Hey all,
New version inbound, just in time for 4/20 - whatever that may mean to you!
Includes a few cool new features as well as some AI changes and key bugfixes, courtesy of @ilteroi, @Milae, @Rekk and myself.
Changelog:
Link: https://drive.google.com/file/d/1-lzZMaEcTMGSwLyIuiKR2tTrWK3K9GWg/view?usp=sharing
Online as of 12:56 AM CST on April 20th. Not savegame compatible.
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Version 2.1.1
Added "automate production" feature to cities, courtesy of balparmak.
- Non-puppet, human-owned cities can have their production choices automated
- Automated cities will not produce units, buildings that require resources, or (if running an empire-wide deficit) non-defensive buildings that require Gold maintenance
- You can still manually add things to the production queue
- Automated cities can still have city focus/tiles/specialists assigned
Online as of 9:14 AM CST on April 26th. Savegame compatible with 2.1 versions.
New version inbound, just in time for 4/20 - whatever that may mean to you!
Includes a few cool new features as well as some AI changes and key bugfixes, courtesy of @ilteroi, @Milae, @Rekk and myself.
Changelog:
Code:
General
- City cycling with Venice now includes puppets
- Internal change to how 'areas' are defined on the map, mostly for AI usage
- Added DLL integration for balparmak's experimental unit production AI changes (not yet enabled by default)
- Added DLL custom mod option to only award XP on a unit's first attack in a turn
- Blocked compatibility with old versions of (3), (4) and (5) mods
- Fixed text issues
One City Challenge
- The city conquest popup now appears with this option enabled
- This provides a turn to move Great Works out of the city before selecting its fate
- Cities can now be liberated (if possible)
- The option to raze instantly destroys the city as usual, but now also triggers effects for razing a city (e.g., Timurids modmod UA)
Resource Diversity Modifier
- Now only counts each type of resource once. Multiple copies of the same resource in a city are ignored
- Now counts Strategic and Bonus resources as well
Units
Inquisitor
- If stationed in or next to a city, now correctly reduces the strength of enemy Missionary and Prophet conversions by half
Impi
- Can now fortify again
- If its free ranged attack kills the target, an attack is now expended
Giant Death Robot
- If its free ranged attack kills the target, an attack is now expended
- Gains Amphibious so that it can step over rivers with its huge legs
City-State Unit Gifting Quest
- Won't request Conquistadors or any other unit with settling abilities (bugfix)
- Won't request boats as gifts if your capital and theirs aren't both coastal
- Won't request any unit class they're unable to build themselves (scouts, aircraft carriers, etc.)
- More likely to request a major civ's unique units over standard units
AI
- Automated workers will remove Marsh tiles even if "Preserve Forests/Jungles" option is enabled
- Improvements to tactical AI, including better handling of garrisons and citadels
- Adjustments to AI's "should I forward settle?" check
- AI should now properly handle Great Generals/Admirals in armies again
Bugfixes
- Fixed deal AI bug allowing you to add "IMPOSSIBLE!" items like capitulation to low warscore peace treaties
- Fixed a significant AI military strength perception bug (military rating wasn't decaying over time)
- Fixed XP limit for City-States/Barbarians not applying if the city itself was attacked
- Fixed ability to select a free Great Prophet before founding a religion as the Maya
- Fixed a bug in Milae's Alternative Difficulty modmod
- Fixed units not being able to be promoted upon creation/purchase
New logic: A unit that is out of movement AND has attacked at least once this turn cannot be promoted.
Link: https://drive.google.com/file/d/1-lzZMaEcTMGSwLyIuiKR2tTrWK3K9GWg/view?usp=sharing
Online as of 12:56 AM CST on April 20th. Not savegame compatible.
---
Version 2.1.1
Added "automate production" feature to cities, courtesy of balparmak.
- Non-puppet, human-owned cities can have their production choices automated
- Automated cities will not produce units, buildings that require resources, or (if running an empire-wide deficit) non-defensive buildings that require Gold maintenance
- You can still manually add things to the production queue
- Automated cities can still have city focus/tiles/specialists assigned
Online as of 9:14 AM CST on April 26th. Savegame compatible with 2.1 versions.
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