ExtraModMod

Personally I think, if you want, increasing Axe and Archer from 45 to 50 is fine, but certainly no more than that.

Yeah I agree, Axemen and Archers still definitely need an advantage over Hunters/Horsemen, and being easier on the :hammers: is the simplest way to balance that. It's just about getting the right level I guess.

Do you think Archers need the nerf though? They seem so underwhelming unless you are Ljos or Amurites... Have you had much success with them outside of that? I guess what Archers really need is something unique to bring to the aggression table to make them interesting... which is what all of the archer modmods are about, so our conversation is currently reinventing the wheel... I'll shut up now :lol:.
 
That to the discussion, but Mithril Axes certainly aren't possible in EitB, although one could argue mithril chariots are just as broken.
 
mithril chariots needs horses, doesn't have defensive bonus, and have 7defense... which is manageable... and they cost as much as a champion. or at least more than axes
 
In team games, the Tower of Mastery can only be built if a single team member created all 4 of the subtowers. Because the subtowers are now team wonders, the ToM can no longer be built at all if, for example, you ally with someone when you both have built 1 or more different towers (or there is some miscommunication). The ToM needs to check for its prereqs across the whole team instead of the building Civ: unfortunately I think this would require changes to <PrereqBuildingClasses> in the DLL as a quick XML hunt gave me nothing to work with. It's not gamebreaking but was very annoying to discover 13 hours into our latest game.

I'm sorry about that. I have created an issue to fix this for 0.4.0: https://bitbucket.org/Terkhen/extramodmod/issue/186/team-tower-of-mastery-bug

I vaguely remember some ModMods turning them into projects. Could this be the reason?

By the way, I managed to reproduce in a test game the issue with already killed severed souls and unit supply costs. I'm trying to find the cause now. I already tested the normal case before, and now I tried killing the summoners and let the severed souls expire (as that is what I think that happened in a test game) but the supply cost were reduced correctly. I'm not sure of what else could be the trigger of this issue.
 
way I did it for my mod New World Order was as follows (for archer)


Regular Archer is 4 str, +25% vs melee, +50% city defense, +10% hill defense (-25% city attack)

Longbow is 8 str, +25% city defense, +20% hill defense (-25% city attack)

(with neither using any metals)

and Flaming Arrows gives +1 fire damage and +25% city attack
 
playing 0.31 (modified):
BUG:
a marksman (11/12) went 13/13 upon being gifted iron weapons (when I discovered iron working)...

so, in the end, I lost 0/1 ... and I'm wondering what happened


EDIT: and a balance issue:
I tried a sandboxing balance thingy to test my archers... and used that time to test the worth of axes (that I put at 50H) vs champs.. (120H, and with your +25vs melee!!!)

and really, champs are almost equal in worth as axes (5 Champ repel an attack of 12 axes, but 5 champ cannot kill 12 axes - as you can only kill 5/turn and the other kill you back).
however Iron champs are not worth the cost versus iron axes : 12 iron axes kill 5 iron champs easily.
(and as you don't really invest in champs or even axes if you got neither bronze nor iron... if you decide invest into champs, it's because you'll have bronze or iron... thus your irons axes would be a better investment... and that's biting your own tail).

(and I'm not speaking about 5str boarding parties...etc)

the only redeeming aspect of champions is the access to mithril weapons... IF axes don't get it.
but that is a bit too late game.
the other redeeming factor is that promotions multipliers work in the favor of champion... but "out of foundry battle" is a losing battle champs"

And that is with your innate 25% vs melee given to champions !! what would be the balance for vanilla FFH ?? I wouldn't dare estimate...


IMO, the either axes are too cheap (but not too cheap as compared to warrior)
OR
champs are too costly... (but not compared to tierIV units)
OR...
Champs are too weak.

And IMO, champs should be worth MORE than axes...
Indeed tierIII should be worth more than tier II.. you don't invest in tech only to have the same str/hammer worth.... and only win on micromanagement and unit upkeep !
for adepts and disciples it is true : mages to things any number of adept cannot do ; rangers are worth more than hunters (7 vs 4 / or 8 vs 5), assassin are worth more than ranger/hunter as they can do something new that none of the previous one could do.

I had 2 ideas for that (that I mean to try later in my modmod after archers are balanced a bit more):

-increase champs base str to 7 (instead of 6) so they stay more interesting than axes (and iron axes at 50H, 6str stay less strong than 120H champions) ... but then one need to increase the str of all tier III units by 1 (and tier IV by 2, maybe, and tier V (sphener, mardero, dragons... by 2 or 3 or 4)

-give a free promotion pick to champions... (they are champions... they trained hard, give them something )
 
playing 0.31 (modified):
BUG:
a marksman (11/12) went 13/13 upon being gifted iron weapons (when I discovered iron working)...

so, in the end, I lost 0/1 ... and I'm wondering what happened

I cannot reproduce this issue on ExtraModMod. A Ljosalfar Marksman with 12/11 combat (from Dextery trait) went correctly to 14/13 after receving iron weapons.

With regard to the balance discussion: currently I'm trying to fix all issues for releasing 0.4.0; I'll join the discussion and answer once I'm done :)

EDIT: Can someone confirm if turning mana towers into projects would solve the issues with team games that Blakmane described without creating other issues?
 
I'd give to champions...um... +40% vs melee units and targets melee units first.
well, champions already have 25%vs melee... so I'm not sure an additional +15% would render them equal to 6str iron axe that cost 2.5 time less.

@terkhen ... I'll look again tomorrow : maybe it's a bug that'll correct itself upon reloading...; and I'll confirm with the other two marksmen that are in little mission at the moment and couldn't be outfitted yet :D
 
...to reduce champion cost to 80 :hammers: (uique units may vary), in similar way priest and some religious units to 80 :hammers:
 
...to reduce champion cost to 80 :hammers: (uique units may vary), in similar way priest and some religious units to 80 :hammers:

Problem is, this creates a follow-on effect where you have to rebalance a whole bunch of :hammers: to make other champion equivalents viable (like demagogues, religious melee line, monks). Maybe that's the right thing to do though.

*edit*

Wait, I really should've read your post correctly - that's exactly what you are suggesting. Derp. Well, with the civic changes already in place, would certainly push Bannor up the viability charts. It seems such a cop-out to just reduce :hammers: cost as a way of balancing everything, although perhaps it really is the best way out of simplicity.
 
well... but then all tier IV units would be overpriced compared to champions.

and you'll need to reprice all tier III units... (which are somehow balanced compared to champion) and maybe even think about rebalancing summons... if you reduce tier III units' cost, the individual worth of tier III summon (host / pit beast / specter / ice golem) is reduced. .. so how do you balance that?
also, angels become worth less ... (they become worth 80H instead of 120H).

IMO, the cost is not the way to go :D

all that steems from the fact that metal weapons warrior were OP...
baning bronze and iron weapons from warrior hands would also be a way to go... then all tier II units could go back to 60Hammers (and thus a champions costs 2 axes and not 2.5 axes). and everything would be (almost) perfect.
 
please find in joint piece my version of CIV4GameText_FFH2.xml.

save for the 4 texts on promotions I added for my mod, you'll find that I spellchecked and corrected and sometimes "improved" (if I may say so) the French translation (and a few odd times the German one).

I spent in particular some times on the names of adventurers and Great People.

I have not translated from scratch the civopedia insert nor the strategy excerpts that had not been tried in French.

I you want to use it, feel free. (It is based on the emm 0.31 CIV4GameText_FFH2.xml).

I've only done units, but soon I'll do buildings, promotions... and one day, maybe, civopedia (but I think not)

I appologize for the French people that were used to call Beastmaster "Belluaire", Ghost "Goul", Treant "Homarbre", or Ranger "Rôdeur"... but those I HAD to change (here I chose respectively : Bestiarius to increase the phonetic link with beasts ; Esprit (Ghouls are undead and not "hunters that are not seen nor heard"), Sylvin which is what they are ; and "Forestier" as Rangers are in fact an army corp of "gardes forestier" which doesn't really exist in french; much like the french "gendarmerie" is an army corp of sherifs or policemen that doesn't really exist in english )

Maybe I should translate "ranger" as "gendarme" ... indeed, the Royal "Mounties" of canada are the closest thing with the rangers as found in FFH (save the rangers of the North in LoTR, or the US rangers for which france doesn't have a name) ...as they are called "Gendarme Montés"
 

Attachments

baning bronze and iron weapons from warrior hands would also be a way to go... then all tier II units could go back to 60Hammers (and thus a champions costs 2 axes and not 2.5 axes). and everything would be (almost) perfect.

Warriors - no metals ? 25 H

axemen - bronxe and iron 60 H

champions - bronze, iron , mithril 120 H


REXing takes a hit...
 
I never said I like the idea... only that it would be easier than anything else and probably more balanced.
however Forge of Gala'dur armed warriors "rush" is a really basic strategy... that might die otherwise.
and getting bronze asap and auto-upgrade your warriors to help save you from the incoming invasion is also something I like a lot !


Honestly I'd prefer to rise champ's str and all tier III/IV or more units than decreasing costs or reducing capability of warriors. : it would not change the early game that is quite balanced and fun now.. but improve the mid-late game.
 
You could also change the metal line promotions to give +% instead of +STR. Balance it with Axemen as a baseline, so Bronze = +25%, Iron = +50% and Mithril = +100%. Now the Equivalent strengths are:

Warrior: 3
Bronze Warrior: 3.75
Axe: 4
Bronze Axe: 5
Iron Axe: 6
Champ: 6
Bronze Champ: 7.5
Iron Champ: 9
Mithril Champ: 12

This slightly stretches out the curve. Thus bronze warriors are (slightly) worse, Champs are better, and it has the added bonus of including all UU's and higher tiered metal using units without fiddling.

*edit*

I did a whole bunch of other calculations but none of them worked out well. The problem with the melee line is that A) you get less cost-effective as you move up the tech tree (which is counter intuitive) and B) it is lacklustre compared to recon/mounted lines due to low movement. The above helps rebalance the cost effectiveness issue, but does nothing to help the general poor performance of melee (if anything the reduction in promotion effectiveness hurts them). That needs something else. I thought perhaps free promotions of XP from training yards, but that slaps the poor doviello in the face. I'm not sure what to suggest.
 
I could see mithril phalanx, and mithril vampire ... getting possibly out of hand? :D

But then, maybe its worth a try ^_^

( after all, without the base strength increase .... the other promotions won't be as 'effective' per se .... so maybe its more balanced on all accounts? :) )

Edit:
I don't really think that melee perform 'poorly' ....
on the other hand, with this change, you could argue that ALL melee units could get ALL weapon types, due to the scale :D
Mithril Warriors!!!! Sounds fun :)

Double Edit:
Honestly I think that adding +20% city attack to Champions (and *some* UUs such as Battlemaster and Boarding Party) would be best :)
 
I could see mithril phalanx, and mithril vampire ... getting possibly out of hand? :D

But then, maybe its worth a try ^_^

( after all, without the base strength increase .... the other promotions won't be as 'effective' per se .... so maybe its more balanced on all accounts? :) )

I makes mithril phalanx obscene (24 :strength:).. although i've never even seen a phalanx in a PvP game so I don't know what to make of that. You'd probably have to reduce phalanx and beserker :strength: by 2.

It actually weakens vamps. assuming a mithril vamp fed up to combat 5 (very reasonable), you are getting total :strength: of 18 instead of 20.

As much as I like the idea of % bonuses, it's probably too big a change for too little a return though :(.

Edit:
I don't really think that melee perform 'poorly' ....
on the other hand, with this change, you could argue that ALL melee units could get ALL weapon types, due to the scale :D
Mithril Warriors!!!! Sounds fun :)

I hadn't really considered that, but I guess it could work :lol:

In terms of melee function: they aren't as bad as archers, but the 1 :move: makes them subpar because they really need mobility 1 to be functional (requiring you to dip into horseback riding anyway, which is an opportunity cost. May as well go horses). I can't speak for EitB changes because we've been playing EMM pretty casually so far, but certainly in vanilla where I played PvP more regularly PB hunter or HA spam was the go-to outside of UU dependent strats. A hunter with combat 1 and shock beats an axeman with bronze, mobility and combat 1 (6.4 vs 6) for less :science: and identical :hammers:. With only mobility vs combat 1 the axeman beats the hunter at 4.8 vs 5, which is very comparable, until you consider the :science: difference (425 vs 1350 in vanilla). Of course, you can ignore mobility to make that 425 vs 725 :science: and retain superior combat odds.... but 1 :move: is *very* limiting, especially on defense.

PB vs Iron favours the hunter even more (8 vs 7.2). PB Rangers vs Iron Champions is brutal (12.8 vs 9.6) even with Enchanted blade (12.8 vs 11.2).

Actually, re-reading my analysis, I think the problem there has more to do with the lack of anti-recon promo and mobility 1 placement in the tech tree favouring those two lines. If you changed those two things suddenly melee is quite attractive.....

Double Edit:
Honestly I think that adding +20% city attack to Champions (and *some* UUs such as Battlemaster and Boarding Party) would be best :)

You're right, something like that would be simpler. I've gotten carried away with big ideas :mischief:. I don't think it's quite enough to solve the issue of axemen being more cost effective than champions, though. 2 Iron Axemen still breaks even with 1 Iron Champ in cities and beats them in the field or on defence for identical :hammers: (let alone for 30 less). How about 1 free promo for Champs as Calvente suggested? Fits the fluff and makes them a lot better vs axemen. Also, that makes PB Ranger vs enchanted blade Iron Champs 12.8 vs 12.8!

Mimic gimmicks aside, some of the Champ UUs (Boarding party and mimic) are so bad axemen out-perform them :-(. It's a bit sad when your UU *discourages* you from choosing its tech path. They really need 6 :strength: That's a separate issue though I guess, and lanun especially don't need buffs.....
 
well ... Lanun need some of their stuff buffed, like Boarding Parties, but then EVERYONE needs to share the Lanun food bonus on water :P... otherwise Water is almost always suboptimal ^_^

One of the first things I usually do is remove Lanun water food bonus, and add +1 food to the terrain types. I also make Pirate Port give 1 food.

(technically the previous was Harbor gives 1 food and Port gives 2 food)

I'd prefer the Pirate Port gives +1 happy +1 food than a raw +2 food :D

------

after that I like to change Boarding parties to 6 str, and req training yard rather than harbor (with +25% vs melee and +50% vs Naval)
 
0.4.0-beta1 has been released right now!

Being a beta means that this is not the 0.4.0 release yet. It is meant for everyone who wants to help in providing feedback for new features before they are final, playing test games in order to look for and report new issues or just play with the new stuff without waiting further.

This beta version has additional logging and assert checks coded in (thanks to Nightinggale's makefile suggested by lfgr) that will help greatly with testing. I have created a Testing Guide that should be helpful for anyone interested in providing more useful information along with their bug reports. Please note that the Erebus MapScript will trigger an assert error (something about NO_BONUS) on map creation.

The most important remaining errors are the usual OOS errors, the most important (and elusive) one being the Kuriotate OOS error (Kuriotates cause weird OOS errors just by being present in the game). A full set of logs from when an OOS happens in this case (OOSLog, SynchLog and BBAI log files) from each player is more than welcome. Check the Testing Guide for full details.

Now that we are done with the testing stuff, it is time to talk about features :)

The most notable feature in 0.4.0 is the inclusion of the Wilderness feature, created by lfgr. You can check a detailed description of the changes included in this page: https://bitbucket.org/lfgr/barbsplus/wiki/Features. For now, ExtraModMod only contains the features listed in TerrainFlavour and Wilderness. For feedback and balancing discussions about how barbarians and animals act, new units, balance and so on, please use the project forum thread which you can find here: http://forums.civfanatics.com/showthread.php?p=12972142#post12972142

0.4.0 also includes a few new unique features and mana additions to existing ones. Many civics have been changed and tweaked, and three new ones have been included. Also, plantation resources have been improved slightly. Note that because they cause bogus asserts, the new MapScripts provided by MapScriptTools that are being developed for 0.4.0 are not going to be included in this release. You can check the full changelog below:

Spoiler :
ExtraModMod 0.4.0-beta1

More Naval AI version: 2.51 (plus a few additional fixes post-2.51)

Features

  • Dragon Hoard gives +2 culture, +100% culture, and +8 gold. It also increases the production of military units in 20%.
  • Rage is now an additional path to reach Divine Essence.
  • Bison is a new health resource that only appears in tundras. Bison requires Animal Husbandry. It gives +1 Food. With a Pasture, it gives +2 Food and +1 Production. It gives +1 Health with Smokehouse. Art from Caveman 2 Cosmos.
  • Urban Planning is a new Economy civic. Requires Engineering. High upkeep. +1 food on Villages, Towns and Enclaves, + 1 to Health in all cities, +1 to Happiness in the largest cities cities. Workers build improvements 50% faster.
  • Isolationism is a new Membership civic. Requires Sidar. Requires Ancient Chants. No upkeep. Disables foreign trade. +1 Commerce and +1 Culture for each specialist. Increases experience inside borders in 50%. Increases Great General emergence inside borders in 50%.
  • Neutrality is a new Membership civic. Requires Grigori. Requires Neutral alignment. Requires Education. Low upkeep. +25% to GPP generation, +15% War Weariness, increases Great General emergence in 25%.
  • Liberty war weariness reduced from 50% to 25%. It now gives +1 happiness in the largest cities.
  • Tribalism now has no upkeep.
  • Theocracy now gives a 10% bonus to the production of units if the state religion is present. It also gives a 20% bonus to the production of buildings if the state religion is present.
  • Sacrifice the Weak reduces Great General Emergence in 25%.
  • Pacifism reduces Great General Emergence in 25%. Penalty to production of military units reduced from -20% to -10%. Increases culture in 10%.
  • Military State increases Great General Emergence in 25%.
  • Mercantilism now gives +1 commerce to workshops.
  • Guilds now gives +1 food to workshops.
  • Decentralization now has no upkeep.
  • Crusade increases Great General Emergence in 50%. It is now a membership civic.
  • Consumption reduces Great General Emergence in 25%.
  • Conquest increases Great General Emergence in 25%
  • City States now gives a 10% culture boost instead of a penalty. It also gives an additional trade route per city.
  • Caste System now gives +1 Production to workshops.
  • Sidar start with Nationhood instead of Pacifism.
  • Kuriotates start with Religion instead of Pacifism.
  • Reliquaries reduce the Armageddon Counter in 1. Planar gates increase the Armageddon Counter in 1.
  • The Blinded promotion gets art from Master of Mana.
  • Auric Ascended gets +10 Ice Affinity. Gets 4 first strikes. Causes collateral damage (60%). Movement increased from 4 to 7. Resurrects in the capital when killed. Ignores city defenses when attacking. Gets March as a free promotion. Can cast Greater Slow. Can cast Animate Frostlings.
  • The Palus is a new unique feature. It can be explored. It provides Mind mana.
  • Tarch's Tower is a new unique feature. It provides Air mana.
  • Seven Pines now provides Force mana.
  • Remnants of Patria now provides Metamagic Mana.
  • Pool of Tears now provides Spirit mana.
  • Odio's Prison now provides Body mana.
  • Maenalus now provides Water Mana.
  • Maelstrom now provides Air mana.
  • Bradeline's Well now provides Entropy mana.
  • Bair of Lacuna is a new unique feature. It can be explored. It provides Dimensional Mana.

Changes

  • The sixth level of the Altar of the Luonnotar now requires Strength of Will. It no longer can be built by a Great Prophet. It costs 750 hammers instead.
  • Religious victory now requires a 75% of following instead of 80%.
  • Domination victory now requires owning 70% of the land instead of 78%.
  • Events with PrereqCivilizationPleased are now all active in all games and have a weight of 200.
  • A few events are no longer recurring.
  • Paladin and Eidolon cost is now back at the original 240 hammers.
  • Amber gets an improved icon from Caveman 2 Cosmos.
  • Banana gives +2 Food and +1 Commerce with a Plantation instead of only +2 Food. Cotton gives +3 Commerce with a Plantation instead of only +2 Commerce. Razorweed gives +1 Production and +2 Commerce with a Plantation instead of only +2 Commerce. Sugar gives +1 Food and +2 Commerce with a Plantation instead of only +1 Food and +1 Commerce.
  • Anagantios favourite civic is now Caste System instead of Foreign Trade. Captain Ostanes favourite civic is now Slavery instead of Consumption. Captain Uldanor favourite civic is now Conquest instead of Consumption. Cheron favourite civic is now Urban Planning instead of Liberty. Dumannios favourite civic is now Scholarship instead of Foreign Trade. Furia favourite civic is now Republic instead of Slavery. Hafgan favourite civic is now Conquest instead of Apprenticeship. Mahon favourite civic is now Agrarianism instead of Aristocracy. Malchavic favourite civic is now Scholarship instead of Slavery. Melisandre favourite civic is now Urban Planning instead of Slavery. Minister Koun favourite civic is now Neutrality instead of Pacifism. Riuros favourite civic is now God King instead of Foreign Trade. Shekinah favourite civic is now Isolationism instead of Caste System. Tethira favourite civic is now Military State instead of Religion. Thessalonica favourite civic is now Overcouncil instead of Pacifism. Tya Kiri favourite civic is now Scholarship instead of Aristocracy.
  • Penguins give happiness with Carnival instead of Hunting Lodge.
  • Improved and corrected in game hints.
  • Shrimp gets a new icon with a black background.
  • The AI will prioritize building adventurer counter buildings when playing as Grigori.
  • The AI no longer gets an artificial increase in its adventurer points when playing as Grigori.
  • The adventurer point values given by buildings have been tweaked.
  • Axemen, Moroi, Sons of Asena and Swordsmen no longer can use Mithril weapons.

Fixes

  • Pillar of fire was not referencing the right tile when creating fire.
  • When a unit inside a cage moves outside by crossing a rift, it will no longer be held after teleporting and the cage will be removed if it was the last unit inside of the cage.
  • When a Sidar unit inside a cage is taken outside by Call Form, it will no longer be held after teleporting and the cage will be removed if it was the last unit inside of the cage.
  • When a unit uses Escape from inside a cage, it will no longer be held after teleporting and the cage will be removed if it is the last unit inside of the cage.
  • Prevented an assertion error with events.
  • Solved the "cut text" issue for most affected events.
  • Event popups are now shown also if no options are available to track down bugs better.
  • Corrected typos in events.
  • Drop Timor Mask text entry missing.
  • Mana towers were missing the ExtraModMod changes.

BarbsPlus Changes

  • New flavour start game option. This game option places civilizations on the map considering nearby terrain.
  • A Barbarian AI should be aware when it's at war with the barbarians correctly now.
  • If Raging Barbarians is enabled, the barbarians will declare war also on Barbarian players if they grow too strong.
  • Acheron now requires a minimum wilderness value, and it cannot be built in captured cities.
  • Improved city placement when using the Barbarian World game option.
  • Animals can be sold at the hunting lodge. More gold for griffons, elephants and jungle animals, less for insects.
  • Stronger animals give promotions to units capturing them and can also create buildings that give the promotion to newly built units.
  • AI should be partly aware of the dangerousness of more remote wilderness.
  • Animals don't leave their terrain if possible when randomly moving.
  • It is possible to apply unit artstyle to spawned units.
  • Spawned units can get certain promotions or a number of random promotions chosen from a list.
  • Spawned units cannot enter tiles with a much lower wilderness value than the minimal wilderness of their spawn info.
  • Spawned units can have technology, minimum and maximum wilderness and Armageddon Counter requirements.
  • Barbarians get technologies faster. It should also scale with game speed now.
  • Better evaluation of suitability of a plot for animals and barbarians.
  • Barbarians now also consider terrain, features and improvements like animals.
  • Greater variety among barbarians.
  • Random spawning, lair spawning, lair exploration spawning and lair guardians are now controlled by a XML Info file for much better customization.
  • Exploration results now depend on plot wilderness and lair level of the unit (displayed in hover text), which is dependent on it's real level and other bonuses. If a unit with inappropriate lair level or combat strength explores a lair in too far wilderness, bad lair results are more likely (very strong enemy units or bad promotions).
  • Unique features don't vanish after being explored, but are unexplorable for some time instead.
  • Destroying animal lairs gives 1 experience point.
  • Lair exploration now has new outcome possibilities.
  • Lairs can spawn a guardian on creation.
  • Animals now need a certain age or level to create a den.
  • Adjusted lair graphics configuration to remove trees.
  • Features are not erased when placing lairs.
  • More initial lairs when in higher wilderness.
  • Unique Features and Goblin forts have a minimum wilderness.
  • Lairs now spawn only a limited number of units, considering units already spawned from this lair and still alive. Lair spawns don't affect other random spawning.
  • Barbarians and animals can now spawn on visible tiles, but it is slower and they cannot spawn on tiles adjacent to borders.
  • Animals and barbarians respawn faster in higher wilderness.
  • Existing barbarians now only affect spawning chances of nearby plots, not of the whole area.
  • Barbarians spawn earlier and can enter lower wilderness with Raging Barbarians enabled.
  • Animals spawn all game by default.
  • Water spawn number increases at a different pace with different difficulty levels.
  • Smoother transition for land spawns between Noble and Deity difficulties.
  • More types of animals and barbarians spawn.
  • Each tile in the map has a wilderness value assigned. Tiles further away from player starting positions have higher wilderness. Uninhabited continents have much higher wilderness, increasing in their center.

More Naval AI Changes

  • Fix for OOS logs not being generated.
  • Fix for UNITAI_EXPLORE_SEA units getting stuck in a loop.
  • When the AI is pursuing a Conquest victory, it will delay building Conquest stacks until it has a Warplan in place.
  • AI should be better about claiming useful resources in areas with bad terrain
  • Units should now receive civ-appropriate art when upgraded.
  • AI will now cast Sanctuary and March of the Trees based on opponents' power percentage rather than number of wars they are involved in.
  • AI should no longer build UNITAI_MISSIONARY_SEA units if it has no religion or missionary units.
  • AI should be better about pursuing victory techs when trying for an Altar victory.
  • AI more interested in techs that give free Great People.
  • Casting Declare Nationality will no longer automatically deselect the unit.
  • Game will no longer crash if a unit with the Boarding ability captures a fort occupied only by naval units.
  • canMakePuppet() now checks for isPuppetStateTrading rather than isVassalStateTrading.
  • Index page now displays properly in Sevopedia.
  • Exposed isPermanentSummon() and setPermanentSummon() to python.
  • The AI can set permanent summons as permanent defense.
  • Rebels should be better at spawning tech-appropriate troops.
  • Rebel units will no longer start the game injured.
  • Rebels should now be able to spawn civ-specific units.
  • Tweaks to AI_conquestMove().
  • Removed some Ruthless AI code that was causing the AI to change their Worst Enemy too frequently.
  • Updated description for the Citadel of Light.
  • Reduced Stability penalty for the City States civic.
  • Tweaks to allowed UNITAI types.
  • AI will now build Hawks.
  • Treants were not creating New Forests.
  • AI should be more focused on building offensive troops rather than defensive.
  • AI should upgrade Manes if they end up outside of a city.
  • Players will now receive combat messages when an Illusionary unit attacks and withdraws.
  • Tweaks to AI_exploreAir() and AI_heal().
  • The AI should be less likely to start new wars via AI_pickTargetCity() when they are already involved in another war.
  • City Defense units should no longer leave for other jobs a city they are in if AI_neededDefenders() is greater than the number of City Defense units present.
  • Fixed an issue that would sometimes cause the AI to inadvertently declare war on a neighbor when pursuing Barbarians.
  • Fix for Civ4lerts not working.
  • Patrol groups should be a little better about healing.
  • Tech diffusion gets a bonus for Rights of Passage and Embassy agreements.
  • Fix for assert error when mousing over commerce info for Settlements.
  • Summons shouldn't look for targets that are beyond their range*duration.
  • Archmages should now always be flagged with UNITAI_HERO.
  • AI Infernals will now build Demon's Altars.
  • Added Stability adjustments to a few more buildings.
  • Rebels will no longer spawn Settlers.
  • Enabling Tech Diffusion for Advanced Tactics.
  • When not playing with the Aggressive AI option, the AI will now take into account its current attitude towards the owning player when evaluating AI_targetCityValue()
  • Goblin Forts will no longer spawn extra units with UNITAI_LAIRGUARDIAN in Scenarios.
  • Few minor tweaks to how the AI values religions.
  • AI should be a little less focused on building defensive troops.
  • AI should be less interested in building culture buildings for initial culture if they have a trait that gives free culture.
  • AI will no longer upgrade Manes.
  • AI less likely to pursue Conquest victory based on being near the top of the scoreboard.

In the first post you can find the links for download, wiki, feedback, plans and other useful information.

And last but not least, merry Christmas!
 
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