Feedback on 1.3.8:
DA24. Why is a tech (water conservation) needed to reveal polar ice? It should be always visible.
DA25. Desert Insects tech reveals the plantation bonuses like coffee? I would prefer they should be always visible; if not, at least controlled by plantation tech instead of insect.
DA26. I am not sure if there is a reason for "stone waste" terrain. If we keep it, it should be passable to thopters.
DA27. "Hovering" tech was probably supposed to be renamed "Suspensors"
DA28. Most buildings are named in the singular, so that the game text "You have completed a XXX!" makes sense. Please make Deathstills singular.
DA29. Is there a game reason why the base soldier should be immune to first strikes?
DA30. We have a midgame windtrap wonder and a wind trapping tech, neither of which is related to the early game windtrap unit. The wonder and tech should probably be removed, or maybe the tech should give an advanced Windtrap 2.
DA31. The button to build a hunting camp is the pitchfork. It should be a camp button.
DA32. This is a funny problem, is anybody else having this? It seems very painful. When I click on the tech chooser (F6) I get a cascade of python errors. The techs I have are not all highlighted in green, and when I click on a tech to select it, I also get a cascade of python errors. I looked into this briefly; the error relates to STechSelectTab in CvTechChooser.py. This is a standard BUG file, I did not mod it, and nobody else from DW has modded it either. Nobody has complained about it, so I am wondering if it is just me. I have seen this type of thing before due to an undefined tech or unit, but civcheck does not find anything missing.
EDIT: DA32 happens only when I change python and reload during the game. Normal players will not find this problem. However, I did not have this problem until 1.3.8. There does not seem to be any way the 1.3.8 patch should have broken this, but it is very annoying to python modding. I will try to dig into it.