Version 0.149g
- Put in all files, made into executable (thanks Jenks!)
- pink blob hover bug for units with customised icons FIXED (spot by ErikG !)
- took the +50% city defense off the pulse dampener
- armored unit characteristics now all 'no defensive bonuses' and '20% withdrawal chance'
- upped fusion rover cost to 90 (from 70)
- reduced EMP infantry cost to 60 (from 80), changed bonus vs armored +50% (from +100%)
- Borg Tank now requires He-3 (as with other armored units: fusion rover & fusion tank) and lattice crystals (as with fusion tank)
- four ugly / faulty bits of coding found and fixed
- all difficulty levels are now the same (set to the noble setting) to ensure all playtesting is of the same level of game
- removed access to City Garrison promotion tree for psionic units
Version 0.149c,d,e,f
(Work by Jenks)
- gave probes the flat movement characteristic
- done some work trying to advance the lifeform spreading 'prophets'... unfinished, couldnt find the dendrite building to put as the prereq for cyneid prophet...
- made the cyneid and mutagen units/prophet require the cyneid religion as a prerequisite to building
- roaming psionic energy pulses AI changed to 'Attack' (hopefully more aggressive)
- adjusted pulse dampener to +100% vs other psionic units (now has a bonus against all pulses, including lattice-roaming pulses)
- redistributed the Borg / Cyneid / Mutagen specific units out of the species combat_classes
- added another species-type promotion, 'Native'
- removed the 'native' promotions tree, made all the native units 'psionic' unit combat types with the new native promotion
- introduced Airborne as a unit combat category (added probe / zeppelin)
- introduced Fibersea as a unit combat category (added Fibersea Explorer)
- added a 'Artillery' combat class, its empty at the moment but figured we will have some seige or artillery units at some point
- removed all redundant unit categories (gunpowder / archery / naval / mounted / helicopters etc.)
- tidied up the code spelling-wise so that it always reads CYNEID, I have been commenting on the species as Cyeneid elsewhere as i have been misspelling it!
- changed Vitologist stats again, taken away -ve culture to (4/-1/-2)
- fixed the Seige I, II, III promotions bug for Armored units (they wont accept collateral damage bonuses for some reason on this combat class. seige promotion concept changed to +10% bombardment and +1 first strike per level of I-III)
- fixed the Rover I, II, III promotions for Airborne units (similarly civ wont accept adding withdrawal rate on this combat class. level I now gives 1 first strike chance, II gives +1 visibility, III gives +1 movement) will look into these bugs more ...
- removed Great Person points from the Datalinks so there is (currently) no way to make great people
- removed redundant code for vanilla improvements and worker actions (lumbermill/fallout etc.)
- introduced two python files PyHelpers.py and CvAdvisorUtils.py to remove unwanted 'congratulations on building your first helicopter' popups etc.
- assigned some civ issue icons for the new combat classes
- various XML cosmetic changes (to do with gold - > energy etc.)
- tidying of the civilopedia comments to reflect the changes
(work by ErikG)
- Updated fonts and meshed them with XML files
- Changed screen yield overlay to new iconography
- Added hover image for NH3 resource
(work by Padmewan)
- Adjusted Pulse Dampener to iCombat = 1, +400% vs. Psi, +50% city defense
- Adjusted Pulse to iCombat = 4
- Restored Applied Physics as prereq for PD
- Adjusted Militia to +25% city defense
- Removed hill defense from Security
- Raised Zeppelin cost to 30
- Changed default AI for Salvage to Great Artist
- Restored Wild Energy AI to "Animal" (otherwise game doesn't seem to create them)
- Changed placement for Wreckage to exactly 2, 3 tiles away from starting location
Version 0.149b
- Pulse Dampener CTD FIXED
- Probe now moves 1, but can enter Lattice
- Zepplin now moves 2. (Still can't pick stuff up, that takes some more XML work than I have time for right now).
- I've tweaked the combat values of the Pulse and Pulse Dampener so many times that I have no idea what it used to be, but the values are now:
Pulse = combat 3, + 50% vs. most units
Pulse Dampener = combat 2, +100% vs. Pulse
Version 0.149a
- Upped Vitologist to 4 food to account for 3-food population
- Fixed Python code that left fake "Terraform" improvement in place after being built
- Inserted warning about Pulses
- Changed Pulse code to generate 1 pulse / unhealthy pop; ends at Era II (not a permanent fix)
Version 0.149
- Implemented "Irrigation" system for bonuses and hothouses.
- Implemented Chalid's tech slower
- Reduced incidence of CO2 and NH3
- Nerfed the Genomy civics, some units
- Implemented Energy Pulses that manifest every 10 turns and attacks each city until the natives organize or player hits Era II
- Implemented RogerBacon's Flying mod to enable Pulse to travel linearly without regard to terrain.
- Gave all civs extra units for defense
- Implemented ship Wreckage, Salvage, and some special Salvage Buildings
Version 0.1474
- Fixed CTD caused by improper Security Battalion graphics
- Removed Security Squad and replaced with Militia for starting units
- Gave Security and Brig civs Security Battalion as starting units
- Implemented Cyneid unit 2 ("catapult")
- Implemented Bomber
Version 0.1473
- Added initial units and buildings for Era II (much thanks to woodelf and 3D modelers)
- Readjusted tech costs for Era I
- Created Genomy (lifeform) civics
- Added improved flags (thanks Senwiz)
- Connected Genomy to "State Lifeforms" (much thanks to Kael)
- Converted Propoganda Machine to Nt'l, not World Wonder
Version 0.1471
- Extended tech tree to Era II (much thanks to woodelf), including:
- - Adjusted bonus appearances by tech
- - Adjusted obsolete techs for buildings
- - Set techs for trading, etc.
- Removed negative health from "terran air"
- Switched life support and biosynthesizer
- calibrated appareance of bonuses to analogouse bonuses in Civ4 (e.g. He3 = Horses, Crystal = Iron)
Version 0.147
- Added "Terran Air" feature to correct for AI not building terraforms
- Included Rabbit, White's Warhammer 40K Chimera unit for Combat Engineer
- Separated sound files for smaller download
- Changed in-game graphics for high wind bonus
- Minor changes to tech buttons, text
- Screwed up some faction flags
Version 0.146b
- Corrected Solar Plant model bug that caused CTD
- Added non-buildable, low-power military unit for starting if the faction doesn't start with probe
- Rebalanced Hothouse and Terraform to attempt to get AI to build both
- Created buttons for most facilities and units:
- Small changes to Native (Barbarian) cities/units.
0.146
- Moved text to text keys (painstaking work by woodelf)
- Lots of small text changes
- Changed Terraform to "trick" AI and also auto-build Hothouse upon completion.
- Gave CO2 and NH3 a placement order of 0 (1-2 tiles away from starting locations).
- Enabled Hothouse to discover Corn as well as Rice and Wheat. Eliminated any bonus food for these, but they do give health. Become available at Cyrobiotics (probably should be later)
- Created Extractor improvement for Basalt
- switched techs for Build Hothouse and Biosynthesizer
- Gave HQ +1 psi and made the first 3x3 expansion @ 20 psi; otherwise the AI could be crippled.
- Changed Resonator to require Lattice or Resonance Wash in anticipaton of river removal. (Of course, that would remove Resonance Wash!)
- Added Solar Plant (+1 energy) at Adaptive Energy
0.145
- Fixed city, jungle soundloops
- Upped psi (culture) expansion to 0 / 50 / 200 / 2000 / 50000 at Gamespeed-Normal
- Changed Probe to Dual's TIE Raptor
- Added Thermal Vent bonus (smoke FX; +Food or +Energy depending on improvement)
- Removed Warrior and Worker goodies and replaced with Agribot goody (build hothouse; consumed on build)
- Moved Civicemocracy to Ethical Calculus
- Moved Civic:Free Society to the Future...
Version 0.143
- Fixed mouseover CTD issue by setting coast food value = 1.
- Removed water working ability altogether from Era I techs. (Will be addressed in Era II)
- Renamed land types: Wasteland (0/0/0), Basalt (-1/2/0), Sand (0/1/0), Soil (1/0/0).
- Excised XML Unit errors thanks to woodelf!
- Moved Network Node building up to Knowledge Networks
Version 0.141
Big props to Krikkitone for contributing 95% of the ideas in this big revamp!
- Upped land value to 1 food to prevent CTD bug described above
- Temporarily removed terrain graphics to reduce download size and GPU strain.
- Replaced many graphics with Rabbit, White's moon/future/sci-fi units and Dual's Master Blaster
- Completely revamped tech tree.
- Lattice (Jungles) now look more alien. Thanks Kael!
Version 0.12
- Tweaked tile values (no "river" commerce, windmills only in high wind) to make Resonance more urgent for economy
- Experimenting with ambient sounds (but removed gunship noise!)
- Reskinned Pyramid, Pentagon shape resources. (Could not get Spiral and Circle to cooperate)
- Tweaked Tech Tree to be somewhat more legible
- Tweaked some text in text.xml
Version 0.11
- Replaced giant pink ziggurats with pentagons
- Removed unused diplomacy music files (saves 8.6 MB!)
- Embedded Assets folder in containing Roanoke folder