I'm still having a large number issues regarding global warming, polluted tiles, and Game scoring regarding polluted tiles, almost all somehow related to saved game saving and reloading
Indeed. The game resets the pollution counter for map 0 back to 0 when loading in-game. If you go back to the main menu and load from there, it is ok. This would explain most, if not all of your issues, since there's a few hundred pollution tiles on map 0 being ignored. The score increasing can also be explained because the counter for AI-controlled pollution tiles is
not reset, these are subtracted from the total pollution counter (which is zero in this case), leading to a large positive number when multiplied by a negative score. I'll see if I can fix this.
I heard that there's an additional barbarian difficulty level after "Raging Hordes" accessible only via hex editing. Making it accessible in game would be great.
I think you can just add more levels to @BARBARITY in Game.txt
Probably been brought up before, but when using the create unit cheat, defaulting to NONE for the home city would make scenario building a lot less burdensome.
Maybe adding a hotkey instead would help.
Additional, customizable government types?
This is one of those things that would be very hard, since hard-coded checks for government types are everywhere. There's also a hard-coded ordering on governments, for example, you get an extra trade arrow if your government type >= 5 (Republic). Adding a new government type with a higher id would therefore automatically get the same bonus, whether you wanted it or not.
It's looking like snow-capped mountains for the next version of the Original Game Graphics Modpack, which, naturally, will be ToTPP-only.
With 16 terrain types, I hope?
BTW, do you know if the 2nd and 5th cells in the bottom-left of Terrain1.bmp, labelled Mouse and Mouse 2, respectively, perform any function at all?
They don't, they're leftovers from older versions. In ToT, these are read from HICOLOR.BMP. "Mouse" is used to convert screen coordinates to tile coordinates (e.g. when clicking on a tile), "Mouse2" is used to show the cursor arrows when "Move units w/ mouse" is enabled. I think you can override them by putting HICOLOR.BMP in a subfolder, but there's no real point in that.
Is it possible to fix when building a new city the names can get skipped by accidentally by either canceling the build or when something like an advanced tribe is disbanded. Essentially make it like more modern civs where it checks for the newest available name instead of an arbitrary order?
I changed that the names are reset when starting a new game, but I wasn't aware of names being skipped when canceling a build. When a city is disbanded, then the name is not used anymore, otherwise every name would have to be flagged individually.
Also is it possible to allow us to disable certain goody hut events?
Yup, this has been requested before. It looks like it should be possible.
Some 0.8 news / features:
- Extra terrain types are pretty much implemented, there's still the odd thing to fix, but it's mostly working now.
- Keyboard shortcuts for changing terrain, since the map editor won't support the new types, and going through the menu for every tile is pretty much infeasible.
- Navigable rivers for ships by means of an advanced unit flag
- The x3 major objective for cities has been restored
- A system to configure patch settings in-game, for things that are not scenario specific and therefore do not belong in @COSMIC2. For example, default zoom level when starting a new game.