General Fixes and Changes
- Enforce sea/land domain rule for improvements. This fixes issues with improving resources that have both land and sea improvements (such as Amber).
- Updated selection algorithm to address undesired action switching.
- Enforce new improvement rules added by Rise and Fall expansion.
- Indonesia Kampung (and any modded improvements with same requirements): Properly check if the plot is next to a sea resource as required.
- Fishery, City Park: Properly check if the city has an established governer with Aquaculture, Parks and Recreation promotion.
- Enforce a maximum number of unique improvements of a certain type per city/empire to reduce possible unique improvement spam. Changeable in the mod settings (default of 3 unique improvements of one type per city).
- You can also override the maximums for specific unique improvements. By default, Colossal Head unique improvement caps are reduced at 1 per city and 10 per empire.
- Fixed script definitions for traders/civilian/religious units so that new units of that type added by mods or DLC will be recognized.
- Trimmed debug messages to lua.log, for more readability and because some users' logs were getting too long to post using pastebin.

UI
- Removed UnitPanel.lua replacement, added a separate panel to automate units and also show their current status.
- This new method makes the ability to automate units more reliable. It also means this mod is now compatible with other mods that replace the UnitPanel.lua file.
- Added a Settings Menu that you can use to change the settings while in game. Check out the mod discussion for more information.
- Fixed an issue where automated units would try to target plots in National Parks. I forgot about them, they shouldn't try to improve or excavate in National Parks anymore.
- Fixed a minor error I made when updating the Archaeologist script.
- Fixed a bug where the mod would only ever recognize one leader/civilization with a unique improvement. This would have caused issues if you were playing with a mod that gives a trait for a unique improvement to multiple default/modded leaders.

- Fixed a "ghost unit" issue where newly created units had a small chance of becoming automated right away and bugging out, taking on the automation from a previously destroyed/spent unit if the game assigned them the old unit's ID.

- Tried to fix an issue where there was a small chance a Builder could target a plot outside of player's borders. If you see an automated Builder moving to a plot outside your territory, make a bug report for me.

- Implemented a basic virtual moderator for the automated units: if a unit tries to do something and there is an error, that action on that plot will be banned for all automated units for that session (the data is reset when the UI is refreshed or when you re-load the game). Please post a bug report if you ever see a unit doing something bad like moving back and forth for several turns.

- Changed how required techs/civics were checked so that if a modder ever makes both a Tech AND Civic required for an improvement that the mod will check for both.
- Updated actual automation code for compatibility with games without the Fall 2017 patch: If the Fall 2017 patch is not installed, Automated units will no longer try to target plots that have religious units since they did not have their own layer until this patch.

- Enemy spies should no longer block Automated units targeting the plot. This didn't really affect automated Builders or Archaeologists since they never targeted plots with districts anyways, but it will be important for future mods with other automated units.
- Second attempt to fix incompatibility with UnitPanel.lua from before the Fall 2017 Patch. The mod should work with games without the patch now for Macs and Linux.

I do not have a Mac or a game without the fall patch to test, it should work now but I need feedback if it still doesn't work. Thanks!
- Attempted to fix incompatibility with UnitPanel.lua from before the Fall 2017 Patch.
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