Soon patch 2 will be available for you!
After some days of testing and adapting some things, I can upload it.
Here are the changes/add-ons:
-) 2 important OOS errors fixed
-) Slingshooter: 50% vs archers, generally all 100% unit bonus changed to 50%
-) Archers: city defense 100% -> 50%
-) Warrior: city defense 200% -> 150%
-- Sea People should be more dangerous
-- less defended cities shall be conquered more easy
-) Savanna only 1 commerce (+0.4 health)
-) Animals -25% instead of -50% vs spear and skirmish
-) Amphibious attack (river) -50% instead of -75% (cause of AI)
-) Standard-Handicap of AI is noble again
-) Starting gold (depending on handicap)
-) Scenario properties: no aggressive AI anymore
-) Forest and Dense Forest doesn't deliver +1 food anymore
-) Python: doRangedStrike of AI (BTS mission function instead of the self coded function)
-) No +1
per city status (there are lots of
bonuses)
-) On horse, camel (new) and elephant plots: always spawning animals (plotOwner = unitOwner)
-) Horses, camels and elephants can be conquered when domesticating tech has been researched
-) Promo: medic 4 possible with combat 3 now
-) Added maintainance of cults
-) Carthagians can found Phoenician religion
-) Added field of view (from BUG)
-) Companian dog doesn't have 3 promos anymore (unit selling exploit)
-) Archers +1% unit cost per unit (composite and reflex +2%)
-) Fixed: Germanians: Spearman -> Harii
-) Spartian Hoplite renamed to Homoioi
-) No warWearinessmodifier when city is a village and town
-) Unit: Sacred band gets loyalty promo again
-) Quarry can establish stone and marble (high chance)
-) Art: adapted size of ships a bit (scaled-down)
-) Snow and tundra -25% defense (as desert)
-) Bonus of specialist truncated:
-- Citizen: +1 commerce (only)
-- Freed citizen: +2 commerce (only)
-) Cheaper torture: 100 -> 80.
-) AI pays half torture cost
-) Flotsam should be immobile for the following turn (so that it can't be disbanded by the Barbarians at once)
-) Upgrade to cottage to hamlet: dense forests become normal forests
-) Galleys can see pirates now
-) Forge, bronze forge, brass forge: +1 health instead of +2
-) Barbarian animals get disbanded when moving in a Barbarian city
-) Rams don't get promos when created
-) Wonder Statue of Zeus becomes the shrine of the Greek religion
-) Formations: in cities too (adapted)
-- units don't lose their formation anymore when walking through cities
-) Formations: only for units without Fights on his own promotion
-) New Formation: Closed formation (for all infantry units with Drill 1)
-) Papyrus don't get obsolete
-) Limes (palisade und stone) added for scenario makers (momentary)
-) Trading post for extern resoucres added (instead of fortress)
-) Axewarrior ST 4 instead of 3, axeman ST 6 instead of 5
-) Plantation now 4 instead of 3 yield bonuses
-) For scenario makers:
-- TECH_VASENMALEREI is out and becomes to TECH_SALINEN
-- New in classical era: TECH_MANUFAKTUREN
-) New leaderhead: Parehu (Nubia)
-) New improvement: Villa Rustica (Latifundium) from Imperialism (about 200 BC)
-- buildable for Roman workers
-) Axemen: +25% city attack and +25% forest strength
-) Archers and skirmishers can't be transported by chariots anymore
-) Swamp and flood plains now -10% defense
-) PublicMaps updated
-) Current texts imported from online text tool
After some days of testing and adapting some things, I can upload it.
Here are the changes/add-ons:
-) 2 important OOS errors fixed
-) Slingshooter: 50% vs archers, generally all 100% unit bonus changed to 50%
-) Archers: city defense 100% -> 50%
-) Warrior: city defense 200% -> 150%
-- Sea People should be more dangerous
-- less defended cities shall be conquered more easy
-) Savanna only 1 commerce (+0.4 health)
-) Animals -25% instead of -50% vs spear and skirmish
-) Amphibious attack (river) -50% instead of -75% (cause of AI)
-) Standard-Handicap of AI is noble again
-) Starting gold (depending on handicap)
-) Scenario properties: no aggressive AI anymore
-) Forest and Dense Forest doesn't deliver +1 food anymore
-) Python: doRangedStrike of AI (BTS mission function instead of the self coded function)
-) No +1


-) On horse, camel (new) and elephant plots: always spawning animals (plotOwner = unitOwner)
-) Horses, camels and elephants can be conquered when domesticating tech has been researched
-) Promo: medic 4 possible with combat 3 now
-) Added maintainance of cults
-) Carthagians can found Phoenician religion
-) Added field of view (from BUG)
-) Companian dog doesn't have 3 promos anymore (unit selling exploit)
-) Archers +1% unit cost per unit (composite and reflex +2%)
-) Fixed: Germanians: Spearman -> Harii
-) Spartian Hoplite renamed to Homoioi
-) No warWearinessmodifier when city is a village and town
-) Unit: Sacred band gets loyalty promo again
-) Quarry can establish stone and marble (high chance)
-) Art: adapted size of ships a bit (scaled-down)
-) Snow and tundra -25% defense (as desert)
-) Bonus of specialist truncated:
-- Citizen: +1 commerce (only)
-- Freed citizen: +2 commerce (only)
-) Cheaper torture: 100 -> 80.
-) AI pays half torture cost
-) Flotsam should be immobile for the following turn (so that it can't be disbanded by the Barbarians at once)
-) Upgrade to cottage to hamlet: dense forests become normal forests
-) Galleys can see pirates now
-) Forge, bronze forge, brass forge: +1 health instead of +2
-) Barbarian animals get disbanded when moving in a Barbarian city
-) Rams don't get promos when created
-) Wonder Statue of Zeus becomes the shrine of the Greek religion
-) Formations: in cities too (adapted)
-- units don't lose their formation anymore when walking through cities
-) Formations: only for units without Fights on his own promotion
-) New Formation: Closed formation (for all infantry units with Drill 1)
-) Papyrus don't get obsolete
-) Limes (palisade und stone) added for scenario makers (momentary)
-) Trading post for extern resoucres added (instead of fortress)
-) Axewarrior ST 4 instead of 3, axeman ST 6 instead of 5
-) Plantation now 4 instead of 3 yield bonuses
-) For scenario makers:
-- TECH_VASENMALEREI is out and becomes to TECH_SALINEN
-- New in classical era: TECH_MANUFAKTUREN
-) New leaderhead: Parehu (Nubia)
-) New improvement: Villa Rustica (Latifundium) from Imperialism (about 200 BC)
-- buildable for Roman workers
-) Axemen: +25% city attack and +25% forest strength
-) Archers and skirmishers can't be transported by chariots anymore
-) Swamp and flood plains now -10% defense
-) PublicMaps updated
-) Current texts imported from online text tool