Oh, I see.
If I may ask, what are these particular situations ?
Cities are listed on the AI's trade list whenever they would not flat-out refuse to trade them. (Originally, all cities except the capital were listed but disabled, and the mouseover text said something like "over my dead body". Now the cities simply do not appear on the list if the AI would deny trading them like that.) -- This basically means that the cities will be listed when at war, or when a particular city could be 'liberated' to your team. That's about all.
After my mod got its own subforum, I found it useful to branch out the main discussion into a few new threads, organized by topic. For example, a bug report thread or a "weird AI behavior" thread could remove clutter from this one without requiring people to open a new thread when they see the AI do something but are not sure if that's intended behavior or not.
And congrats to the new forum of course
That sounds like sound advice. A bit of organisation / anti-clutter would probably be good. ... but...
.. Well actually I'm starting to regret having the sub-forum created. There are potential benefits to it, but I think that to unlock those benefits I'd have to take on a bit more work to organize and advocate different branches of discussion and so on - but I'd prefer not to have to think about it.
Also, since this main thread is now in the sub-forum, K-Mod is no longer represented anywhere in the Mod-pack forum. I could create a new thread there to announce updates and so on, just for visibility; but again that would be a bit of extra work to maintain; and I think it would create some confusion about where things were meant to be discussed. -- And in general, I think the existence this sub-forum may have an effect of isolate K-mod players from other parts of the civ4 community - which isn't really what I wanted. K-Mod is so similar to the base game that there isn't much reason why it couldn't simply be discussed in the main forums...
I suppose what I'm kind of expecting to see in this subforum is some separate threads to discuss particular game mechanics (eg. are the Global Warming mechanics working well are there enough / too many warming events; does it happen too early / late in the game; does it scale properly with map size / type and with game speed?); and discussions about potential balance changes and so on; and perhaps some threads about certain K-Mod based mods. But for that kind of stuff to be worth while, there have to be enough interested people to actually start and carry out the discussions...
Anyway, I guess we'll just see how it goes.
In the mean time, I've just uploaded version 1.36; which most consists of bug fixes. There are a couple changes that have not been thoroughly tested, but I'm not expecting any problems.
One minor change in v1.36 which I really like is the city names change. When I first starting playing Civ4, I sometimes liked to change some particular city names into funny variations on the default name.. but this quickly became very tedious, because whenever a city was renamed; the original name would be selected again by default for the next city founded. For example, suppose I didn't want to have a city called "Rome", and so I rename it to "Roam" or whatever.. in the previous system, I would then I have to manually rename
every city I founded after that, because "Rome" would be the suggested name every time. -- That's the problem I've fixed in v1.36. In the new system, "Rome" would only be suggested for the first city until enough cities have been founded for the names to loop around again. -- I reckon this is a great change, and I'm now wondering why no one thought of doing this sooner...