AND SVN Build Thread

That's only an xml change, right? So one can easily undo this if he wants to.
Yep, I might revert this change in future revisions but I want to see how it works like this. Right now, it's more an exploit than a fair trade. It's not like this for military units because while it's true that AI sometimes doesn't know the proper value, you're still contributing to increase an opponent's strength.
 
45°38'N-13°47'E;14335776 said:
Yep, I might revert this change in future revisions but I want to see how it works like this. Right now, it's more an exploit than a fair trade. It's not like this for military units because while it's true that AI sometimes doesn't know the proper value, you're still contributing to increase an opponent's strength.
Damn, too many things I don't remember in this mod. I'll revert the change about workers and will simply make default off Tradeable Workers under BUG options.
 
45°38'N-13°47'E;14337449 said:
Damn, too many things I don't remember in this mod. I'll revert the change about workers and will simply make default off Tradeable Workers under BUG options.

:lol:
Take a holly-day, avoid the forums and play the game a little. Have some fun! :)
 
rev1023

  • Temporarily removed new Free Trade Agreement code
  • Workers cannot be enslaved anymore ("free worker when enslaving" bug, they can still be captured)
  • Workers are tradeable again but option default off in BUG diplomacy menu
  • Religion spread/decay rates tweaked, slower spread before Middle Age, faster decay
  • Minimum city border option hidden and off by default
  • Permanent Alliance option hidden and off by default (but activable via BUG menu)
  • Early work on Permanent Alliances, now multi civs alliances can be signed (i.e. more than 2 civs in the same alliance)

Unfortunately removing the FTA won't solve the issue with resources in ongoing games, but at least the bug won't show up in new games; I'm working on some new effect for FTA.
Let me know about issues with spreading/decaying religions. I feel religion decay is still rare but I need feedback on this. Spread rate should be ok, you now need some missionaries to spread your religion instead of simply waiting for the religion to spread by itself.
I still need to fine tune Permanent Alliances evaluation, the idea is to make smaller civs band together to survive modern and transhuman era and spice up the latest part of the game a bit. Right now, I've removed the limit to 2 civs alliances; I've seen a 3 civs alliance but possibly there could be bigger alliances. Also, I plan to code a way to break away from an alliance, but that has yet to come.
 
Rev 1024
Implemented changes for lowering land unit starting XP, multiple late-game changes

TECH TREE
  • Deleted techs: Unmanned Air Vehicles, Powered Exoskeleton, Military Robotics
  • Automated Traffic tech renamed Automated Vehicles
  • Brain-Machine Interface requires Genetic Engineering (deleted Antibiotics)
  • Advanced Computers no longer requires Cloning
  • Biomaterials requires Genetic Engineering
  • Railgun requires Particle Physics + (Automated Vehicles OR Metamaterials)
  • Skyroads requires Stealth
  • Vertical Farming requires Ecological Engineering
  • Megacorporations requires Advanced Computers (deleted Mesh Networks)
  • Weather Control requires Planetary Economics
  • Artificial Life requires Nanomedicine
  • Nanomedicine has new icon (old Homo Superior icon)

BUILDINGS
  • Irrigation Canals upgrades to Hydroponic Farm; Hydroponic Farm yield increased to +7 food, Farmscraper +7 (total +13 with Fertilizers)
  • Casino added +15% commerce with Power
  • Skyscraper upgrades to Arcology
  • Radar Station requires Power
  • MallWart store reduced to +5% food per resource
  • Anti-Missile Batteries moved to Machine Learning
  • Automated Defenses moved to Artificial Intelligence
  • Mech Assembly Plant moved to Automated Vehicles
  • Control Center moved to Automated Vehicles; requires Power and Computer Network
  • Mind-Control Center requires Power and Computer Network
  • Matter Decompiler replaces Recycling Center, add +1 happiness

WONDERS
  • National Mint deleted unnecessary help text
  • Penicillin added Python to trigger event when No Events option is on; promotion changed to Medic I
  • World Trade Center gives +10% gold in building city and -20% global maintenance instead of +10% gold all cities and 3 Gold resources
  • Woodstock added Python to trigger event when No Events option is on; culture increased to +3000
  • Burning Man reduced to +4 culture/specialist and removed +10% culture all cities
  • National Shield no longer replaces Arcology Shield

CORPORATIONS
  • Deleted BigMcDowells, Bullseye corporations (and corporate stores and executives)

CIVICS
  • Unmanned Warfare moved to Machine Learning

UNITS
  • Deleted unit: Global Hawk
  • Reduced XP for units in general: no XP from Feudal, Standing Army, Ultimate Soldiers corporation, Info Net; reduced Mercenaries to +2 XP, Vassalage to +3 XP, Volunteer Army to +3 XP; Bioenhancement Center gives +2 XP for Hi-Tech units only
  • Reduced XP for Land units: no XP from Arena; reduced Barracks to +2 XP for Melee and Recon, no XP for Mounted; reduced Archery Range to +2 XP for Archery units; reduced Garrison to +2 XP for Recon; reduced Aerospace Complex to +4 XP for Helicopter; Flight Simulator, Holographic Flight Simulator give no XP for Helicopter; Ultimate Soldiers Trainer reduced to +4 XP for Land units, replaces Combat Simulator, Holographic Combat Simulator; deleted Drill Yard
  • Power Armored Infantry moved to Automated Vehicles; upgrades to Assault Droid; added collateral damage (max 60%/6 units), ranged attack (range 1, accuracy 70%)
  • Walker Droid moved to Automated Vehicles; upgrades to Scout Mech; +25% city defense changed to +10% city attack
  • Assault Droid cost increased to 1300; strength increased to 150; added 1 first strike, 20% intercept, Blitz promotion; changed +25% city strength to +10% city attack
  • Nanite Swarm, Nanite Cloud reduced to 3 per civilization; removed all access to promotions except starting promotions; added flat movement, paradrop ability (range 20, 75% evade); Nanite Swarm increased to base strength 200, Nanite Cloud increased to base strength 400
  • Constructor Ship moved to Automated Vehicles
  • Littoral Combat Ship moved to Machine Learning
  • Stealth Submarine, Fusion Submarine removed evasion chance
  • Fusion Transport removed invisibility and interception chance; removed Invisibility tech requirement; added Can Only Defend
  • Modern Fighter moved to Machine Learning
  • Drone Bombers moved to Machine Learning
  • Smart Missile moved to Cybernetics
  • Small Diameter Bomb moved to Machine Learning
OTHER
  • Added Build Espionage process (available at Paper)
  • Fixed help text for Overwhelm event (English only)
 
rev1025


  • Permanent alliance gameoption made visible again because it wasn't correctly being overridden by BUG option
  • Fixed units saved from drowning incorrectly being dropped on impassable tiles (for example mountains when mountains are not usable)
  • Improved alliance formation code
  • Text changes: 2 civs form an alliance, 3 civs a Pact, 4 civs a Union and more form a League
 
Rev 1026
Many small changes. A few deletions.

Tech Tree
  • Added tech: Synthetic Fibers (Modern Era, requires Manufacturing, leads to Composites, Fiber Optics)
  • Deleted techs: Biological Warfare, Aquaculture
  • Fixed icon for Civil Service with unfounded Shinto
  • Increased cost for Invention (out of line with tree placement)
  • Rearranged several Renaissance and Modern techs on F6 screen
  • Added Mass Media to prerequisites for Counterculture

Buildings
  • Military Base gives XP to Recon units (Wheeled category removed)
  • Military Airbase reduced to +2 XP for Air/Helicopter units
  • Aerospace Complex reduced to +4 XP for Air units
  • Control Center gives no XP to Air units
  • Automated Defenses gives no XP to units; deals 40% damage to enemy units and requires defenses lowered to 1% to enter; replaces all Turret buildings
  • Ultimate Soldiers Trainer increased to +4 XP for Air units and replaces Flight Simulator, Holographic Flight Simulator
  • Removed Artist slot from Jewellery, Civilized Jewellers Store, Movie Theatre
  • Removed 1 Artist slot from Holotheatre
  • Added 1 Artist slot to Theatre, Design Studio
  • Removed Engineer slots from Construction Firm, Steel Mill
  • Removed free Engineer from Design Studio
  • Added 1 Engineer slot to Advanced Quality Control
  • Free Engineers from Industrial Park, Citycreche converted to Engineer slots
  • Removed Merchant slots from Food Processing Plant
  • Removed 1 Merchant slot from Supermarket
  • Free Merchants from Hotel, Vacation Resort, Hypermarket converted to Merchant slots
  • Removed Scientist slots from Museum, Biological Warfare Lab, Mech Assembly Plant
  • Added 1 Scientist slot to School
  • Added +1 gold production to Movie Theatre, Holotheatre
  • Security Bureau moved to Computers
  • Biological Warfare Lab moved to Antibiotics
  • Fish Farm moved to Vertical Farming and restored +1 food from River tiles
  • Mech Assembly Plant replaces Arsenal and adds +30% military production

Improvements
  • Deleted Silk Farm; Silk bonuses moved to Plantation/Dome Farm

Units
  • Artstyles merged: Aztec, Mesoamerican merged into South American
  • Removed unit categories: Biological Warfare (merged into Missile), Doomsday (merged into Missile), Dreadnought (merged into Tracked), Early Bombers (merged into Bombers), Early Fighters (merged into Jet Fighters and renamed Fighters), Stealth (split among Fighters, Bombers), Wheeled (split among Gunpowder, Recon, Siege)
  • Anti-Biological Warfare promotion renamed HAZMAT; gives -20% collateral damage, +10% vs. Missiles
  • Bazooka lost immunity to First Strikes, no longer requires Rocketry
  • Modern Infantry, Modern Paratrooper moved to Synthetic Fibers
  • Bolter Infantry no longer ignores building defense
  • Scout Mech added +3 gold/turn upkeep
  • Nanite Swarm added 35% bombard; Nanite Cloud added 50% bombard
  • Biological Warfare Missile strength increased to 60
Wonders
  • Refined culture level reduced to 2 World Wonders
  • Secret Army Base moved to Microprocessor
  • Silk Road moved to Aristocracy + Calendar; removed 100% gold and happiness from Silk; added +1 gold from Caravanserai; added +1 commerce/3 connected foreign cities, max +15; added new ability: Builds Roads to connect building city with all owned sources of Silk; builds Roads to connect building city to Capital; builds Roads to connect Capital to visible tile on same continent with largest non-Barbarian city
  • Great Wall obsolete with Artillery
  • Alhambra never goes obsolete
  • Adam Smith's Trading Company removed limit on foreign commerce
  • Bolshoi removed culture bonus to Theatre and increased culture bonus to Opera House to +3
  • Apothecaries Guild moved to Alchemy
  • Blacksmiths Guild moved to Armor Crafting
  • Burgerworld moved to Globalization
  • Emperors Clothing moved to Synthetic Fibers; corporation gives +2 gold and +1 culture per resource
  • Wonka Confectionaries moved to Mass Media
  • Missile projects redesigned; first project is SDI, requires Manhattan Project to have been built, 15% nuke intercept, no bonus with Aluminum; second project is Anti-Ballistic Missiles, requires Artificial Intelligence, cost 1900, +15% maintenance costs, 15% nuke intercept; third project is Anti-Ballistic Lasers, requires Quantum Computing, cost 2400, +15% maintenance costs, 20% nuke intercept; fourth project is Integrated Defenses, requires Terra Computer, cost 3000, +20% maintenance costs, 30% nuke intercept
  • Eden Project updated: many improvements will not trigger Forest growth
 
Adam Smith's Trading Company: it has the Open Borders with all nations - does that actually work?

Yes, as long as you aren't running a "No Foreign Connections" civic and aren't at war with that particular civilization. Both of those take precedence over Adam.
 
rev1027

  • Added evasion chance for nukes based on launch position - target distance (the closer the distance, the higher the evasion chance)
  • Attempt to fix bug with terraforming improvements (partially reverted changes from rev 213)
  • Fixed PBEM (partially reverted rev930)

I need feedback on the terraforming improvements bug, let me know if it works now.
PBEM should work now, there was a problem with Minimize AI Turn Times: it works the same as before when not using PBEM, but I've switched it off when a PBEM game is running. Please, let me know in the bug thread if there are problems with PBEM.
 
rev1028

  • Added some randomness when a volountary vassal can leave its master
  • Increased Religion Decay
  • Corrected text when a revolution spawns barbarians
  • Constructor Ships can't build jumplane anymore
  • Tunnel can be built with steel OR durasteel
  • Rebalancing research for Modern/Transhuman eras
  • Increased willingness to build National Wonders for AI
  • Oil Refinery, Steel Mill and Potter are now National Wonders producing 3 resources each (max 3 NW per civ)
  • No NW producing resources counts toward NW limit in a city anymore
  • Fixed Totestra mapscript, now it correctly places resources on peaks too if mountains are usable
 
rev1029
  • The first automatic language update.
 
Yes, I plan to do it soon, maybe tomorrow evening (GMT).
 
rev1031

Updated missing strings from rev 1029.
 
A new installer of rev1031 has been published.

DOWNLOAD LINK

It features the latest translations.
 
Rev 1032: Compiling proposed changes. I'm certainly not done yet, but I want to pull together a bunch of small things that I've coded up.

Tech Tree
  • Naturopathy tech renamed Herbalism
  • Modern Seismology tech renamed Seismology
  • Added Agriculture as alternate OR prerequisite for Herbalism
  • Added Fermentation as alternate OR prerequisite for Calendar
  • Added Monarchy as alternate OR prerequisite for Currency
  • Rearranged Classical Era techs on F6 screen
  • Deleted maintenance bonus at Electricity

Buildings
  • New building Exhibition: requires Acoustics and Liberal civic, +1 happy, +1 free specialist
  • Added 1 Spy slot to Brothel
  • Bioenhancement Center free Spy converted to Spy slot
  • Security Bureau, Security Center give Magistrate slots instead of Spy Slots
  • Surveillance Network, AI Surveillance give Spy slots instead of Magistrate
  • Deleted Spy slot from Courthouse
  • Deleted Magistrate slot from Customs House/Feitoria
  • Deleted 1 Magistrate slot from Police Station
  • Per capita health/happiness from buildings (except Welfare Office) flattened: Aqueduct +1, Baray +2, Sewer System +2, Water Treatment Plant +5, Waste Digester +10, Hospital +5, Regenerator +7, Public Transportation +2, Personal Rapid Train +2, Teleporter +5, Arena +2, Ball Court +4, Garden +2, Hippodrome +2, Stadium +5, Zero-G Sports Arena +8
  • Parade Grounds requires Castle or Star Fort or Bunker
  • Reduced Machu Picchu bonus to +1 hammer per Peak
  • Copernicus' Observatory gives +15% global science instead of +50% to building city
  • Statue of Liberty can be built with Liberal or Republic or Democracy civics
  • World News Network gives no modifier to Anarchy, Golden Age, or Celebrity specialists; gives -20% to your War Weariness and +50% to enemy WW

Civics
  • Liberal civic added +1 unhappy per 35% tax rate

Events
  • Fix Noble Knights quest to work properly; also extends Flanking I promotion to Rider and Noble Knight
  • Fix Hostile Takeover quest to not count manufactured resources

Resources
  • Redefined Alcohol, Cement, Hit Movies, Hit Musicals, Hit Singles as Manufactured resources (fix for Hostile Takeover quest)
 
rev1034
  • Rebalanced Religion Decay / Religion Spread when Multiple Religion Spread is active
  • Fixed Enslavement chance not being reset to 0 when switching out of Slavery civic
  • Probably fixed "First Strike" OOS in Multiplayer, caused by Great Commanders First Strike
  • Improved logging for "AI Safety" random roll, OOS might be caused by Terrain Damage BUG option
  • Probably fixed "Memory Decay" OOS in Multiplayer
  • Probably fixed "AI Promote" OOS in Multiplayer
  • Probably fixed some diplomacy caused frequent OOS in Multiplayer (it's more a workaround, the actual function causing OOS is probably AI_getContactTimer)

Starting with this revision OOS are much less frequent, I think the mod is well ready for network multiplayer (provided you follow my advices in the Multiplayer subforum on which options not to use). In the changelog I typed "probably fixed" because I need more testing possibly from other players too. When I have some time I will open a new thread in the multiplayer subforum explaining how to report OOS errors properly.
 
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