Dresden
Emperor
- Joined
- Jul 10, 2008
- Messages
- 1,081
Since Solver has been busy and there are some major bugs that need to be addressed, I compiled an update to the unofficial patch. I had wanted to get his approval before posting this but I haven't yet heard back and this has been delayed long enough so I'll just take my lumps.
Given that the main purpose of this release is to fix some things which were broken in 0.19 or have shown up since then, I am calling this 0.19.1. To that end I have chosen to not address things which Solver has explicitly spoken out against; specifically the AI favorite civic redline behavior. The list of changes are below; big thanks to both DanF5771 and jdog5000 for providing some of these fixes.
Changes from version 0.19
File is attached to this post; as with Solver's releases the source for those files which differ from the original 3.17 is included and the documentation is just as sparse. As always, back up your current files before replacing them with these. Update: you can also use grumbler's installer which has been updated to this version.
Please respond to this thread regarding any problems specific to this release. Thanks. The new spread culture behavior may wind up needing some adjustment so I am particularly interested in any comments related to that.
Given that the main purpose of this release is to fix some things which were broken in 0.19 or have shown up since then, I am calling this 0.19.1. To that end I have chosen to not address things which Solver has explicitly spoken out against; specifically the AI favorite civic redline behavior. The list of changes are below; big thanks to both DanF5771 and jdog5000 for providing some of these fixes.
Changes from version 0.19
- Fixed problem with AI Bombers not attacking. Fix is from Better AI mod [jdog5000]
Ref: http://forums.civfanatics.com/showpost.php?p=7080987&postcount=20
CvUnitAI::AI_attackAirMove() - Fixed collateral damage calculation related to defensive modifiers like Bunkers & Drill 2+ units. [DanF5771]
Ref: http://forums.civfanatics.com/showpost.php?p=6981159&postcount=2
CvUnit::collateralCombat() - Fixed bug where AI uses player's ID instead of attitude when evaluating trade deals. [DanF5571]
Ref: http://forums.civfanatics.com/showpost.php?p=7022936&postcount=14
CvPlayerAI::AI_civicTrade(); CvPlayerAI::AI_bonusTrade; CvPlayerAI::AI_religionTrade - Fixed bug where AI misinterprets the civicPercentAnger attribute when evaluating trade deals.
Ref: http://forums.civfanatics.com/showpost.php?p=7124523&postcount=22
CvPlayerAI::AI_civicTrade() - Fixed espionage spread culture mission to insert the listed 5% of culture rather than the current .05%
Ref: http://forums.civfanatics.com/showthread.php?p=7127772#post7127772
CvPlayer::doEspionageMission() - AI will change religion during Golden Ages.
CvPlayerAI::AI_doReligion() - Re-enabled first-pass randomizer in start location forestation code to allow potential resource placement as per Bhruic's patch for 3.13
Ref: http://forums.civfanatics.com/showpost.php?p=6199072&postcount=1310
CvGame::normalizeAddExtras() - Foreign advisor no longer shows Favorite Civics when playing under Random Personalities
(Python) CvExoticForeignAdvisor.py
File is attached to this post; as with Solver's releases the source for those files which differ from the original 3.17 is included and the documentation is just as sparse. As always, back up your current files before replacing them with these. Update: you can also use grumbler's installer which has been updated to this version.
Please respond to this thread regarding any problems specific to this release. Thanks. The new spread culture behavior may wind up needing some adjustment so I am particularly interested in any comments related to that.