Hey all. Apologies for the lack of attention from me around these forums, but I recently started a new full-time job and between that and the kids (now nearly 2 1/2 years old!), I find myself with little time to work on this mod.
Nonetheless, it is not dead. My goal is to get a 2.6 version out by the end of October, though it will not have nearly as many features as I had hoped to add.
As always, I am more than willing to accept help from anyone who wants to contribute some coding time. You can see both the full bug list and a requested feature list on Sourceforge. I have a number of things flagged for 2.6, but I'm willing to accept any code that is offered.
Here is a list of already completed changes that will be included with version 2.6.
Bugfixes
Game Tweaks
AI
Code / UI
Nonetheless, it is not dead. My goal is to get a 2.6 version out by the end of October, though it will not have nearly as many features as I had hoped to add.
As always, I am more than willing to accept help from anyone who wants to contribute some coding time. You can see both the full bug list and a requested feature list on Sourceforge. I have a number of things flagged for 2.6, but I'm willing to accept any code that is offered.
Here is a list of already completed changes that will be included with version 2.6.
Bugfixes
- Fix for a potential crash related to the Taunt spell
- Units with the Loyalty promotion will now be killed rather than captured via the Domination spell (fix for [bugs:#242]); text messages for Domination spell will now include the unit's name
- Fix for players not receiving Disciple units when discovering religions
- Fix for potential crash in the Revolutions code (bug find and fix by MC)
- Gifting units with the FreePromotionPick tag will no longer give the units extra promotions (fix by flgr)
- Fix for cities with UnhappyProduction ending up with negative production (fix by fe79 and Terkhen)
- Fix for Bonuses from the Stigmata promotion not appearing in the combat odds
- Fix for Terraformers not using Vitalize or Sanctify
Game Tweaks
- Rebels have an increased chance of capturing buildings when they take cities from players they are rebelling against
- Rebase range has been increased to airRange() * 3
AI
- Patrol units will no longer start wars
- Added some python code to help the AI build Temples of the Hand
- Increased the Power rating of Hyborem and Basium
- Tweaks to how the AI values wars; AI less likely to start warplanes with players with whom they have good relations (unless the Aggressive AI option is selected)
- Tweaks to how the AI values ending a war
- Removed some restrictions that were artificially forcing the AI to separate their cities
- AI now has a better understanding of when cities need Culture buildings
- Tweaks to how the AI values Religions
- Minor improvements to the Terraforming code
- AI cities more likely to build units if there is danger nearby
Code / UI
- Tech details will now display into about any bonuses unlocked
- Added a pythonHelp tag to SpellInfos (code by lfgr)
- Enabled the isDisallowsInquisitions tag for CivicInfos
- Exposed getSanctuaryTimer to python
- Three new functions
- CvPlayer::countNumOwnedHills()
- CvPlayer::countNumOwnedRiverSide()
- CvPlayer::countNumAvailablePlotsForImprovement(ImprovementTypes eImprovement)