I plan to use it for important DLL fix updates (patches if you like). I won't post EVERY DLL change here, but when I make changes that fix significant bugs I'll make an update. To install the patch: Download the attached ZIP Extract the DLL from the ZIP Replace the DLL of the same name in the 'Assets' sub-folder of your mod folder Important note - old-format save games will not neccessarily work across DLL changes. ALWAYS make max-compat format saves before upgrading to ensure you'll be able to continue. History (most recent change bolded): September 19th: Fresh start for V17 : Fixed crash when automated shadowing unit loses the unit it's shadowing (Campal's issue) September 22nd: Fixed crash on toroidal maps (those that wrap in both X and Y) September 30th: Numerous fixes since I last posted. Most importantly the CTDs that have been reported recently. October 15th: No patches yet for V18 October 18th: Update for the benefit of non-SVN users: Fixed some malformed hover texts that could occassionally lead to crashes Fixed potential crash with Python querying civics of dead civilizations Fixed WFoC found in Hydro's save game state Fixed spawn code that was resulting in massive Neanderthal spawning on wave 3 Modified Fixed Borders to mean that they won't hold tiles forever against cultural onslaught - only until the would-be owner has twice the culture of the current owner October 19th: Changed damage to adjacent units from city defenses to have a 1-in-4 chnace of hitting each such unit each turn, instead of it being a certainty October 20th: Added 'safety valve' to spawns to prevent entire quota of active barbarian units being exhausted! Fixed crash when an animal is subdued when no other valid plot exists for that animal other than the one it was captured on October 21st: Fixed problem with attacking units not advancing when last defender is killed Various performance tweaks October 23rd: Fixed units obsoleting incorrectly October 28th: Speedups Fixed over-production of settlers by the AI October 29th: Fixed bug in the code that was supposed to inhibity AI city founding when the empire is unhappy already and going to be made unhappier by it Also attached here are updated spawn info files: The Neanderthal.rar needs the two files it contains placing in assets/modules/custom_units/Neanderthal The units.rar needs the two files it contains placing in assets/xml/units These are the spawn definitions and schema for the neadnerthals and animals respectively January 11th Link to the V19 patch provided by AIAndy: http://forums.civfanatics.com/attachment.php?attachmentid=309324&d=1324075482 Febrauary 7th - Not an official update, but I have attached the latest SVN DLL for people to try out, since it resolves various CTDs and other issues. This is not recommended unless you are having problem however. A few words of caution: Make sure to save a copy of your old v20 DLL before replacing it with the new one in case you need to go back I am NOT 100% sure this DLL will even run against v20 XML, though I **think** it will. If it doesn't please let me know. Any saves you make from the new DLL will NOT be readable by v20, so if you need to go back, you'll lose any saves you make between the time you move to this new DLL and the time you revert to v20 February 18thUpdated with latest DLL. Amongst other thing this should fix resources going AWOL, AI attack stack not moving under certain conditions, and AI imploding when it gets too large by making a suicidal civic switch. February 19th - First v21 patch: Large performance improvement to automated and AI explorartion (especially sea) February 20th: A few things: Fixed a bug that allowed an enemy to sometimes use another player's routes Tweaked allowable pathing rules slightly Improved performance of explore AI/automation Second update to correct a hang in the first (oops). If you took the patch from earlier today be sure to replace it with the latest one now. February 27th - too many things to list really (see SVN thread for the past couple of weeks). Main things are a few CTD fixes, improved city build/AI governor choices (and UI control over human use of AI governor), and fixed major performance issues on some maps. February 29th - Small improvement to exploration AI Performance improvements to several automations and AIs Tweaked human player automation schedule to correct undetected end-turn situations Fixed a memory leak Added more memory leak debugging support March 1st Crash fixes from AIAndy & SO's python Fixed end-of-turn not happening sometimes due to stacked automated units Fixed recalculation of great people base rate in cities on modifier rebuild March 6th Rolling update to include the past week's SVN DLL fixes March 17th Rolling update of recent changes (SVN 2079). This version is NOT recommended unless you are having problems, as it contains a lot of new (aka slightly experimental) stuff. However, if you ARE having serious issues (crashes and hangs) please update to this DLL and see if they fix your problem. March 28 - first patch for v22 This patch corrects a very serious bug in v22, and ALL v22 users should download it. Corrects inability by the AI to correctly complete city attacks on their enemies (apart from barbarians) NOTE - anyone having issues can always try the latest SVN version of the DLL if they wish to do so, by downloading it from: https://sourceforge.net/p/caveman2cosmos/code/HEAD/tree/PDB & DLL archive/CvGameCoreDLL.dll This does not require any SVN software. However, please not that this is NOT a recommended patch for all users, as it's an ongoing beta of new developments. If you are having issues that you believe to be fixed by the SVN however, then it may well be worth a try... July 20th 2013 - suitable patch for V31 This patch corrects a number of crashes, the potential to create broken saves, and solves a bug that can cause invalid cached data to be generated. After replacing your DLL with this patch delete your existing asset cache folder (caveman2cosmos/assets/cache) before continuing. July 20th 2013 (update 2) - updated to rev 5812, which corrects the Great Farmer issue July 25th 2013 (update 3) - updated to rev 5835, fixing an issue with unit respawns July 26th 2013 (update 4) - updated to rev 5843, changes: Fixed an end of turn hang Fixed a bug in AI property (primarily crime) evaluation Improved AI evaluation of specialists Prevented the auto-setting of specialists while you're actually in the city screen Modified minidump generation to include the DLL revision in the minidump filename August 7th - updated to rev 5903. This includes a lot of AI fixes, but the reason for posting this version here is that it attempts to fix the crash reported by Wowa30. August 10th - updated to rev 5926. This fixes a few recently reported crashes.