v1.987 – v1.487 – v1.187: THE FINAL PATCH

Rhye

's and Fall creator
Joined
May 23, 2001
Messages
9,904
Location
Japan / Italy / Germany
This is the end of our elaborate plans, the end.

I'm exausted. I thank all of you for having kept my motivation high. You made possible to keep my promise of giving you a final patch. It's compatible with the latest one, so you can load old savegames. Since there are no big gameplay changes, I'd also suggest to keep all the old records of challenges.

I'll dedicate a few more days to RAND, and from right now on, I'll be ignoring new requests. Maybe they'll be useful for Civ5, but so far I still don't know how much intensive my partecipation to civ5 modding will be.
For now, all I can say is that although I'll keep browsing the forum, and during the summer, maybe I'll be even available for succession or multiplayer games, this week's releases mark my retirement from civ4 modding. I'm certainly sad while posting this news, but it's indeed the most logical thing to do.





° = for BTS and Warlords
°° = for BTS, Warlords and vanilla
* = for Warlords and vanilla only
**= for vanilla only
[no sign] = for BTS only


v1.987 – v1.487 – v1.187

CHANGES
- Work boats can’t enter territories distant more than one tile from civs border (they still can enter another civ’s borders, in case of open borders agreement). So, the age of silly boats travelling half the world away is over°°
- Netherlands now have more room in Denmark and northern Germany
- Netherlands no longer start with Divine Right; Byzantium no longer starts with Music
- Mongolia starts with Engineering and with more units of different AI types (now they are better at striking China)°°
- Vikings start without assault boats, so that they don’t take Inverness, which flips shortly later, and become unstable. On the other hand, free assault units are granted to the AI a few turns later: now Vikings won’t be a useless presence up there anymore, but a real danger for cities such as Manchester, Berlin, or London°
- Panzer requires Combustion°°
- Stability parameters now show correctly effects of normalisation and should be always equal or close to the total value°°
- Star rating threshold rebalanced°°
- Now SDK source code is included for every release°°
ADJUSTMENTS
- Tuned some economic modifiers (slightly stronger China and Arabia, slightly weaker India, Germany, Turkey, Mongolia, Rome and Byzantium, weaker Portugal)°°
- Respawned China will be stronger (will flip more Mongolian cities)°°
- Tech rate in 600 AD start slowed down
- Shorter “dawn of man” introduction musical theme (it was too long and annoying). Victory theme changed too.
- Tuned foreign rating stars°°
- America won’t find European civs already at war on spawn, so that they’ll get the extra units when war is declared°°
- After switching to a new civ, stability is reset to a value that depends on difficulty level°°
- After exiled and after restoring rule on own civ, stability is reset to a value that depends on difficulty level°°
- After restoring rule on own civ, stability units surrounding the capital flip to human player°°
- Stability expansion plot threshold now varies with difficulty level°°
- Quechua now has just 50% against archers°°
- Shale plant bonus increased to 20%, as there is already Coal in Japan°
- Links to wiki and atlas now packed with the mod°°
- Moved/added some resources and terrains in India, China, South Africa, Siberia, California, central Asia, Brazil and Argentina°°
- Spain more likely to research Optics: this will cause Spanish conquerors more often°°
- Slowed research pace in 600 AD start. Now it’s very coherent with the 3000BC one
- Japan slightly less likely to become a republic
- Reduced pirates pressure on Mediterranean, but added triremes in west Africa and Indian ocean for all through the Middle Ages and the Renaissance°°
- Reduced barbarian pressure on Mali, Greece and Maya; increased on China and Rome°
- Reduced barbarian pressure on Rome, Greece and Persia; increased on China and Egypt**
- As they are so popular, long civ names are enabled by default°°
- Samarkand starts with one archer, so that it’s not immediately destroyed, and with two longbowmen in 600AD°°
- Patliputra starts in 600AD with two pikemen, so that it won’t get razed°°
- Tweaked Mongolian religion modifiers°°
- More chance of a capital becoming holy city (Mediolanum and Sparta otherwise become too often); Rome and Jerusalem especially. Gordium much less likely°°
- Extended area where Mesoamerican civs meeting with Europeans trigger conquerors. When meeting in the Caribbean, rather than not spawning at all, they might end up in a distant location°°
- Conquerors can now include macemen and their related UUs°°
- Reduced penalty for acquired depression, when having Mercantilism°°
- Golden age grants immunity from collapse, whatever the stability level is°°
- Bonus from releasing cities capped (+5 points)°°
- A little more tolerance for unhistorical expansion°°
- Carthage keeps one more unit in the capital at the beginning, preventing Roman rush°
- Corrected Romanization (GOST SEV 1362-78) of Russian°°
- Retouched Mongolian-Russian border°°
- Vast update of settlers and city names maps and city renaming entries°°
- Reduced amount of debug prints°°
- Retouched shape of the Siberian part of the European continent°°
FIXES
- Fixed pavillon pedia
- Fixed Chinese random cities list
- Fixed mercenary crash! Thanks to Psyringe°°
- Peace with barbarians is no longer made during respawn – thanks to 3miro°°
- Fixed again UHV wonders built before player spawn°°
- Updated link to wiki in the pedia°°
- AI personality type now correctly changes°°
- Fixed plague coordinates bug°°
- War on spawn is now forbidden to civs that are vassal. On the other hand, vassals of civs that are triggered in the war on spawn mechanism, are set at war, too°
- Holy cities get no longer deleted on civ spawn upon them°°
- Dutch orange now slightly lighter, so that it isn’t confused with Turkish dark shade
- Fixed Legion animation, thanks to The_Coyote°°
- Mercenary upgrade exploit fixed. Many thanks to Nody who confessed°°
- -1 turn left bug hidden°°
- Barbarian units won’t spawn inside lakes°°
- Fixed bug of units moved on water during a collapse°°
- Minor civs can’t win a time victory°
- “A new civilization is born” message now is shown for human player too°°
- Landsknecht no longer available to Mesoamerican civs
- Fixed Mercenaries bug for Mesoamerican civs (couldn’t get enough mercenaries)°°
 
Awesome! Especially:
- Vikings start without assault boats, so that they don’t take Inverness, which flips shortly later, and become unstable. On the other hand, free assault units are granted to the AI a few turns later: now Vikings won’t be a useless presence up there anymore, but a real danger for cities such as Manchester, Berlin, or London°
- More chance of a capital becoming holy city (Mediolanum and Sparta otherwise become too often); Rome and Jerusalem especially. Gordium much less likely°°
- America won’t find European civs already at war on spawn, so that they’ll get the extra units when war is declared°°
- Spain more likely to research Optics: this will cause Spanish conquerors more often°°
- Slowed research pace in 600 AD start. Now it’s very coherent with the 3000BC one
- Fixed Legion animation, thanks to The_Coyote°°
I appreciate very much. Thanks Rhye! :)

- AI personality type now correctly changes°°
I'm curious what that means, though. Have there been changes in AI personalities over time, and if yes, where to find them in the code? It would be nice to know so I could apply that to the new leaderheads of my modmod.
 
- Patliputra starts in 600AD with two pikemen, so that it won’t get razed°°
Well so much for a strong Khmer (no early money and courthouse for great spy)...one would have been enough.:(
 
YEEEEEEES, finally. The changes are excellents!!!
finally stronger mongols, agressive vikings ect... Thank you Rhye, for all the work!

The only thing i regret is that i will never see huge Ai roman empire, but i still can add them some more legion...and gold.
 
Yes ! Good job Rhye and his team !
Final patch... sounds amazing. Hope you will come back ;) Thank you anyway, you made us happy with the best mod of Civ4.
 
For now, all I can say is that although I'll keep browsing the forum, and during the summer, maybe I'll be even available for succession or multiplayer games, this week's releases mark my retirement from civ4 modding. I'm certainly sad while posting this news, but it's indeed the most logical thing to do.

All hail to the Maestro :salute:
 
I have to say that playing a very low RAND game up till the wee hours of the morning was something I haven't done in a very long time...and I'll probably do it again, at least until Civ5 comes out. The extra rivers make it much more enjoyable.

BTW, Rhye, can you please make fewer barb Landsknechts spawn (it's weird since it continues up till 1700's in unpopulated areas), e.g. after Nationalism is known, there shouldn't be any "barbs."
 
For now, all I can say is that although I'll keep browsing the forum, and during the summer, maybe I'll be even available for succession or multiplayer games, this week's releases mark my retirement from civ4 modding. I'm certainly sad while posting this news, but it's indeed the most logical thing to do.

Does this mean you won't work on RFC-Greek World?:(
 
Yes! I was actually about to give up waiting and post my own stuff anyway, but now I can release everything with the new - and final - patch! :goodjob:

Better get to work, then... :p
 
BTW, Rhye, can you please make fewer barb Landsknechts spawn (it's weird since it continues up till 1700's in unpopulated areas), e.g. after Nationalism is known, there shouldn't be any "barbs."
I think late barbarians are supposed to be warlords and bandits - or rogue mercenaries.

Other than that, I think we'll have to resort to our own (unofficial) patches and fixes from now on... Any requests should probably be posted in the modmod forum! :p
 
I'm looking at the CvRFCEventHandler.py file and just realized two things:

1. My stability cheat code (modmod) is actually incorporated in the final patch! :goodjob: Now I know learning Python was worth the effort. :D

2. The indentation is off on a few places: line #253 and lines #396-399.

I don't know if this would cause an exception or not, but I've attached a corrected file just in case. :king: Use it at your own discretion!
 

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