devolution
Prince
I have finally found some time to publish my recent fixes. All changes listed under beta2 are new relative to the first beta (I kept all the changes).
Beta2:
GAME1: African slaves now have the same restrictions as native slaves with respect to allowed professions
BUG35: We will no longer attempt to make peace with ourselves!
AI15: Tweak AI to produce less coastal transports and more wagons
EVENTS3: The WHALING event is no longer recurrent since the event's logic cannot handle it correctly
BUG35: From K-mod: "Fixed a group pathfinding bug in the original bts code"
BUG34: Attempt to fix the issue where a wagon carrying sheep exceeded the import limit of the city, causing the excess to be taken to the capital (which did not even import the yield in question)
AI14: Prevent the AI from purchasing smuggling ships when offered since it doesn't know how to put them to use
EXP4: To receive revolutionary support, we now require the player to be on good terms with the potential supporter's king as well
EXP3: If war is declared on another European nation, the aggressor will receive a major diplomatic attitude penalty with its king as well
BUG33: Ships that enter the map after returning from a port will no longer risk being placed on impassable terrain (e.g. ice)
BUG32: The king will no longer offer civilians\colonists (e.g. doctors) when requesting military help
EXP2: The cap on negative attitude from requesting military help from the king has been lowered to prevent players from permanently being able to buy discounted military units
BUG31: Native players that are in a permanent alliance with Europeans will not be shown as the owner FFs
BUG30: The info screen demographics and graphs now only include the European players. The animals, church, kings and natives are excluded.
BUG29: Fixed issue that caused the foreign advisor screen to draw red lines even though the players were at peace
Beta1:
BUG28: Adapted from K-mod. Fixed an issue in getBestDefender that could make the AI think that a unit inside a transport was a valid defender. Additional optimizations (by refactoring some of the functionality into a separate and more effective hasDefender()
NOCHEAT1: Slaves and prisoners may no longer found cities (XML must be updated to disallow)
BUG27: Fixed the coastal ship teleport / chain capture bug (units were allowed to jump to enemy cities)
BUG26: Fixed the city import/export dialog issue (the columns were switched)
OPT3: From K-mod: "Made some minor efficiency improvements to CvUnitAI::AI_promote"
BUG25: Disable the European peace DLL event if the game option always war is enabled
BUG24: Citizens will no longer seem to disappear if re-assigned (by double clicking) to a plot with no apparent economic value. Removed testing/debug code.
BUG23: Pirates and other non-animal "barbarians"/wild-animals will no longer result in a warning about animals
BUG22: We only allow ships to sail to Port Royal if all units in the group are allowed to do so
From master:
Corrected sizes of furniture maker and butcher in Europe
Size of prospector in Europe amended.
Beta2:
GAME1: African slaves now have the same restrictions as native slaves with respect to allowed professions
BUG35: We will no longer attempt to make peace with ourselves!
AI15: Tweak AI to produce less coastal transports and more wagons
EVENTS3: The WHALING event is no longer recurrent since the event's logic cannot handle it correctly
BUG35: From K-mod: "Fixed a group pathfinding bug in the original bts code"
BUG34: Attempt to fix the issue where a wagon carrying sheep exceeded the import limit of the city, causing the excess to be taken to the capital (which did not even import the yield in question)
AI14: Prevent the AI from purchasing smuggling ships when offered since it doesn't know how to put them to use
EXP4: To receive revolutionary support, we now require the player to be on good terms with the potential supporter's king as well
EXP3: If war is declared on another European nation, the aggressor will receive a major diplomatic attitude penalty with its king as well
BUG33: Ships that enter the map after returning from a port will no longer risk being placed on impassable terrain (e.g. ice)
BUG32: The king will no longer offer civilians\colonists (e.g. doctors) when requesting military help
EXP2: The cap on negative attitude from requesting military help from the king has been lowered to prevent players from permanently being able to buy discounted military units
BUG31: Native players that are in a permanent alliance with Europeans will not be shown as the owner FFs
BUG30: The info screen demographics and graphs now only include the European players. The animals, church, kings and natives are excluded.
BUG29: Fixed issue that caused the foreign advisor screen to draw red lines even though the players were at peace
Beta1:
BUG28: Adapted from K-mod. Fixed an issue in getBestDefender that could make the AI think that a unit inside a transport was a valid defender. Additional optimizations (by refactoring some of the functionality into a separate and more effective hasDefender()
NOCHEAT1: Slaves and prisoners may no longer found cities (XML must be updated to disallow)
BUG27: Fixed the coastal ship teleport / chain capture bug (units were allowed to jump to enemy cities)
BUG26: Fixed the city import/export dialog issue (the columns were switched)
OPT3: From K-mod: "Made some minor efficiency improvements to CvUnitAI::AI_promote"
BUG25: Disable the European peace DLL event if the game option always war is enabled
BUG24: Citizens will no longer seem to disappear if re-assigned (by double clicking) to a plot with no apparent economic value. Removed testing/debug code.
BUG23: Pirates and other non-animal "barbarians"/wild-animals will no longer result in a warning about animals
BUG22: We only allow ships to sail to Port Royal if all units in the group are allowed to do so
From master:
Corrected sizes of furniture maker and butcher in Europe
Size of prospector in Europe amended.
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