoundedFirstCity to Python in CyPlayer
- Exposed CvCity::getNumRevolts and CvCity::changeNumRevolts in CyCity
Rebellion
- Fixed bug when rebels spawned as barbarians in late stages of game
- Fixed strange behavior when city attempt to rebel back to original owner after more the 25 turns of rebel ownership
- Fixed bug where rebels recapturing former city could lose some of previous culture
- Fixed bug where rebel enlistment could be limited by war, even when rebel player was dead
- Fixed bug where a reincarnated rebel could have a negative tech score
- Fixed bug that caused "allowHappyRebellions" setting to not work
- Rebelling cities now go into disorder in addition to spawning rebel units
- When a rebelling city is joining an existing rebellion, rebel enlistment is increased
- Rebels can now also spawn in unowned and rebel territory
- Cost for buying off rebels who would be joining an existing rebellion increased
- Fixed bug where a rebel who once owned a city, died, then rebelled and then died without retaking city, could subsequently be overwritten
- Fixed similar bug where reincarnated rebel who fails then no longer shows in info graphs
- Rebelling cities will now join significant culture player in war against owner, not just dominant
- Rebels will now get units within 1 era of player's current era
- The reduction in rebellions while at war was decreased
- Seperate config variable for number of turns of no rebellion after buyoff
- Buyoff costs increased for very wealthy empires
- Repeated instances of rebels from a certain city more likely to be same civ type
- Rebels will now go with similar style to city owner if all styles similar to majority culture are taken (if both taken, it's random)
- Rebels now get one of city's non-state religions
- Rebels who take a city now get culture in the city, plot, and surrounding plots. This fixes the issue of rebels having no initial cultural borders
- Added config variable to control the strength of culture in a city captured by rebels
- Rebel civ type only reset when city is captured by that civ type
- When looking for a rebel civ, now will reincarnate dead civs with culture in nearby plots
Revolution
- New implementation using revolution index
- New configuration variables
- Peaceful and violent revolutions
BarbarianCiv
- Increased chance of Classical era barb settling
- If city previously owned by a civ, barb civ will declare war on them
- Fixed potential multiplayer issue stemming from use of gc.getActivePlayer() (reported by Gerikes)
- Militaristic barb civs will only declare war on "nearby" civs, instead of just on same continent
- Added config variable for how close "nearby" is (requested by suspendedinlight)
- Changed "viking style" so it doesn't require boats
- All cities now given using plot().setOwner which creates replay messages
AIAutoPlay
- Now pressing Ctrl-Shift-X while in automation cancels automation
- Added option to not show new leader popup for user initiated abdication