embryodead
Caliph
The Sword of Islam 0.5.0
Please discuss the new version here. The main focus of this release is India, the crusader states, mercenary system overhaul, full localisation support, internal code overhaul and overall polish.
Malwa has been enabled as a playable civ and many new units have been added, notably a whole new set for India by Bakuel as well as many unit updates to Jerusalem, Antioch, Armenia and Georgia. Mercenaries are now recruited in particular cities, and many new mercenary types have been added. CvRhyes has been removed from the project and nearly all of its content is now in Consts.py & Maps.py.
Download me!
Screenshots
0.5.0 Release notes:
General changes
- Added playable Malwa / Paramara Empire
- Added Kshatriya Archer as the Unique Unit for Malwa
- Added Sanskrit College as the Unique Building for Malwa
- Added Maratha Warrior and Maratha Cavalry mercenary / invader units
- Added numerous generic mercenary unit types to various areas
- Added new mercenary types, mainly for the crusaders: Man-at-Arms, Crossbowman, Sailor
- Removed the old Italian Infantry and Italian Crossbowman
- Changed mercenary placement mechanics: units now appear within their recruitment area, rather than in the capital
- Added some Gurjar, Rajput and Maratha invaders to Hindustan
- Changed the Indian cavalry line from Horse archery to Heavy cavalry
- Changed the Chauhan Rajput Horse Archer to replace Horseman; reduced Withdrawal Chance to 20%
- Changed the objectives of Antioch's UHV1 to Northern Syria + 3 adjacent provinces (instead of specifically Cilicia & Syria)
- Replaced the Unique Units of Kingdom of Jerusalem (Knight of Jerusalem) & Principality of Antioch (Norman Knight)
- Added new Templar and Hospitaller units: Hospitaller Sergeant, Hospitaller Canon, Templar Mounted Sergeant
- Added 1 Archer and 1 Ghazi to Sultanate of Rum's starting units
- Moved Ocean trade to Compass
- Added the 'Paulician Sect' random event
- Added many new Tech quotes (thanks Replacement)
- Reduced the severity of Mansa Musa event to 50%; adjusted Mamluk permanent modifiers to keep game balance
- Reduced the reward from completing the Greed quest from 7 to 3-5 units, depending on the number of civs alive
- Changed the Armenian UHV3 condition so that it can be completed before 1330 AD, but it now requires 25,000 Culture
- Changed the Knights Templar to survive past their historical year of dissolution if Jerusalem is under Catholic control
- Added limited bombard capability to Great Galley and Lanternas units
Map changes
- Removed a forest from a plot near Kallipolis
- Moved Chittor one tile North
- Added two rivers to Rajputana
- Removed the Rice south of Chittor; made it re-appear in 14th c.
- Added independent Jodhpur in 15th c., together with some resources
- Extended the size of Transjordan to more correct dimensions
- Added Lebanon province (crusaders no longer flip Tripoli or Tyre)
- Renamed Trebizond province to Chaldia
- Added more randomization of AI found values (city sites)
Bugfixes
- Fixed the issue with Sea not allowing trade - it is now enabled by Stern Rudder
- Fixed a bug causing Relics incorrectly add to Stability every time they were settled
- Fixed Safavid UHV2 incorrectly counting settled relics towards the Wonder goal
- Fixed Ak Koyunlu UHV2 not counting Shirvan as needed province
- Fixed Orthodox URV2 sometimes not counting all Friendly players
- Added a possible bugfix for Masters sometimes ending up at war with their Vassals
- Renamed Seljuk Horse Archer to Tribal Cavalry (to avoid "Seljuk Seljuk Horse Archer" in combat log)
- Changed the color of "Some of your units are joining the enemy" message from green to red
Graphics & sound
- Added different art styles for Independent (Rebel) units, depending on their city art style, province and/or religion
- Added new unit sets for Rajputs, Sindh, Mughals, Ghorids/Delhi (Bakuel)
- Added new unit sets for Armenia and Georgia (Bakuel/edead)
- Added new unit sets for Jerusalem and Antioch (Bakuel/Castor Troy/coffee junkie/edead)
- Added new unit art for Mediterranean Worker, Peasant and Byzantine Grenadier (Bakuel/edead)
- Added new building art for Observatory, Tomb of Khalid, Bridge of 33 Arches, Shah Mosque & Mevlana's Tomb (stolenrays)
- Added new building art for Ulugh Beg Observatory (hrochland)
- Added the Armenian Duduk to the soundtrack
Localisation
- Moved UHV/URV help strings from Victory.py to CIV4GameText_MEM_VictoryHelp.xml
- Moved Barbarian names from Barbs.py and CvRandomEventInterface.py to CIV4GameText_MEM_Barbarians.xml (thanks Qiu)
- Moved Mercenary names from Consts.py to CIV4GameText_MEM_Barbarians.xml
- Added proper localisation support to Mercenaries component; entries added to CIV4GameText_Mercenaries.xml
Code overhaul
- CvRhyes has been removed from the project; nearly all data is now accessible through DataLoader.py
- NUM_MAJOR_PLAYERS contant moved to CvDefines
- Moved all maps out of the CvRhyes to Maps.py; removed EARTH_X/Y constants; this has several consequences:
1. provinces, city art styles and settler maps can be changed without altering the DLL
2. they can be changed even without restarting the game, allowing mods to change map data with events, respawns etc.
3. actual maps can be resized without altering the DLL (the mod will load even if the map's size doesn't match the arrays in Maps.py)
4. the mod can use multiple maps of different sizes with the same DLL
5. settler found values can be easily randomized in Python (see DataLoader.py)
- Added a new CvUnit method: setArtDefineTag - allows changing of unit art on the fly
- Added UnitArtStyler Python module for handling of unit art styles of minor civs
- Removed MercenaryNameUtils and moved all mod-specific mercenary data to Consts.py
- Furusiyya & Mercenary promotions are now properly implemented through XML as iBarbarianPercent and bCannotUpgrade
Please discuss the new version here. The main focus of this release is India, the crusader states, mercenary system overhaul, full localisation support, internal code overhaul and overall polish.
Malwa has been enabled as a playable civ and many new units have been added, notably a whole new set for India by Bakuel as well as many unit updates to Jerusalem, Antioch, Armenia and Georgia. Mercenaries are now recruited in particular cities, and many new mercenary types have been added. CvRhyes has been removed from the project and nearly all of its content is now in Consts.py & Maps.py.
Download me!
Screenshots
0.5.0 Release notes:
General changes
- Added playable Malwa / Paramara Empire
- Added Kshatriya Archer as the Unique Unit for Malwa
- Added Sanskrit College as the Unique Building for Malwa
- Added Maratha Warrior and Maratha Cavalry mercenary / invader units
- Added numerous generic mercenary unit types to various areas
- Added new mercenary types, mainly for the crusaders: Man-at-Arms, Crossbowman, Sailor
- Removed the old Italian Infantry and Italian Crossbowman
- Changed mercenary placement mechanics: units now appear within their recruitment area, rather than in the capital
- Added some Gurjar, Rajput and Maratha invaders to Hindustan
- Changed the Indian cavalry line from Horse archery to Heavy cavalry
- Changed the Chauhan Rajput Horse Archer to replace Horseman; reduced Withdrawal Chance to 20%
- Changed the objectives of Antioch's UHV1 to Northern Syria + 3 adjacent provinces (instead of specifically Cilicia & Syria)
- Replaced the Unique Units of Kingdom of Jerusalem (Knight of Jerusalem) & Principality of Antioch (Norman Knight)
- Added new Templar and Hospitaller units: Hospitaller Sergeant, Hospitaller Canon, Templar Mounted Sergeant
- Added 1 Archer and 1 Ghazi to Sultanate of Rum's starting units
- Moved Ocean trade to Compass
- Added the 'Paulician Sect' random event
- Added many new Tech quotes (thanks Replacement)
- Reduced the severity of Mansa Musa event to 50%; adjusted Mamluk permanent modifiers to keep game balance
- Reduced the reward from completing the Greed quest from 7 to 3-5 units, depending on the number of civs alive
- Changed the Armenian UHV3 condition so that it can be completed before 1330 AD, but it now requires 25,000 Culture
- Changed the Knights Templar to survive past their historical year of dissolution if Jerusalem is under Catholic control
- Added limited bombard capability to Great Galley and Lanternas units
Map changes
- Removed a forest from a plot near Kallipolis
- Moved Chittor one tile North
- Added two rivers to Rajputana
- Removed the Rice south of Chittor; made it re-appear in 14th c.
- Added independent Jodhpur in 15th c., together with some resources
- Extended the size of Transjordan to more correct dimensions
- Added Lebanon province (crusaders no longer flip Tripoli or Tyre)
- Renamed Trebizond province to Chaldia
- Added more randomization of AI found values (city sites)
Bugfixes
- Fixed the issue with Sea not allowing trade - it is now enabled by Stern Rudder
- Fixed a bug causing Relics incorrectly add to Stability every time they were settled
- Fixed Safavid UHV2 incorrectly counting settled relics towards the Wonder goal
- Fixed Ak Koyunlu UHV2 not counting Shirvan as needed province
- Fixed Orthodox URV2 sometimes not counting all Friendly players
- Added a possible bugfix for Masters sometimes ending up at war with their Vassals
- Renamed Seljuk Horse Archer to Tribal Cavalry (to avoid "Seljuk Seljuk Horse Archer" in combat log)
- Changed the color of "Some of your units are joining the enemy" message from green to red
Graphics & sound
- Added different art styles for Independent (Rebel) units, depending on their city art style, province and/or religion
- Added new unit sets for Rajputs, Sindh, Mughals, Ghorids/Delhi (Bakuel)
- Added new unit sets for Armenia and Georgia (Bakuel/edead)
- Added new unit sets for Jerusalem and Antioch (Bakuel/Castor Troy/coffee junkie/edead)
- Added new unit art for Mediterranean Worker, Peasant and Byzantine Grenadier (Bakuel/edead)
- Added new building art for Observatory, Tomb of Khalid, Bridge of 33 Arches, Shah Mosque & Mevlana's Tomb (stolenrays)
- Added new building art for Ulugh Beg Observatory (hrochland)
- Added the Armenian Duduk to the soundtrack
Localisation
- Moved UHV/URV help strings from Victory.py to CIV4GameText_MEM_VictoryHelp.xml
- Moved Barbarian names from Barbs.py and CvRandomEventInterface.py to CIV4GameText_MEM_Barbarians.xml (thanks Qiu)
- Moved Mercenary names from Consts.py to CIV4GameText_MEM_Barbarians.xml
- Added proper localisation support to Mercenaries component; entries added to CIV4GameText_Mercenaries.xml
Code overhaul
- CvRhyes has been removed from the project; nearly all data is now accessible through DataLoader.py
- NUM_MAJOR_PLAYERS contant moved to CvDefines
- Moved all maps out of the CvRhyes to Maps.py; removed EARTH_X/Y constants; this has several consequences:
1. provinces, city art styles and settler maps can be changed without altering the DLL
2. they can be changed even without restarting the game, allowing mods to change map data with events, respawns etc.
3. actual maps can be resized without altering the DLL (the mod will load even if the map's size doesn't match the arrays in Maps.py)
4. the mod can use multiple maps of different sizes with the same DLL
5. settler found values can be easily randomized in Python (see DataLoader.py)
- Added a new CvUnit method: setArtDefineTag - allows changing of unit art on the fly
- Added UnitArtStyler Python module for handling of unit art styles of minor civs
- Removed MercenaryNameUtils and moved all mod-specific mercenary data to Consts.py
- Furusiyya & Mercenary promotions are now properly implemented through XML as iBarbarianPercent and bCannotUpgrade