Valkrionn
The Hamster King
19. Added the ability to examine cities before you decide to keep or raze them (code by Smeagolheart!).
I'd say you're my hero if you weren't already.

19. Added the ability to examine cities before you decide to keep or raze them (code by Smeagolheart!).
NiceKael said:19. Added the ability to examine cities before you decide to keep or raze them (code by Smeagolheart!).
Kael said:19. Added the ability to examine cities before you decide to keep or raze them (code by Smeagolheart!).
Added the ability to examine cities before you decide to keep or raze them (code by Smeagolheart!)
@Kael -- I saw that Blue Marble is to be removed in the new version. Why is that??
I'd say you're my hero if you weren't already.![]()
Nice
I had turned on pop-ups for the end of the turn in order to simulate such an option but it worked not-so-good when my last action was to take a city...
Good stuff. Is it possible that at some point the Calabim will be able to consume an entire population as an alternative to normal razing? So all vampires on the tile get experience?
Fantastic change!
@Kael -- I saw that Blue Marble is to be removed in the new version. Why is that??
Patch 0.40z
I noticed something unusual that I don't believe is intended. I was playing the Barbarian Assault scenario as the Hippus, and sent 4 horsemen over to scout out Sheelba's territory. On their way there I received an event that allowed me to buy a teasure map. I bought it, and the chest's location was only a short detour from where my horsemen were headed, so I sent them over to open it. When I clicked open chest instead of receiving only one item I received four, one for each unit in the stack. I would think a chest should only give one item, no matter how many units choose to open it. Or perhaps it randomly gives a number of items and it was a coincidence that the number of items matched the number of units in that stack? It gave a Rod of Winds, Timor's Mask, and 2x whatever the poison resistance one is (can't remember name).
Wohoooo. it has taken a long time until this finally comes in. How i wished it had been added in Vanilla at release!Added the ability to examine cities before you decide to keep or raze them (code by Smeagolheart!).
So is it safe to assume that there were none?
Just a random question out of the blue; How detailed is the changelog? I'm asking, because unless a mod changes some a specific files, I could just backup those specific .xml's instead of manually reapplying my modmod changes every time.
For the latest patch, for example, I don't see any changes to the CIV4LeaderHeadInfos.xml, CIV4CivilizationInfos.xml, Traitinfos.xml or CIV4GameText_FFH2.xml.
So is it safe to assume that there were none?![]()
That was what I was afraid of. Thanks for the quick replies, all.Search the files by date and look for any that have been updated recently.
The changelog is my notes so that if an issue crops up in a version I have an easier reminder of the sorts of things that changed. I keep it public because people like to check it out and its nice to know what issues have already been fixed.
It is not intended to be an exhaustive list of all changes. I change hundreds of things in most versions. Most are very minor and undocumented.
The units that are actually of the CoE faith can reveal and re-hide.... just not other units hidden by Nox Noctis.....
Keep in mind... until recently there was no reveal for Nox Noctis.....![]()