Well, I have mixed together all the new stuff and stirred. Let's see what happens. Please install this over 1.5 (
this link). If you have other miscellaneous art, promotion, etc patches, that should not matter; this will write over all of them.
This is highly experimental and may not even work. Deliverator has given an entirely new terrain design (gameplay as well as graphics); Cephalo has given an entirely new mapscript and all terrain transport AI; I have done some small economic balancing changes and some sdk bug fixes. We hope it all works together, but we have not really tried it. The key point is that our next few days of development can all go off this common base instead of each person's different local area.
Please feel free to download from
this link, but you have been warned.
When using this patch, please *no longer* use the mapscript called Archipelago. You now have two useful choices, Dunipelago and Arrakis. Dunipelago is a variant of Archipelago which uses the new terrain types; this is a standard map view which has a thin strip of polar terrain along the north and south edges. Arrakis is a "polar view", centered on the north pole, which has a small circle of polar terrain in the middle. The archipelago script will unfortunately still generate playable maps, but the terrain distribution will not be what we want.
Deliverator's changes
* Terrain patch 3, including new mapscript Dunipelago.py
* Complete change of base terrain gameplay (
this link for details); bonus distribution needs to be revisited
* New unit buttons
* New art for several units: quad; harvester with animation
* New list of city names
* Updated leaderhead artwork for Scytale and Mohiam
* Rename specialists
Cephalo's changes
* New pangaea-based mapscript Arrakis.py (version 0.51)
* AI changes for all terrain assault
My changes, removed from 1.5 at the last minute
* Re-fixed DA60, cross-domain attacks (eg, thopter vs ground unit) now display combat odds.
* Minor changes to all terrain vehicles: use up all movement points when *transport unload* button is used (AH94); prevent settler founding city when loaded.
* Fixed a bug where only one landing stage per civ was allowed (CvCity.cpp, function popOrder) (AH75)
* Computerized research center gives another +25% beakers with thinking machines (power); added new XML tag PowerCommerceModifiers to buildings.
* A building with area unhappiness was not displayed correctly in the help/pedia; changed CvGameTextMgr.cpp
My new changes
* Change trade route bonus for intercontinental trade and peaceful trade from +100% ,+150% to 0, +100%. It was too easy to get hundreds of commerce per turn in foreign trade.
* Brand new promotions, as described in the promotions thread (AH43, AH71, AH116)
* Remove bonus trade route from Force Shield building
* Replaced graphic for wind turbine improvement with vanilla modern windmill
* Surface mine no longer buildable on flat, only on resources (AH87)
* Try to get AI to build cottages more often: add +1 hammer to cottage on fresh water; remove qanat improvement (AH91)
* Removed action button for thumper promotion, and thumper unit
* Fresh water sources (well and windtrap) used to cost 2 movement points to move into. Changed CvPlot.cpp so that a feature with movement 0 does not change the terrain movement cost. So a well on a hill costs 2, and a well on flat costs 1. (AH54)
* Deleted Little Maker, Sandtrout bonuses and related Desert Compound improvement; deleted not-very-useful anchor grass improvement
I have updated the spreadsheet of unfixed issues / enhancements, attached.