SVN Changelog

Revision 1173:

Further updates in some UP codes for Morocco and Norway
Readded help texts for civic stability, but in a new format and without the color-code
Adjusted the text borders on the new Civic Screen, so longer civic names fit better
Limited Monarchy = Constitutional Monarchy, Free Religion = Religious Tolerance
Vassalage is stable with Feudal Law, Common Law is unstable with Serfdom, Imperialism is unstable with Merchant Republic
Increased stability bonus for "good" civic combinations, also decreased a couple penalties for using "wrong" combinations
Venetian AI's favourite civic is Trade Economy (they start in Merchant Republic anyway)
 
Revision 1174-1175:

Various minor text improvements (mostly DoM and DCN)
Frankokratia and Venetokratia are also added as dynamic names, at least for now (still not entirely convinced about these two)
Stability Guide update
 
Revision 1176:

Various dll bugfixes and optimizations from BBAI, K-Mod, Afforess
Some other minor code optimizations in the dll
 
Rev. 1178

1200 AD scenario
Modified code scenario initialization code (starting gold/ contacts/ visible area etc)
Ordered civs in Provincemanager chronologically

It might be obvious, but I say it anyway. The 1200 AD scenario is a test version. There are still a lot of things that aren't done yet, nor is it balanced. But giving you access to the initial version can speed up the development.

@ Absinthe
I included a GameCore file which is required for the autoplay to work. Can you build a new DLL with that change?
 
Revision 1180:

Fixed serious bug with stability refreshment on demand (F2), which caused continuously changing (mostly decreasing) stability in some cases
Fixed 2 different issues connected to stability calculations in anarchy (resulted in extra instability in longer anarchies)
Revised swing stability calculations, now converges to 0 a little slower
Lowered anarchy swing instability for the AI, normal anarchy instability for everyone
Anarchy instability now appears right away for the human player, not with a turn delay (bleee.. this was way harder and more time-consuming than I expected)
Minor civic screen adjustments
Fixed a couple python exceptions
Another K-Mod optimization
 
Revision 1181:

General:
Option in globaldefines to enable/disable AI UHV (disabled by default)
Updated StoredData handling from SoI and DoC
Improved constant initialization
Fixed some minor python inconsistencies
Some minor python improvements

1200 AD scenario:
Horse resource near Hadrianopolis for Byzantium (disappears when someone conquers Hadrianopolis or Constantinople)
Morocco and Arabia start with Arabic Knowledge (other tech assignment will be done later)
Added code to handle DoM text for 1200 scenario
UB instead of generic building for all civs
Reduced Marrakesh to size 7 to avoid starvation
 
Revision 1182:

Reverted everything other than the scenario map changes to rev. 1180
Some minor AI optimizations
Added scenario specific AI autoplay
 
Revision 1183:

Restored the StoredData updates
Restored some other small python updates

1200 AD scenario:
Added Tribezond to Byzantium
Changed Welsh Cardiff to Caernarfon
Made the first 3 crusades already happen
 
Revision 1184-1185:

Minor fix for scenario-handling connected to the DoM screen
ChangeLog update
Small update in the French DCN
Updated dll code for scenario identification
 
Revision 1186-1187:

Fixed victory screen mistake
Python optimization
 
Revision 1188:

Various improvements in the right-away anarchy instability code (ehh, I hate that one :P)
Fixed small mistake on the mercenary screen
 
Revision 1190:

Fixed dawn of civilization screen bug
Sweden starts with Feudal Monarchy, Serfdom, Manoralism
 
Revision 1191:

- Increased the significance of war maps - both with increased values (when choosing target) in general, and with more differentiation between the levels
- Indy and barb cities inside war maps have a much increased chance to be AI targets, and now this also heavily depends on the war map levels
-- So indy/barb cities in core areas will almost always be primary targets
- Indy and barb cities outside war maps now have some chance (were totally ignored previously), but it's significantly reduced compared to normal targets
- Revised code and fixed various inconsistencies connected to the settler and war map setup
- Removed all unnecessary values from all settler and war maps, now they only have WB values everywhere
- Added new hover-function: holding down alt when hovering on the map will display the respawn areas
- Option to enable/disable both the spawn and respawn hover displays, in the RFCEBalance.py
- Colour for respawn areas is white, colour for spawn areas changed to purple (for now)
 
Revision 1192:

Fixed setup for GlobalDefines_Alt.xml, it wasn't read (thus wasn't used) before at all
Set the AI UHV checks enabled by default, they wasn't disabled anyway without reading the xml
Added option for the previously added spawn/respawn area displays in the GlobalDefines_Alt
Added option to enable/disable autosaves during AI autoplay, also in the GlobalDefines_Alt
Fixed AI War setup for the 1200AD scenario
 
Revision 1193:

Strengthened the Reformation procedure, most conversion-related chances are somewhat increased
Revised all civs' willingness for Reformation, which now not only affects the main decision, but almost everything connected to it
Neither all your cities nor all the religious buildings will convert automatically, even if you embrace the Reformation (but still a significant number of them)
Protestantism will still spread to some of your cities, even if you decide to stay Catholic (but it won't convert any buildings)
Bigger number of neutral (non-Catholic, Indy+Barb) nations' Catholic cities will follow the Protestant ways
More populous cities have increased chance to get/keep both Protestant and Catholic religions
Added the same minimum interval timer for converting your State Religion if you embrace the Reformation
Somewhat increased faith point bonuses from the Reformation (both on religion spread and on building conversion)
If Protestantism spreads to a city and all the religious buildings are converted, Catholicism itself might also disappear from the city
Various new interface messages for the different situations connected to the Reformation

Cordoban UP update: +1 food bonus for every 2 excess health, but applied in all cases (not only when the city is not starving without the bonus from health)
For the 1st Cordoban UHV, Cordoba should be the biggest city alone (tie is not enough)
New Dynamic Civ Names for Burgundy, Cordoba (+ Tunisia), Morocco
Work boats can also pass foreign borders, as all other naval units
Lowered cost of Religious Prosecutors, upped their max number to 3
Decreased some production modifiers for Cordoba, increased for Novgorod
Less barbarians around Novgorod, reduced both the generic barbs and the Mongol threat for them
Revised all older hints (which can be seen on loading a game) to be in sync with the latest version of the mod
Added around 10 new hints - some are only for fun though :)
Added some new and improved some old event and interface messages connected to Crusades and to religious persecution
Successful Crusade spreads Catholicism to Jerusalem (if not present already)
Wattasids won't revolt if Morocco controls the region, they now appear in their DCN as a ruling dynasty

Fixed a couple mistakes in python code which resulted in .dll assert failures (they were probably harmless though)
Fixed issue where some AI civs would switch back from Protestantism right away / as soon as it was possible
Fixed critical bug which resulted in some weird cases where masters and vassals were not mutually at war with an enemy
Fixed a possible bug which might be connected to the city-conquest CTD
Fixed issue where you couldn't declare war on indies and barbs in first 5 turns
Fixed issue which appeared if the game was trying to remove a bonus resource from a plot when there wasn't any
 
Revision 1194:

Fixed inconsistencies with the Scottish UP - will work against major civs and indies, but not against barbarians
Fixed issue with Venetian naval units' starting position
Changed around the colours of some interface message
 
Revision 1195:

Fixed serious AI bug where a major nation was not mutually in war with an indy civ in some special cases
Fixed bug where later set (on other civs spawn for example) potential provinces were never upgraded to historical/core
Fixed bug where all provinces of the given civ were reset to their initial status on respawn (thus not taking later changes into account)
Fixed issue on respawn where potential provinces didn't change status with the flipped cities
Found provincetype issue connected to province initialization, added some asserts for it until provinces are updated
Fixed assert failure connected to the new civic screen
Fixed possible CTD with some AI worker action calculations, based on a Firaxis mistake - by OrionVeteran
Fixed another (probably harmless) assert failure, connected to civ initialization
Fixed bug in unit looping connected to prosecutors, which results in a huge performance improvement - thanks to Nightinggale
Fixed bug where Byzantium could collapse in some rare cases even without losing Constantinople
Fixed various bugs in the Venetian preset war against independent Ragusa
Fixed bug (and potential crash) connected to renaming the city on city secession
Fixed bug where religion foundation date were displayed as "Early Middle Ages" for almost all game long
Fixed bug: the Pope now always ignores Barbs and Indies outside it's war map

Minor text updates (DCN, civilopedia, message, hint)
Fixed some mistakes in the French and Venetian settler maps
Switched colours of spawn and respawn area displays
Religion Screen and Company Screen can now handle unicode characters
Improved religion foundation date information on the Religion Screen, also it now takes different scenarios into account
Improved city and wonder foundation date/city/civ information on the Info Screen, also it now takes different scenarios into account
Fixed mistakes on the Info Screen where information from the top5 cities and from the wonders were not in sync (connected to city visibility and contact with the civ)
Readded era displays to various screens (main, info, religion) before the discovery of Calendar

Respawned civs can no longer collapse in the first 10 turns
No city secession in the first 15 turns after spawn, or in the first 10 turns after respawn
If the civ is respawned, it's harder to collapse them by barbs
Vassals can now also instantly collapse if they lose a significant amount of their territory in a couple turns
Fixed issue where the human player collapsed less often then it should
Improved mechanics for all 4 different collapse types, collapses should be way more straightforward
Increased frequency of resurrections, decreased number of civs that can stay in a collapsed state at a given time

Correct CNM name for new cities placed in the WB
Since the WB file cannot handle special characters and long names perfectly, added function to rename city names on the start of the scenario
Reduced overall damage from the Hungarian Végvár: units won't get a fixed amount of damage, it depends on their current HP instead (so Végvár won't kill units, only weaken them)
AI civs will more often reconsider their wars against minor civs (indies)
AI war declaration on indies is now based on their war maps, the chance is increased with higher war map values
AI civs will much more frequently declare war on indies in their core area
AI declares war on the new indy city right after city secession
Only half of the units present in the city will flip to the new indy civ/city on secession
 
Revision 1196:

Respawned Cordoba or Aragon are not affected by stability penalties for not holding the original core area
Fixed Kievan Food UP, now it correctly gives +2 food on all city tiles
Slightly decreased number of Steppe Horse Archer barbs for Kiev
Small improvements in the minor war mechanics (wars against indies and barbs)
Fixed issue where the Pope could potentially choose to follow Protestantism on Reformation, now it will never spread to Rome if the Pope is Catholic
The minor nation revolt mechanics also use the new city secession rules
One free defender unit for the new owner of the city
The first unit from the original owner will always defect to indies on city secession
All the other units have 60% chance to stay with the original civ
Settlers and Great People never flip to the indy civ on secession
Fixed inconsistencies on city flips connected to the spawn and respawn mechanics
 
Revision 1197:

Fixed bug where the Krak the Chevalier was not working in some rare situations
Minor city name map updates for Hungary
New Sahara province, adjusted borders of North African provinces
Fixed non-defined provincetype issue connected to province initialization
 
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