Okay guys--sorry about the delay. I had to work out some issues with balancing the tech leak. It was running out of control in the late game. Also some final civic balancing issues.
Arlborn said:
Ye,
OPTIONAL would be nice

(Stack attack)
Sorry--won't be included in this version. Regretfully, the AI wasn't setup to use the stack attack at all and would be attacking totally ineffectively. They do understand the bombardment and use it really well, so that was a no brainer.
Quetz said:
Sevo, EMERGENCY!! (well, kinda, heh.) Please read this before you patch!!
Maybe we can get one more 'feature' for the vanilla version, since from what I have heard the fix is pretty easy.
http://forums.civfanatics.com/showthread.php?t=185926
Wow. Nice catch by you guys. Unbelievable, but TGA was dead on. THe AI is miscalculating, which may explain in detail why it's ability to fight is so...uh...BAD. This will definitely be included. It's an easy patch and it won't take long to recompile the DLL.
zagaz said:
I have the same issue. Also, I have been playing as Wang Geon of the Koreans and He is Spiritual and Progressive, the little info box when you hover over the flag in the bottom right does not properly display all the benefits of Progressive, it shows, max 1 turn of anarchy and can build monasteries quicker.
The other effects are working. The problem is that the flag rollover is a widget that's computed by the C++ code and doesn't actually "look" for the changes I made, so it doesn't tell you about them. I could change it but it would require time and didn't think most people would care. The effects are working as they should and the civ screen in the civilopedia displays them correctly--thats the info you should go by. There are other examples of this type of thing in some of the other pop-ups, etc, but when in doubt go by the pedia information because I try to make sure that's displaying correctly if all else fails.
zarakand said:
Any idea what they do? I'm sorry I didn't understand what you meant by plotlist enhancement. Thanks.
I'll put a display on the first page that explains this and the workings of the other new buttons.
Arlborn said:
These buttons are right, it supposed to appear there and its a part of a feature of the mod, although I dont know how to use it right...
Btw, SEVO, it is true next version will have a codec of winamp with it? lol
YES. The next version won't actually have a "codec", but it will have winamp controls in it as well as title/track time displays. Freakin' SWEET.
Spartan117 said:
does the ai know how to use forts? in vanilla civ they dont, i was just wondering if anybody "fixed" the ai regarding fort construction
The AI still doesn't really utilize forts very well, if at all. It's an advantage for the player in SP games but a definite element of gameplay for MP.
I'll put it on the hitlist for future release.
Warlords: Not going to be compatible with this release. Wyz_sub10, Woodelf, and now myself are working hard over the next little bit to create all the new required buildings for all of the new civs in this mod. Once that's done and CivGold is updated I'll port the new stuff over and upgrade this baby to Warlords status.
I'm going to be working on some system to allow me to make changes in both the vanilla and the warlords versions simultaneously so I don't have to keep, in effect, two mods up-to-date and synchronized. That way I can keep working on this stuff and both Vanilla/Warlords versions will be current.
I will have a version downloadable by tomorrow morning--barring an act of God, natural disaster, or an invasion by an army of ray-gun wielding spider monkeys.
@GravEatr: Missles taking out buildings is a good idea. I'll stick it on the list.