deanej
Deity
I've put the 3.0 changelog below. What's left is polishing the leaderheads (putting the first contact text into the game, pedia entries, personalities). I'm afraid I can't promise it will be out soon, but I can promise that it will be out within the first couple weeks of May.
•Added bUnique XML tag to Civ4UnitClassInfos.xml and Civ4BuildingClassInfos.xml
•Krenim can build Heavy II and Kazon can build Intercepgtor (UUs no longer replace anything)
•Disabled USE_CANNOT_TRAIN_CALLBACK (now obsolete)
•AI recieves free Warp 5 technology on higher difficulty levels
•Lowest difficulty levels: player recieves free Warp 5 technology
•Highest difficulty levels: AI recieves free Phase Pistols technology
•Barracks: no free promotions, grants 5 XP
•Many Worldbuilder improvements by TC01
•Disabled unrestricted leaders (due to civ traits)
•Disabled vassal states (due to an unresolvable bug)
•The AI can capture units
•Theme files moved to Star Trek folder (instead of using Final Frontier's), so that people who have deleted the Final Frontier mod do not need to reinstall or download additional files
•Fixed bug where systems built on a razed system would have buildings from the razed system
•Merged movies into main mod folder
•Renamed Serfdom to Penal Labor
•Tacheyon Detector promotion requires 25 gold
•Cloned bOnlyDefensive from units to promotions
•Merged in TC01's cloaking modmod (with some modifications)
•Klingon UU: Can attack when cloaked, quick attack range of 1
•Merged in the CivAccelerator mod by the History of the Three Kingdoms mod team
•Merged in part of the AI Autoplay mod (came with CivAccelerator)
•Food and production from trade routes (if modded in) will now be properly applied
•Engineer specialists provide production again, not XP
•Added the scenario game option (hidden, used only for loading scenarios)
•Scriptdata no longer used to keep track of scenario files. Use the scenario game option instead.
•Forced city AI update at start of game, in case of a possible bug
•Penal Labor: 5% military production bonus
•bNeverCapture now works!
•Added bAlwaysKeep and bOnlyOne to Civ4BuildingInfos.xml
•No more buildings stored in long lists in python! XML is now used instead.
•World wonders are kept when capturing a city
•Changed Romulan UU to Scimitar (replaces Heavy II): can attack while cloaked, 1 range
•Fixed AI population assignment bug
•Disabled USE_CANNOT_FOUND_CITY_CALLBACK (functionality now in the DLL)
•Overflow is now calculated before a building is added to a city (so hammer overflow is now always applied correctly for buildings)
•Added Hostile Universe gameoption
•Barbarian cities should now be founded
•Disabled USE_GET_BUILDING_COST_MOD_CALLBACK (functionality now in the DLL)
•Avoid Growth renamed to reflect that it prevents the auto-assigning of population
•Added new technologies: Interstellar Diplomacy, Interstellar Economics, Advanced Engineering
•Added the Project Genesis wonder (requires Advanced Engineering, +2 Great Scientist points, +2 science, won't lose best planet when hit by Subspace Warhead)
•CvAI now understands unique buildings
•Added Orbital Weapons Platform: requires Advanced Engineering, 15 strength, +25% city defense, 1 move (but immobile)
•Vaadwaur UU: Fighter, replaces Interceptor, 25 range
•Added civilization traits
•Text fix for TradeYieldModifiers in Civ4TraitInfos.xml
•Financial provides +50% commerce per trade route, no gold modifier
•Fixed Starbase culture bug on flat maps
•Added Assimilator promotion (30% chance to capture enemy units, requires combat 3)
•Added Resistor promition (60% chance to resist capture, requires combat 2)
•Units have 1% chance to capture enemy units during combat
•Added unique wonders
•Doubled unit XP values from combat
•Religions have different effects when state religion
•Religions can have help text
•Merged in Sephi's Faster 3.19 mod
•XML no longer logs blank entries and entries with NONE as an error in the XML log
•Current building planet is updated when a city is captured (prevents exploit where a player can build on a culture ring they don't have access to when capturing a city)
•Unique buildings will no longer be converted with the Assimilation option on
•Regular game concepts are now displayed (requires clean install)
•The Galaxy: normalized to calendar, can adjust gamespeed
•Nerfed factories (only +25% production with power)
•AI will build Habitation System on any planet
•Fixed bug where AI would attempt to build Starbase on a plot owned by another player
•Disabled customAssets (removes conflict with BUG)
•Disabled many additional python callbacks (thanks to Afforess)
•Alien Vessel: 2 strength
•Removed "Faith of the Heart" full version from soundtrack
•All light ships can carry missiles
•Added new civilizations: Xindi, Maquis, Orion, Suliban, Voth
•Added new leaders: Chang, Odo, Lore, Garak, Seska, Jaro Essa, Intendant Kira, Degra, Dolim, Eddington, Harrad-Sar, Silik, Forra Gegen, Odala
•Added bUnique XML tag to Civ4UnitClassInfos.xml and Civ4BuildingClassInfos.xml
•Krenim can build Heavy II and Kazon can build Intercepgtor (UUs no longer replace anything)
•Disabled USE_CANNOT_TRAIN_CALLBACK (now obsolete)
•AI recieves free Warp 5 technology on higher difficulty levels
•Lowest difficulty levels: player recieves free Warp 5 technology
•Highest difficulty levels: AI recieves free Phase Pistols technology
•Barracks: no free promotions, grants 5 XP
•Many Worldbuilder improvements by TC01
•Disabled unrestricted leaders (due to civ traits)
•Disabled vassal states (due to an unresolvable bug)
•The AI can capture units
•Theme files moved to Star Trek folder (instead of using Final Frontier's), so that people who have deleted the Final Frontier mod do not need to reinstall or download additional files
•Fixed bug where systems built on a razed system would have buildings from the razed system
•Merged movies into main mod folder
•Renamed Serfdom to Penal Labor
•Tacheyon Detector promotion requires 25 gold
•Cloned bOnlyDefensive from units to promotions
•Merged in TC01's cloaking modmod (with some modifications)
•Klingon UU: Can attack when cloaked, quick attack range of 1
•Merged in the CivAccelerator mod by the History of the Three Kingdoms mod team
•Merged in part of the AI Autoplay mod (came with CivAccelerator)
•Food and production from trade routes (if modded in) will now be properly applied
•Engineer specialists provide production again, not XP
•Added the scenario game option (hidden, used only for loading scenarios)
•Scriptdata no longer used to keep track of scenario files. Use the scenario game option instead.
•Forced city AI update at start of game, in case of a possible bug
•Penal Labor: 5% military production bonus
•bNeverCapture now works!
•Added bAlwaysKeep and bOnlyOne to Civ4BuildingInfos.xml
•No more buildings stored in long lists in python! XML is now used instead.
•World wonders are kept when capturing a city
•Changed Romulan UU to Scimitar (replaces Heavy II): can attack while cloaked, 1 range
•Fixed AI population assignment bug
•Disabled USE_CANNOT_FOUND_CITY_CALLBACK (functionality now in the DLL)
•Overflow is now calculated before a building is added to a city (so hammer overflow is now always applied correctly for buildings)
•Added Hostile Universe gameoption
•Barbarian cities should now be founded
•Disabled USE_GET_BUILDING_COST_MOD_CALLBACK (functionality now in the DLL)
•Avoid Growth renamed to reflect that it prevents the auto-assigning of population
•Added new technologies: Interstellar Diplomacy, Interstellar Economics, Advanced Engineering
•Added the Project Genesis wonder (requires Advanced Engineering, +2 Great Scientist points, +2 science, won't lose best planet when hit by Subspace Warhead)
•CvAI now understands unique buildings
•Added Orbital Weapons Platform: requires Advanced Engineering, 15 strength, +25% city defense, 1 move (but immobile)
•Vaadwaur UU: Fighter, replaces Interceptor, 25 range
•Added civilization traits
•Text fix for TradeYieldModifiers in Civ4TraitInfos.xml
•Financial provides +50% commerce per trade route, no gold modifier
•Fixed Starbase culture bug on flat maps
•Added Assimilator promotion (30% chance to capture enemy units, requires combat 3)
•Added Resistor promition (60% chance to resist capture, requires combat 2)
•Units have 1% chance to capture enemy units during combat
•Added unique wonders
•Doubled unit XP values from combat
•Religions have different effects when state religion
•Religions can have help text
•Merged in Sephi's Faster 3.19 mod
•XML no longer logs blank entries and entries with NONE as an error in the XML log
•Current building planet is updated when a city is captured (prevents exploit where a player can build on a culture ring they don't have access to when capturing a city)
•Unique buildings will no longer be converted with the Assimilation option on
•Regular game concepts are now displayed (requires clean install)
•The Galaxy: normalized to calendar, can adjust gamespeed
•Nerfed factories (only +25% production with power)
•AI will build Habitation System on any planet
•Fixed bug where AI would attempt to build Starbase on a plot owned by another player
•Disabled customAssets (removes conflict with BUG)
•Disabled many additional python callbacks (thanks to Afforess)
•Alien Vessel: 2 strength
•Removed "Faith of the Heart" full version from soundtrack
•All light ships can carry missiles
•Added new civilizations: Xindi, Maquis, Orion, Suliban, Voth
•Added new leaders: Chang, Odo, Lore, Garak, Seska, Jaro Essa, Intendant Kira, Degra, Dolim, Eddington, Harrad-Sar, Silik, Forra Gegen, Odala