jdog5000
Revolutionary
Version 1.10 has been posted!
There are a number of tweaks and fixes in this version, including two very important bugs. The first bug permanently blocked access to any trade routes after a city was lost, resulting in lower trade yield for civs that had lost cities in war or set free a colony. The second set of bugs affected the AI's handling of population and gold rushing, and was a significant drain on AIs running Universal Suffrage. Thanks to RedFury, DanF5771, and Pep for their bug hunting!
Also, two prior changes were tweaked by popular demand. With this version, Paratroopers are always able to capture defenseless cities after dropping and a city set to build culture will ask for new orders after cultural borders expand.
Version 1.10 fixes:
- CvGame::addPlayer - Restored 3.17 UP changes forcing clearing of old player names, civ descriptions, etc when placing a new player in a previously occupied slot.
- CvCity::setCultureLevel - Now behavior where a city building culture would cancel order when reaching next level only applies to human player. It was completely unnecessary for AI and caused a small bug with extra overflow production.
- CvUnit::canMoveInto - Changed to allow paratroopers to capture workers and undefended cities after paradropping. Also allows units with multiple moves to capture multiple tiles of non-combat units like workers.
- CvCity::kill - When a player loses a city, that city now clears all of its trade route claims so that they can be taken by other cities owned by the player. Previously, these trade routes were permanently lost. (Thanks RedFury and DanF5771)
- CvUnitAI::AI_spreadReligionAirlift and CvUnitAI::AI_spreadCorporationAirlift - AI will no longer airlift multiple of the same kind of missionary or executive to the same target spread city on the same turn
- CvAdvisorUtils.py - Advisor will no longer bug for city liberation to player you're at war with.
- CvDomesticAdvisor.py - City liberation to player you're at war with no longer offered.
- CvDLLButtonPopup::launchFreeColonyPopup - Removed cities whose liberation player you are at war with from popup.
- CIV4EventInfos.xml - In EVENT_OVERWHELM_DONE_1, removed references to non-existent Python functions which blocked this option. (thanks Pep)
- CvSelectionGroup::continueMission - Fixed issue causing units with multiple orders to forget their later orders under certain circumstances. (thanks Pep)
- CvCityAI::AI_doHurry - Fixed several bugs where AI would incorrectly think it was getting a great deal on a pop/gold rush when it was actually doing the other kind of rush. (thanks Pep)
There are a number of tweaks and fixes in this version, including two very important bugs. The first bug permanently blocked access to any trade routes after a city was lost, resulting in lower trade yield for civs that had lost cities in war or set free a colony. The second set of bugs affected the AI's handling of population and gold rushing, and was a significant drain on AIs running Universal Suffrage. Thanks to RedFury, DanF5771, and Pep for their bug hunting!
Also, two prior changes were tweaked by popular demand. With this version, Paratroopers are always able to capture defenseless cities after dropping and a city set to build culture will ask for new orders after cultural borders expand.
Version 1.10 fixes:
Spoiler :
- CvGame::addPlayer - Restored 3.17 UP changes forcing clearing of old player names, civ descriptions, etc when placing a new player in a previously occupied slot.
- CvCity::setCultureLevel - Now behavior where a city building culture would cancel order when reaching next level only applies to human player. It was completely unnecessary for AI and caused a small bug with extra overflow production.
- CvUnit::canMoveInto - Changed to allow paratroopers to capture workers and undefended cities after paradropping. Also allows units with multiple moves to capture multiple tiles of non-combat units like workers.
- CvCity::kill - When a player loses a city, that city now clears all of its trade route claims so that they can be taken by other cities owned by the player. Previously, these trade routes were permanently lost. (Thanks RedFury and DanF5771)
- CvUnitAI::AI_spreadReligionAirlift and CvUnitAI::AI_spreadCorporationAirlift - AI will no longer airlift multiple of the same kind of missionary or executive to the same target spread city on the same turn
- CvAdvisorUtils.py - Advisor will no longer bug for city liberation to player you're at war with.
- CvDomesticAdvisor.py - City liberation to player you're at war with no longer offered.
- CvDLLButtonPopup::launchFreeColonyPopup - Removed cities whose liberation player you are at war with from popup.
- CIV4EventInfos.xml - In EVENT_OVERWHELM_DONE_1, removed references to non-existent Python functions which blocked this option. (thanks Pep)
- CvSelectionGroup::continueMission - Fixed issue causing units with multiple orders to forget their later orders under certain circumstances. (thanks Pep)
- CvCityAI::AI_doHurry - Fixed several bugs where AI would incorrectly think it was getting a great deal on a pop/gold rush when it was actually doing the other kind of rush. (thanks Pep)