2.52 officially released on December 30th, 2013. (should be compatible with previous 2.51 saves)
Download link
A little New Years present.
Thanks to lfgr, MagisterCultuum, Terkhen and fe79 for the coding assistance!
Download link
A little New Years present.
Thanks to lfgr, MagisterCultuum, Terkhen and fe79 for the coding assistance!
Bugfixes
- Index page now displays properly in Sevopedia (fix by MagisterCultuum)
- canMakePuppet() now checks for isPuppetStateTrading rather than isVassalStateTrading
- Game will no longer crash if a unit with the Boarding ability captures a fort occupied only by naval units
- casting Declare Nationality will no longer automatically deselect the unit (the code was forcing the unit to create a new group (so that HN units wouldnt end up grouped with non-HN units) - I changed it so that if the unit is in a group of one, it wont form a new group)
- units should now receive civ-appropriate art when upgraded
- fix for UNITAI_EXPLORE_SEA units getting stuck in a loop
- fix for OOS logs not being generated (fix by fe79) - also includes an updated OOSLogger.py file from C2C
- Pillar of Fire will now attempt to start fires in the target tile
- Fixed an issue that was causing the AI to ignore the allowed UNITAI types in UnitInfos.xml when choosing what troops to build
- Hero units should no longer be assigned to UNITAI_INQUISITOR
- Fix for an assert error when opening the Civopedia from the main menu (find and fix by Terkhen)
- War Tortoise entry in Civopedia will no longer display info about War Elephants
AI:
- AI more interested in techs that give free Great People; AI should be better about pursuing victory techs when trying for an Altar victory
- AI should no longer build UNITAI_MISSIONARY_SEA units if it has no religion or missionary units
- AI will now cast Sanctuary and March of the Trees based on opponents' power percentage rather than number of wars they are involved in
- AI should be better about claiming useful resources in areas with bad terrain
- When the AI is pursuing a Conquest victory, it will delay building Conquest stacks until it has a Warplan in place
- first pass at adding AI_STRATEGY_ECONOMY_FOCUS to MNAI (base code taken from K-mod)
- some tweaks to how the AI stages Naval Assaults; tweaks to how the AI groups units flagged with GROUPFLAG_CONQUEST and how Conquest stacks pick target cities
- AI less likely to run a DAGGER strategy when pursuing an Altar or Tower victory
- AI should no longer declare war when staging a naval invasion until their ships/troops are in range of the enemy territory
- Angels now default to UNITAI_ATTACK_CITY
- AI less likely to target cities that will Auto-raze on capture
- AI should produce less naval units if they have only a few coastal cities
- AIs with few cities but large production should be better about pursuing Wonders and Hero units
- AI should no longer value units that cant be built (ie War Elephants) when choosing techs
UI:
- Updates to Worldbuilder (code by MagisterCultuum and playpting)
- Entertain spell message will no longer display as a loss of negative gold to the target player
Code:
- Additional logging