SpyFanatic
Warlord
- Joined
- May 1, 2013
- Messages
- 181
Scope of this mod: merge of Tweak Mod for Xtended and Master of mana updates, plus focus on fixing OOS and Bugs that prevent playing.
v0.7 released: https://sourceforge.net/projects/masterofmanatweaks/files/Master of Mana 0.7.zip/download
v0.6 released: https://sourceforge.net/projects/masterofmanatweaks/files/Master of Mana 0.6.zip/download
v0.5 released: https://sourceforge.net/projects/masterofmanatweaks/files/Master of Mana 0.5.zip/download
v0.4 released: https://sourceforge.net/projects/masterofmanatweaks/files/Master of Mana 0.4.zip/download
v0.3 released: https://sourceforge.net/projects/masterofmanatweaks/files/Master of Mana 0.3.zip/download
v0.2 released: https://sourceforge.net/projects/masterofmanatweaks/files/Master of Mana 0.2.zip/download
v0.1 released: https://sourceforge.net/projects/masterofmanatweaks/files/Master of Mana 0.1.zip/download
ChangeLog v0.7:
ChangeLog v0.6:
ChangeLog v0.5:
ChangeLog v0.4:
ChangeLog v0.3:
ChangeLog v0.2:
ChangeLog v0.1:
v0.7 released: https://sourceforge.net/projects/masterofmanatweaks/files/Master of Mana 0.7.zip/download
ChangeLog v0.7:
Spoiler :
- Added debug dll to check for errors while adding new civilizations to this amazing mod
- Disabled extra wilderness: if you really enjoyed that you can change EXTRA_WILDERNESS in GlobalDefinesAlt.xml
- Disabled show wilderness info: if you really enjoyed that you can change SHOW_WILDERNESS_INFO in GlobalDefinesAlt.xml
- Guild now granting free unit on all team members (e.g. ranger guild)
- Elena from calabrim hated civic is now overcouncil (hated and fav were both profits)
- Auric Ulvin from illians hated civic is now overcouncil (hated and fav were both religion)
- Corrected regression bug on AI casting more terraforming then possible
- MoM_Wheel: added findStartingPlot, isPlaneMapscript, assignStartingPlots from MoM_Hub to allow all civs to start in its own hub
- Double Flavour value for TECH_KNOWLEDGE_OF_THE_ARCANE to allow AI to gain some early spell research
- Fixed game becoming unresponsive if by exploring a dungeon a UNIT_ASSASSIN is spawn (check exploreLairBigBad) Replacing it with UNIT_LIZARDMAN_ASSASSIN fix the issue... Maybe because it is a svartfallar unit?
- Enable back startingsettler bonus (more visibility and more movement to starting settler) also to allow AI to find its sweet spot sooner
- Fixed Arcane Corruption leading to CTD
- Bugfix barbarian civic selection (sacrficie the weak and slavery by default which where not used)
- Better icon on unit charts to show civ/religion specific unit. Added also a chart organized by unit class
- Moved UnitClass to UNITCLASS_CIV_MOUNTED (brilliant smith event) for: Vampire Prince, Chevalier, Frostling Wolf Rider
- Moved UnitClass to UNITCLASS_CIV_CITY_ATTACKER (tower shield event) for: Sprite, Vampire Count, Phalanx, Axeman, Wyvern Guardian, Templar, Ghost
- Moved UnitClass to UNITCLASS_CIV_ARCHER (mater bowyer) for: Wildfae, Blood Seeker, Horse Archer, Dwarven Crossbow, Blowpipe, Sniper
- Climate map: will evaluate a terrain also for civ not declared in getWantedStartForPlayer (i.e. new civs)
- AI_needEarlyTech moved to python, to allow easier customization based on civ/leader etc.
- AI_defensivePactTrade bugfix to consider a modifier when same fav religion or same alignment, which was implemented but not used
- Civic Virtues: do not evaluate Profit effects itself if checking if gold income is positive at 100 research - else AI will move away from it and suffer big money loss
- Civic Special: give slightly more priority to tech that unlock civ related civic (aos si and mazatl)
- Civic Special: Tune better Aos Si Summer/Winter court civic selection to stay in winter court until winter restoration project has been done. Also, if fav civic is winter court stay there until eternal court is available
- Civic Religion: added missing value for Enlightened Rule as Ai was never switching to this civic
- Civic Priviledge: push to buy Merchant Guild and switch to Merchant Houses for leader that have following traits: egalitarian, financial, greedy, trader, horselord (Hippus civ), kazhad (Kazhad civ) and for Lanun civ
- Civic Priviledge: Go to Craftman guild if fav improvement is quarry (Aristrakh, Clan of Embers, Luchuirp, Scions) or workshop (Dural)
- Civic Priviledge: Leader with Aristocracy that are not eligible for Magocracy, Craftman Guild or Merchant Houses (Sirvagha, Menec, Futiro) now will pick up Merchant Houses
- Civic Priviledge: Select based on Trait for Magocracy, Craftman and Merchant does not apply if there is another favorite civic of the leader
- Civic Membership: for neutral leaders, if favorite civic stick to it (not checking to ally to the biggest faction anymore)
- Civic Cultural Virtues: Patriotism used as basic, Profits to be switched as soon as negative gold income. Favorite Civic is evaluated for the leader that has it. Then AI will get guilds and switch to another civic based on trais: Slavery (slavemaster) Scholarship (Scientific and Philosophical) Religion (Faithful, spiritual, devout and zealot). Benevolence for Kuriotates and each Civ gives a little of value to Harvesting.
- Civic Slavery: Set AI to use slavery if it start with trait slavemaster. Also Changed into: Get Slavers Quarter for free and start with Slavery Civic
- Leader which will choose Religion as Cultural Virtues will now give more priority into spreading state religion in all their own cities
- Improved AI hurry gold to create army. In case it is available, do it if Gold per Turn > (5 + 5 * getNumCities) and after hurry up remaining gold is > (200 * getNumCities)
- Improved AI hurry stone to create buildings. Do it always without checking for minimum stone (threshold put in GlobalDefinesAlt, previously min 1500)
- Guild selection based also on unique buildings, not only units. Small negligible bugfix in ai detecting which guild it needs.
- Guild selection for troops now adds percentage of city attack, to prioritize guilds that gives troop to attack (ref: Doviello). Small bugfix in evaluating troops based on affinity and +2
- Guild selection: first two are taken based on decreasing value, but the order is random. When only 2 are left that can be taken then the guild is taken randomly among the list of eligible. This is to give some randomness and also becouse some leader/civ combo could require more then 4 guilds.
- Religion selection: tuned to be less random and statistically focused on first religion of the list. AI will: 1 pickup favorite religion, 2 if fav religion civic then pick corresponding religion, 3 randomly got among religion where getReligionWeightModifier > 0 (omit religion tied to a hated religion civic) and 4 (in case no religion satisfy the above 2) among religion where getReligionWeightModifier >= 0.
- Event Pick up Alignment (20% triggered when Agnostic leader build a courthouse) now AI will not switch alignment based on favorite / hated membership civic
- Tech flavor: Added production/culture/growth flavor into choosing tech (but all production tech are anyhow set to 0 at the moment)
- Tech flavor: Water well tech set flavor growth to 100
- Tech Flavor (Growth): set FLAVOR_GROWTH = 100 to leader who will go to slavemaster (Furia the Mad, Keelyn, Perpentach, Elijah Arnauld, Hafgan the Purger, Baron Duin Halfmorn, Sirvagha, Captain Ostanes, Riuros, Athel Revus, Mordmorgan, Averax the Cambion)
- Tech Flavor (Science): set FLAVOR_SCIENCE = 100 to leader who will go to philisophy (Malchavic, Gimil, Outhe, Meelais, Nojah the Illusionist, Crom Dubh, Verlain, Dain the Caswallawn)
- Tech Flavor (Religion): set FLAVOR_RELIGION = 100 to leader who will go to Religion (Auric Ulvin, Raitlor, Vitnir, Arendel Phaedra, Eldarwen Alcarin, Ivelleth, Hianthrogh)
- Religion Flavor: Set RELIGION_THE_ORDER=-10 for leader who will go to Magocracy to avoid malus in spellresearch for Tribute to Junil (Dain the Caswallawn, Tya Kiri, Valledia the Even, Garrim Gyr)
- Religion Flavor: Set RELIGION_THE_ORDER=-10 and RELIGION_THE_EMPYREAN=-10 for leader who need Cult of Esus (thus -25% faith from order and empyirian): Futiro, Sandalphon, Shekinah
- Building Flavor: Added building/leader flavor value in AI_getBuildingValue
- Building Flavor (Growth) Added to building: Water Well, Dry Salting House, Garden, Brothel, Butchery, Gemsmith, Cult Site
- Building Flavor (Science) Added to building: Observatory, Archives, Public School, Sacrificial Pit, Sunken Library
- Building Flavor (Production) Added to building: Construction Yard, Mining Guild, Shaft Mine, Deep Mine, Stonecutter, Mortuary Enclosure, Ranch House
- Building Flavor (Gold) Added to building: Farmers Market, Fur Trader, Mint, Silk Trader, Tavern, Weavers Hut, Whaler, Bank, Jeweler
- Building Flavor (Culture) Added to building: Heroic Epic, Heroic Legend, Wishing Well
- Building Flavor (Military) Added to building: Colosseum
- Building Flavor (Magic) Added to building: Warlock Laboratory
- Building Flavor (Religion) Added to building: High Conclave, Order of Sirona, Oracle
- Building Flavor (Production/Magic) Added to building: Arcane Forge
- Building Flavor (Science/Magic) Added to building: Transmutation Lab, Sorcerers Convent, Chaos Crucible
- Building Flavor (Culture/Happy) Added to building: Alms House
- Building Flavor (Happy) Added to building: Royal Banquet
- Council: restored votes original text. Fixed costs which were not applied. Correctly not showing the 'passed' ones which once selected had no effects, and setup the recurring one - adding some cost to them when not present.
- Council: Setup a Gambling Ring - limited up to global crime rate 45 (3 times)
- Council: Enlist the Nightwatch - limited up to 3
- Council: AI not choosing vote if it cannot pay the cost
- City Specialization Flavor: District building is based on City Specialization and some logic has been moved in python (AI_DistrictValue) instead of dll, to allow customization for Austrin/Kuriotates/Aristrakh
- City Specialization Flavor: Used getAISpecialization1 to building which are related to the district that will be build e.g. tavern for merchant
- City Specialization Flavor: Rewrote the code that assign city specialization to also rely on python for civ specific customizations (AI_SpecializationValue) AI_earlyCitySpecialization added to force specialization of first 4 cities
- Spell Research: Leader with Trait 'mana bonus' will now follow that for raw mana (i.e. scientist) and spell research
ChangeLog v0.6:
Spoiler :
- Allow equip units to all stack. Please note that selected unit means group, which once selected will remain together until 'Separates the group' action is selected (may create confusion as even if selecting a single unit then equip menu show options for all group)
- Warrior Caste will now spawn the two free units to ALL Team members
- Raise of a Legend is now anymore a Team project, but can be build by ALL Team members
- Religion choosen by first team member who is not agnostic and does not have a state religion (so multiple player in team can have a chance to get a religion - at ancient chants and dogma)
- Clarified that if a building consume multiple resources - like tower of divination - this means one of them is picked up (as per CvCity updateBonusConsumed)
- Fixed Guru-Meditation reported bug related to a worker (killed) belonging to a working group of a team mate (basium). Once Basium turn start, it tries to access to the worker belonging to the other player which is dead. in CvUnit setAIGroup added a fix by - in case the unit dies - to also look for its reference in City worker group of other team members
- PlatyBuilder show commerce that can be adjusted only, not other
- PlatyBuilder added feature to add stone, leather etc...
- From Zusk:
- Add new options to MoM planes mapscript; new peak options, bool for one tile islands.
- Fix for Shrine of Sirona not working
- Added new TeamPrereqBuildingClasses for Tower of Mastery in order to check for PrereqBuildingClasses on all Team instead of Player
- Corrected and aligned getMagicRitualTurnsNeeded with CvMainInterface to show the correct number of turn to wait in case not enough mana to cast a global enchantment in same turn
- Disjuction GE: fixed to enable only when hostile GE are present,s and corrected its casting as it was buggy and not working
- Terraforming faith ritual not doing anthing, corrected (regression - probably valid also for summons). Plus added cost for targeted terraforming faith ritual 8when you select a single plot)
- Lanun Epic Victory, clarified gold must be plundered by naval blockade
- Fixed rounding error on Bonus Value which caused to miscalculate gold per turn values (e.g. fish not worth a lot of Harbor)
- Fixed issue in AI proposing free resource trading
- Devout not getting anymore infinite XP from Bradeline's Well
- Added AIAUTOPLAY_ONLOAD (default to -1) to have AIAutoplay automatically enabled after savegame load, to speed up testing
- Fixed Moroi Burning Blood now giving correctly Enraged
- Enable back Hell Terrain spreading (with GameOption)
- Removed text about 'Dural Cities have a Population Limit of 6' as it does not apply anymore
- Tuned TXT_KEY_TIME_AD to have turn in Event Log (text has been removed to avoid showing in NJAGC and in other popup). Also changed NJAGC to now show alternative clock if there is no GA
- NJAGC toggle between turn / golden age turn quicker (3 secs instead of 5)
- Arcana Lacuna now blocking also AI to cast enchantment
- Disabled Awareness 1,2,3 for AI as it has no real purpose
- Sailor Dirge removed possibility of spawning onto impassable terrain
- Removed possibility of spawning water resources onto impassable terrain
- Added in Civilopedia on Terraforming ritual description on how many tiles are affected
- Groundwater well now apply also to Homestead and Breeding Ground
- Pit now having same bonuses as of Quarry (sinister edict, craftsmen guild and arete)
- Event EVENT_TRAITOR_1 now giving +20 Crime Rate (else there is not much sense in it)
- Events 'Drop the portcullis' changed to actually do something. The 2 events are now based on alignment and have option to increase/decrease happiness by choosing to lose a garrison unit or have an held werewolf spawning nearby
- Hostile terraforming: duration is now scaled on game speed. Resistance (e.g. with Mana Seal) is now a percentage that can help in resisting hostile terraforming spell. Messages added to help understand which plot area affected and which resisted
- Moved catapult to tier 3 and trebuchet to tier 4. In this way AI is able to evaluate Siege Weapon tech correctly for a higher tier unit
- Now siege unit are only allowed in city invasion group (previously a siege group was used but I am not sure if was really fully implemented, as nothing seems added into it)
- Aos Si abduction spell for slave: clarified in civilopedia that unit will be teleported to capital
- Spell discover mana node now correctly show if possible on destination plot (and not only in caster plot)
- Corrected Summoner trait to give a reduction in the summon upkeep (and not an increase)
- Adept to create mana node now should also be evaluated for raw mana (previously only for mana node)
- Adept now will check for danger in the mission plot with radius 3 to avoid to be killed by barbarians etc
- Investigate City: clarified that it needs Crime Rate greater than 50
- Mazatl: Wyvern monastery guild requirement moved from Righteousness to Dogma
- Mark of Servitude: added an additional check to avoid creating the Cadaver Horde if in the plot there are enemy unit. Happened to me in multiplayer game and cannot reproduce in single player, maybe can be due to some delay between dll / python?
- Spell and mercenary hiring now observe support limit
- In AI_group launchAttack substituted pLoopUnit->getGroup()->pushMission with pLoopUnit->attack as it seems create some issue between choosing which unit will attack and the selection group of all the units... Saw group standing in front of a lair for 150 turns...
- update_City_Invasion_LookForOtherTarget now checking only nearest city regardless on strenght of enemy troops there
- Fixed python Exception for AI evaluating Austrin Expedition to found settlement
- Tuned AI cultural spending: will go for creative trait if total culture needed to buy guilds (that grants units) cost more then the trait. Also, will not spend culture into useless guild before completing those guild tree
- Civs that has population limit (i.e. Austrin) will now found more cities: While getting plot value and location, consider cities to have a radius of 1, and also dont care if plot overlap between cities, as anyhow we will not get the max on each city plot and thus AI will found more cities. Additionally, some tuning to have them research Merchant Quarters and thus build merchant-luxury districts.
- Leader that has magic related traits will not seek to switch to magocracy, by acquiring the guild early till magocracy (even if it will not grant new units), to use the sage to create raw mana (except the first to give academy) and by keeping a mana group (i.e. an adept) always ready to convert raw man
- Corrected Discover Mana Node check for plot 2 distance from other mana
- Membership Civic fix: prevented AI to return back to 'No Membership'
- CityAI keep world project building till end as done for world wonder (unless danger)
- Aos Si: tuned civic selection to allow them to go to eternal court (staying less time as possible in winter court, as I am not sure AI can actually use it). Added some AIWeight to the Summer/Winter restoration project to allow AI to build them.
- For specialist, changed AI_specialistSpecializationValue from getCitySpecializationLevel (which is always 0) to AI_getCitySpecialization (which means which district will be build). Also, prioritized Yeoman for Grigori
- Removed python reference PROMOTION_GEAR_RUM in spell Taunt as it is not implemented in the game
- Aos Si fixed World Spell to create Ber Jarl. This is becouse canCreateUnit check has a weird implementation to allow Loki puppet to be max 1... instead of using iMaxPlayerInstance attribute
- Fixed Courage effect for Vyrkul
- Small correction on picking Profits civic value
- Removed Garrison from unit in doImmortalRebirth, so in case a unit is reborn in capital is not garrisoned
- Corrected Herbalist event (Saundra) which was not giving the Herbalist building (needed to switch bPickupCity to 1 for SAUNDRA_1 and SAUNDRA_2)
- Adjusting wilderness on small/overcrowded maps to allow more spawning of Gunpowder (EXTRA_WILDERNESS in GlobalDefinesAlt)
- Mine Bonus wilderness change min/max to have more gunpowder spawning on high wilderness (Amber, Copper, Gems, Silver, Gold now have a max wilderness)
- Planar Gates cap for Sheaim: now max number of units is based on each two Planar Gates (first, third, etc...)
ChangeLog v0.5:
Spoiler :
- Added super forts from https://forums.civfanatics.com/threads/super-forts.444512/ and added ability to garrison units in forts and to have boats pass through them. Culture for forts is not enabled for Barbarian. Additionally, if super forts option is not enabled, boat cannot anymore pass through Austrin Fortified Outpost. NB: unit garrison in forts will be immune to fear.
- Added from lfgr mnai-u 2.9-beta3u to cycle through unit in stack with ctrl-space and ctrl-shift-space
- Added display of plot wilderness values and wilderness required for resource spawning (can be turned setting SHOW_WILDERNESS_INFO to 0 in GlobalDefinesAlt)
- Displaying number of currently available free promotion available, if any, to a unit (in the popup description, just below level).
- Civilopedia Leader showing also Hated Civic (which leader cannot adopt)
- In City view, arrange better the size of the columns to adapt correctly in case of smaller screen (scrollbar where not selectable due to wrong width)
- MoM_Hub: Reverted back usage of map own findStartingPlot (only in case 'def isPlaneMapscript' return false. At the moment, restored for MoM_Hub to allow all civs to start in its own hub
- MoM_Maze: fixed python error due to unimplemented methods
- MoM_MountainCoast corrected typo that lead to python exception
- MoM_Oasis removed unimplemented method
- MoM_Wheel removed wrong method
- MoM_Highland tuned AI_foundValue to reduce the value of a plot if not nearby seas to avoid infinite loop as all plot are value 0 for lanun
- perfectworld2 added try/catch for error on bonusList as assignStartingPlots is called from dll before addBonuses in CvMapGenerator and thus self.bonusList is not yet populated
- CvPlayer setCurrentMagicRitual manage specific case of Miracle casted while having an ongoing Mana Ritual to avoid the latter being removed
- CvMagicScreen removed 'CHANGES ENHANCED INTERFACE MOD' section (probably a merge error?) which was causing python exception when right click in magic screen... and it does not seems to be used at all
- Fixed event of Immigrants to dont show option to get settler in case of one city challange
- Spawning of new Civ now process correctly transferred bonuses (for example: +2 to units) - Fix issue with Mercurian/Infernal/Frozen spawning
- Tuned to not wakeup while healing if danger is only a wildmana guardian
- Fixed Visionary spell to only be available when Improvement takes more than 1 turn to upgrade, and added check that its available for your civilization (e.g. enclave when not Kurio)
- Show dispel percentage percentage for disjunction rituals
- Added information on Waning ritual
- Grigori: selection of initial guild is postponed until found of new city
- Tuned choices in doGovernorAssassination for Governor has been assassinated event, to be more incisive based on Civics
- Corrected Fear effects for Aura (Demonic Reflexes, Glyph of Power and Ward of Terror) to be applied to defending unit (and not attacking one) and increase percentage for those effects
- Tuned AI_getPlotDanger to ignore Wildmana guardian (worker stopping to build improvement next to them, even if no real danger is there)
- Added golshan_fire.nif needed by ATTACHABLE_GOLSHAN_FIRE causing Dovoveo units to be a big red circle on screen
- Tuned EVENT_CLAIRONE_1 to pick up only AI as other player and implemented the +1 unhappiness which was not given by the event. Additionally, -3 relation
- Corrected text for event TXT_KEY_EVENT_STORMY_SEAS
- Event Flare Fire Mana Node changes to dont create smoke on the fire mana node plot, as it seems it cannot be extinguished by quench flame (doFlareFireNode)
- Arcane Lacuna: now global enchantment/summon/miracle/terraforming are blocked as well (this time for real)
- Caravan Center / Caravansary to have a chance to spawn Herbs as well (Kuriotates / Malakim latest improvement level)
- Allowed build of Altar of Luonnotar (final) even if victory is not enabled (otherwise why all the bonuses???)
- Corrected getReducedManaCostInGoldenAge management (balseparh discount in golden age is always applied)
- Correct showing which equipment will be removed when buying a new one in CvGameTextMgr:
arseEquipmentHelp.
- Alms House not anymore giving +1H for Faith as there is no way to increase it
- Wizard Tower not anymore allowing Mana increase, as it is not implemented as possibility
- Shipyard and Heron Throne now requiring (as intended) at least 10 plot costal lake/sea
- Corrected cleanup of Hostile GE once civ is destroyed (e.g. Abomnable Growth)
- Guilds of Figher/Archer/Naval/Knight now require correspondent building in the city (so stable for knightly, shipyard for naval)
- Elhoim World spell not pushing out of border barbarian stationed in lairs (but they still cannot move out of lair)
- Demons Altar: clarified that unit must be at least level 2 and be in the city
- Fixed Water bonus in capital increasing spawn percentage in all empire, due to CvCity:
rocessBonus managing the iDiscoverRandModifier (probably done for Earth Mana)
- Set Undercouncil as Barbarian Leader HatedCivic else it can contribute to voting and election
- Elegy of the Sheaim corrected Python ElegySheaim to increase of 10 (not 15) and double the cost to 600 Mana. Increased Hallowing of the Elhoim to cost 1500 Faith
- Corrected percentage bonus done from Resources on Commerce (Culture, Faith, Research and Gold) when city is on the resource (as it is for Yield)
- Zarcaz placement at start of game is now limited to be at least 4 plot from any unit
- Global Define CLIMATE_MAP_ALLOW_FOUND_NO_FOOD (Default to 1) if set to 1 disable the requirement of at least 1 food for climate maps
- AI promotion selection now include to evaluate also generic defense bonus and not only city bonus (thus fixing unit in garrison with offensive discipline)
- AI while choosing eqipment now can evaluate a replacement if the new one has at least 'double value' of the current one.
- Created Global Define AI_DISCOUNT_GLOBAL_YIELD to put in xml the default (500) discount on global yield done on AI. Set it to 0 to see impact for equipment acquisition for the AI
- Mana Shrine, Witch Hut, Lost Temple and Ancient Tower can now be removed (settle city, create other improvement) by a Human player. AI still cannot.
- Tuned AI selection on GE, Terraforming and summon by adding an AI weight on some of them:
- Terraforming: Added AiWight and reduced its value to block AI from casting (continuously): Mystical Forest, Enchanted Forest, Mother Earth
- Summon: allow summon only if are Tier 3 or 4 or are greater Tier then other available unit
- Global Enchantement: Create xxx now get evaluated based on which of the global yield is less, else AI always cast create Stone. Stop to cast them once 1k are present
- AI always removing Hidden Nationality from Unit, as it seems to not be using them (and by the way, would you really dont know who is ravaging you???)
- Turn on Ephasize production in city automation (CvCityAI::AI_doEmphasize) when AI as only 1 city and prioritize creation of unit to escort settler until AI has at least 3 cities, to help AI struggling with low production due to research prioritization in the early phase.
- Improvement on AIGroup Settle:
- Removed limit of max 1 existing settler and changed CvCityAI.AI_chooseSettlerUnit to avoid create a settler if: 1) a settler has been already produced in the same turn (and so its not yet part of an AIGroup) or 2) there is already an AIGroup AISETTLE with not enough unit and thus a defensive unit is checked instead, and if not possible then settler is not build anyway. The original limit of max(2,1 + citycount/5) still apply.
- Lowered gold requirement in CvPlayerAI.isLackMoneyForExpansion for first 3 cities, to allow AI to build a minimum of 3 cities asap and then wait for economy to stabilize a bit for the fourth. But at te same time in CvUnitAI.AI_getSettlerPatrolUnitsNeeded increase the number of the settler escort to 7 (instead of 3) if there are less then 4 cities (i.e. more wilderness, lairs, better to go more protected) and in CvAIGroup::isUnitAllowed allows 'filler' units. Additionally, if attack odds are ok, it can attack a nearby lair during his journey to found a new ciy, if it happens to stop nearby. In this way AI should found fast the first 3 cities without beeing too much threatened by lairs.
- Precedence on filling up settler groups over invasion / destroy lair group until 3 cities founded (unless at war)
- Reserve unit fill up Settler group choosing the one who need less unit first (2 settlers cause ai to fill the stack spreading unit evenly thus requiring more time)
- AIGroup settler will now check for a nearby cityspot first. In MoM_Hub sometime a spot in the nearby hub, but cant get there
- Group will now check for a suitable spot using the same algo using for movement (generatePath with safe flag) to avoid picking a good spot but then not move the stack as it pass across not visible terrain
- Improvement on AIGroup for City Invasion:
- With Aggressive AI option now AI will select a nearby weak player (city distance using plot distance) as a target for war, regardless of diplomacy and start to consider this civ as target for war. AI should be opportunistic and conquer its neighbour first to grow up
- AI Group for Invasion will now get Target City using step distance, not line of air distance. MoM_Hub is a good example when air distance can fail in choosing the right target.
- AI Invasion Group will pick the nearest higher defense plot, not only considering defensive bonus to avoid to circumnavigate the city (and be destroyed) just to have slightly higher terrain defense
- AI Invasion Group tuned promotion selection by adding AIunittype and stack type so to select different categories (CIV4AIPromotionSpecializationInfos.xml)
- AIGroup dedicated to city invasion of a player - but not yet strong enough - can now target barb city which are easier to conquer (note: not lairs)
- Improvement on AIGroup for Destroy Lair:
- AIGroup destroy Lair reserve group can be filled progressively, not only if there are enough units with enough power for the lair. As unit initially are created one at the time this means that AI is not capable of having a stack strong enough for lair, as unit are allocated then to other task.
- Tuned Priviledge Class civic selection, organizing in 3 levels (initial - first two civic, mid game - when Code of Laws is reserched and late game - when one of the latest 3 are available). On initial, military state in case AI is at war and has issue with troops else stays in City Governor. Mid game means always Aristocracy to remove the research malus. Late game choose if Craftmen, Merchant or Magocracy are suitable, else stays in Aristocracy. Magocracy is selected if leader has trait Arcane, Channeler, Summoner or Loremaster. Craftman and Merchant are still tbd
- In AI_techValueScience the check that prioritize Code of Laws to have Aristocracy is modified to consider if its the civ hated civic (so few leader will not pick up)
ChangeLog v0.4:
Spoiler :
- Reduced BonusPane length in City screen so that Yeoman can be adjusted
- Show level of a unit (when you place mouse over the icon, not on the unit on the map)
- Show Tier of a unit in civilopedia (inside description and as a popup)
- Capturing Barbarian City acquired gold now caps to 1000
- Fixed some assert in the new AI_bonus code added in 0.3
- Fixed AI_doEnemyUnitData to avoid random memory address to be overwritten
- Gibbon Goetia spellBodySnatch fixed adding a newUnit.setHasCasted(True) to avoid AI going in infinite loop
- setGoodHealthHelp fix as it can sometimes shows a fake Healthy Yeaaah
- Fixed Assert iCount >= getAtWarCount(bIgnoreMinors) who is significant only if getAnyWarPlanCount is for NO_TEAM
- Commented out a Assert in CvPlayer doGold in favour of a logging in order to report when an AI player is going on strike due to negative gold reserve
- CvCity updateCommerceFromUnits added a check for getCityCommerceChanges to not result in negative values (research and commerce for Balseraph Loki puppet unit)
- update_Settle improved to have Settler retreat to city only if stack can move, else AI_retreatToCity will still anyhow not move them
- isModifierPerBonus (i.e. Mana Resources) corrected to only apply for spell research and mutate change (and not to happy/health as was partially done)
- On disband unit commented out changeUnitClassCount as it is already done in kill, so should not be done again
- On CvPlayer:applyEvent corrected m_iTurn in case of additional event triggering (was not successfully moodified due to EventTriggeredData kTriggered = *pTriggeredData
- Art file compressed to XtendedTweaks.fpk
- CvGame addPlayerAdvanced added in addition to have Barbarian Teams declare war, also set AI_setWarPlan((TeamTypes)iNewTeam, WARPLAN_LIMITED) to keep aligned war plan and war count
- Added ATTACHABLE_GOLSHAN_FIRE in CIV4AttachableInfos.xml (needed as attachable element in golshan.nif)
- Block improvement to spawn on water tiles if there is a unique improvement (i.e. maelstrom)
- Fixed missing 'regenerate map' due to AIAutoPlay setting some CvGame ScriptData
- Double the trade value of gold per turn (in AI_goldTradeValuePercent) and adapted the logic to trade the correct amount of gold per each resource (in AI_doDiplo) to avoid the behavior of the AI cancelling the deal after few turns
- Fix CTD in case of slave revolt when the slave is in empty city (canTriggerSlaveRevoltUnit)
- Adjusted civilopedia traits for Jotnar (Giantkin) to show +2 food instead of just '2' (TXT_KEY_TRAIT_FOOD_PER_POPULATION_HELP changed %d to %D)
- Adjusted Jotnar description that cities can work 3rd plot and no city size restriction
- In CvPlayerAI updateAIGroups do not create AIGroups of type CounterUnit if you see barbarian roaming your land, it is better to create a stack to destroy the lair rather then filling up your military capacity with recon units
- City Production AI_chooseCityLairUnit added check that unit is not isOnlyDefensive (grigori creating Yeoman to attack a lair)
- AI_ValueUnitBaseCombat now consider +2 from tech and not only base strength, some AI are building religious units due to that instead of more powerful units
- doImmortalRebirth fix remove auras from immortal units once they die, otherwise they remains there
- CombatAura kill will check also for unit of a player which is notalive to manage killUnits (e.g. when all unit of a player got killed as last city got conquered)
- Civilopedia Index corrected management of civic categories which were appearing as mistake under </font
- CvPlayer RemoveGlobalEnchantment remove MEMORY_MAGIC_CHARM when Global Enchantment like Aura of Majesty are removed
- Corrected Barbarian demands which disappeared due to wrong fix to avoid CTD when lairs are conquered in the same turn a demand is triggered (all lars except for dungeon, graveyard and burrow where removed from turn 0)
- Fixed spawn of Orthus which was disabled due to AIAutoplay and fixed popup alert for the event which was not shown
- Added dedicated gameoption to increase animal spawning to not include it in raging barbarian option
- Added gameoption to increase the resource spawn between MoM Legacy and current one, it will:
- Test for each possible resource and after choose a random one from them (instead of stopping search at first resource discovered)
- Arid Climate,Humid Climate and Evergrow grants
- Nearby similar resources grant +100% chance instead of +50%
- Trade Post and Cottage percentage will stack, else only the higher one will be taken into consideration
- iAdjacentFindResourceModify reduced for tradepost and cottage (value of 1 means +20% or + 33% based on original chance for bonus) in Assets/Modules/NormalModules/Xtended/XGuilds/XGUILDS_CIV4ImprovementInfos.xml and Assets/XML/Terrain/CIV4ImprovementInfos.xml
- IMPROVEMENT_COTTAGE, IMPROVEMENT_FROZEN_COTTAGE, IMPROVEMENT_INFERNAL_COTTAGE 1
- IMPROVEMENT_HAMLET 2
- IMPROVEMENT_VILLAGE 3
- IMPROVEMENT_TOWN 4
- IMPROVEMENT_ENCLAVE 5
- IMPROVEMENT_TRADE1 1
- IMPROVEMENT_TRADE2 2
- IMPROVEMENT_TRADE3 3
- IMPROVEMENT_CARAVAN_CENTER, IMPROVEMENT_CARAVANSARY 4
- Added PlatyBuilder with the addition of beein able to toogle victory conditions
- Climate maps: corrected check canFound on civic traits ignore food for civs which does not have a civic trait
- CvCity setPlotRadius account for changeCityRadiusCount and changePlayerCityRadiusCount on Kuriotates
- removed reference to IMPROVEMENT_AIFON_ISLE in spellSanctifyUF
- AI_retreatToCity removing bReuse in path finding algorithm in case unit can move (some case in which this caching was giving some bad result)
- Fixed doImmortalRebirth in case unit is killed while razing capital city it is now placed in the future capital (if there will be)
- Added Python binding for CyCity.getReligionCount
- Disabled assert on changeNumOutsideUnits as mechanic for calculateUnitSupply has been disabled
- Corrected text for Elohim, Bannor, Amurites Epic destiny
- Fixed random effects from Vyrkul and Grimoire as they were reference some old effects not anymore existing
- Miracle that win the game are not enabled if the victory is disabled (additional check in canDoGlobalEnchantment)
- Fixed Random promotion for Scions Emperor's Dagger
- Fixed assert error when mercurian spawn in a city with a building that change global health (1. mercurian spawn in city, 2. building destroyed thus global counter reduced to -1, 3. new city is created but counter is already at -1 so mercurian does not get +1 health but 0)
- Fixed "Additional production" for building with negative
- Documented spawning resources in civilopedia, and what happen if option is selected.
- On Unit description added usage of ctrl, shift and alt to display combat auras and blessing/curse else the list is so long that not everything can be displayed
- canDoSummon now limit summon unit if there is not anymore free unit support
- Adventure Step complete will trigger a golden age only if Epic Destiny victory is enabled
- Changed for Climate maps Balseraphs terrain from pasture to plains as their favs improvement is cottage
- Changed for Climate maps Khazad terrain from pasture to Sordid Field as their favs Mushroom garden
- Elohim Epic Destiny Purity Counter replaced with 4 Abbey
- Fix python error that sometime arise when launching spell
- The water increase spawn chance for a nearby bonus is added only if the nearby plot has an improvement (and Gameoptions for Resource Spawning is enabled) resources will not spawn at all in water(
- Corrected typo in calculateCityBonusCommerceRateModifier to allow bonus for getFreeBonus2 and getFreeBonus3
- Added a PyCanDo tag for ProjectInfo to have a python evaluate check if Global Enchantment / Miracle can be casted
- Added Python requirements for 3 Illians Miracle (The White Hand, The Deepening, Stir from Slumber) to avoid to pay faith but the Miracle is not triggered
- Fixed bug in Ascension Final Illians Ritual
- Changed RuneKeeper Bounty of Kilmore to spawn mineral resources in caster plot, rather then a random one
- update_City_Invasion_doesEnemyOutNumberUs should count defensive unit and bonus as well. The fact that we want to train the Hero doesn't mean we should declare war and reach the city with 0% attack chance...
ChangeLog v0.3:
Spoiler :
- AIAutoPlay now can select which player to give control to AI (default ALL): in this way it is possible to have a real multiplayer game to catch OOS while the 2nd human player is controlled by AI.
- OOSLogger write log correctly to UTF-8 and once each turn in case of OOS (previously it was limited at once per game, you had to restart civ to enable it back).
- Advanced Start additional plot visibility (from Master of Mana updates) has been corrected as it resulted in OOS.
- Added Epic Destiny Civilopedia entries.
- Civics in Civilopedia are now sorted per category.
- Displaying Tier, Religion and Civilization in Unit categories entry in Civilopedia.
- Shrine of the Champion and Statue of Glory, which grants new unit a free promotion, requires unit of level 4: adjusted civilopedia entry to clearly state this requirement.
- Enabled Bug PLE (not sure if it was disabled by mistake or on purpose but a warning was displayed... I did not noticed anything changed...)
- Fixed Random By Alignment leader selection - was still resulting in empty AI player slot, maybe can be due to a wrong merge by my side.
- Corrected Kuriotates Civilopedia District entry removing the free wonder in capital which will not be granted.
- Modified religion weight for all leader to allow Human leader to pick any religion (-100 means human leader cannot convert to that religion) - in case religion weight -100 will be set later on for a leader the civilopedia page will displayed that the religion can not be adopted and it will be removed from the religion chooser popup.
- Fixed TASK_CITY_DUNGEON_EVENT and CvDLLButtonPopup::launchDungeonEventPopup: added check that Dungeon is still existing at this time, to avoid CTD if someone else destroy it while player choose an event (I guess event is checked at early turn begin but then an AI can still be executing its turn before player does, so popup is displayed but dungeon has been destroyed in the meantime).
- Fixed CvDungeon doTurn to clean up dungeon not anymore existing (for example in case Barbarian city has been conquered) to avoid barbarian civ to trigger requests even if the city is now under another civ control (and resulting in CTD).
- Added caching of GC.getDefineINT("DEFAULT_SPECIALIST") in an attempt to optimize performance (don't think it lead to any significant change).
- Replaced www.masterofmana.com with www.civfanatics.com in the loading tips.
- Changed gold acquired by conquering a barbarian city from fixed 1000 to (current turn - turn city was founded) * 20
- Arcane Lacuna: now global enchantment/summon/miracle/terraforming are blocked as well.
- Kazhad Mother Load now accounts also for deep mine on top of regular mines.
- Correctly CAP gold to 50% and Culture at 30% (previously possible to trick and reach 50% culture) and correctly aligned in MainInterface gold percentage increase (empty row for spellresearch)
- Gold/silver/copper/gems/amber now available only with Artisan Guild (as per ranger guild & deer/camp) - but still visible on map without it (as per Master of Mana updates) and still allowing the bonus of being near the city.
- Now Imported/Exported Resources contribute to allow construction of building that consume them (nation epic, heroic epic). So if you own 1 marble and you trade with someone for a second marble, you can construct 2 heroic epic.
- Fixed OOS due to m_iCultivationRate not initialized to 0 which result in different values among pc.
- CvUnit updatePower modified algorithm (instead of power = Pow(power,1.4)/40 ; power = power*power/10000 using only int values). I am running civ in linux on top of old wine version 3.19 and this resulted in small different results than on windows, which were causing OOS. From a ideal point of view this should be corrected with a wine patch (tbc if not resolved in more recent releases) but as I do not have such skill, in this way issue was corrected without impacting on the updatePower logic.
- In the tech value logic for the AI to choose what to research, added an increment if tech unlock a civic which does not give a malus in research (and currently all available civics options gives a malus in research). This helps in prioritizing for example Code of Laws which grant Aristocracy as the first civic without a research malus and could help AI to remove as soon as possible research malus.
- AI_getGoldTreasury modified to get AI spare gold only for tech that can be traded and gold cost is adjusted by game speed research percent. Currently it was aiming for all tech which were not owned (even if they cannot be traded) and cost was always for normal speed.
- Adapted city specialization for merchant as now there are bigger cities thus more need for gold.
- Prioritizing in the build queues buildings that gives hammer and that gives gold (if no merchant district present yet). This could prioritize a construction yard at te beginning so that more hammer will be produced once city grows.
- Fixed some issue and made some improvement on the Improvement system, so to optimize worker job and force AI Cities to grow more (more population = more tech research)
- Corrected bug (= instead of ==) that as result prioritize AI to build improvement that gives production (CvImprovementSystem update_AI_valueYield)
- Changed CvPlot canHaveImprovement to calculateNatureYield to not count features if will be removed (else you have each time to chop a jungle to understand if Farm can be built or not and AI does not see the +1 food)
- Aligned ActualImprovementYield (which check the foreseen yield for a future improvement) with calculateImprovementYieldChange (which actually compute the changes). The usage of isIrrigated in the first method instead of isIrrigationAvailable causes irrigation for farm not to be computed and the AI to chose a lot of groundwater well over farms.
- Fixed bug that consider improvement upgrades while evaluating yield gains and values, even if are not allowed by the civ (e.g. workshop & artisan workshop only for dural)
- Added method to force construction of buildings which provide happiness/health to allow the city to grow
- Modified code in ActualImprovementChanges for having actual changes considering the plot only (i.e. to not reduce yield for the other plot which will not be worked anymore as this evaluation is for when the city will have enough pop to use it). So now AI and also Actual Changes popup will not consider the fact that you are removing a citizen from another plot to work the tile.
- Also value reported in UI are display in this way (when you mouse on the build mine for example)
- BETA: Changed AI Civic values, to have to AI stay away as much as possible from military states/city governors and profits which give a strong malus in research or gold/production. This should (and I hope will) be tuned in future release as there could be situation in which can be used.
- BETA: Temporary limit the number of existing/under construction settlers to 1. There could be situation in which more than 1 can be useful but for the time being AI is always trying to have 2 settlers to spare, which is too much
- BETA: Changed how AI trade bonus with human players/other AI, by allowing to give or to receive gold per turn for a resource (100 values = +1 gold per turn, and gold is offered only if no other bonus is available to trade) and by modifying how perceive bonus resources values in trading:
- Removed the max(300,value) and the += Random(1-10000) as this lead to AI trading random resources regardless of their perceived value
- Value is now evaluated considering (check AI_Bonus.cpp):
- Happiness
- Health
- Yield & Commerce
- If it allows to build a building faster: 250 value for a national wonder, 500 for a world wonder
- If it allows to build a building which is limited by the number of resources: 100 for a new building that can be build (given all other prereq are met)
- If it gives an affinity bonus to units: 100 for each +5 among all units (minimum 100)
- If it allows some equipment to be crafted: 50 for each equipment that is allowed and can be equipped to at least one unit (given all other prereq are met)
- If it allows to build a building: for each allowed building, 50 for each city in which the new building can be built (given all other prereq are met)
- If it allows to train units: for each allowed unit that can be trained (given all other prereq are met) 100 for each Tier (minimum 100)
ChangeLog v0.2:
Spoiler :
- Fixed Gaping Wound to be correctly removed once healed
- Fixed Summoning Circle as summons were still spawning in capital
- Fixed Nexus teleport ability which was resulting in CTD
- Added a Randomization when choosing among the first 4 forced early tech (military strategy,education, barter, exploration) to vary a little bit
- Reduced bonus +20% spawn rate by Merchant District which was bugged: instead of 1.2 * merch district, now is correctly changed in 1 + (0,2 + merch district)). The 20% spawn increase was exponentially increasing the percentage from 2nd district on. Additionally, modifiers are now added after all multiplications, which should also slighly reduce the spawning rate.
- Corrected behavior on first settler found city logic, previously was always founding on starting plot. If plot does not allow create city (e.g. lost temple) the AI simply stays there with the stack.
- Added check in Map generator to not place Ancient Tower on Improvement (on Erebus, MoM_Erebus, MoM_Erebus_Climate)
- Improved selection of tech to unlock tier3/tier4 units vs researching a +2 strength tech. A small randomness (1 - 10) is added to the selection. Additionally a +2 tech is considered (at this stage of tech selection) only if the bonus is appliable to at least half of the existing combat units. This should help Luchuirp and Aristrakh which does not use a lot of troops which are benefiting from +2.
- Fixed Turn display for healing when in selection group there is a hurt unit that cannot heal as MAX_INT is displayed. If a unit cannot heal (for example poisoned and no healers in stack) it is not counted for the count of remaining turns which are, in fact, infinite.
- Displaying Tier (from 1 to 4) of a Unit in Civilopedia.
- Improved guild selection at tech: prioritize first guilds that gives additional units to the civilization (e.g: Luchuirp should always get Artisan Guild and Mage Circle first). Previously was a little bit random and result in some cases, for example, in Luchuirp never taking Artisan Guild. the value of a guild is computed as: (attack strength of all units unlocked * 100) + 1d100.
- Improved Global Culture spending for acquiring guilds, by prioritizing the ones that cost less in term of culture and that unlock a new unit. If the cost is greater than the cost of the creative trait then prioritize creative. This means now AI will spare culture to acquire the needed tech instead of buying as soon as it has enough culture.
- Set Tech prereq for UNIT_DWARVEN_SHADOW and UNIT_SHADOW to only TECH_PRECISION (and not TECH_PRECISION and TECH_ESUS_GUILD, which requires TECH_PRECISION anyhow....) this help in the algorithm for Guild selection
- In CvUnit updatePower changed rounding of long double to int from m_iPower = (int)iPower; to m_iPower = (int)std::floor(iPower): I got some OOS in lan due to some units having different power value discrepancy of +/- 1 with no other clues of what can be the cause. And this is not reproducible by me locally only in lan. Maybe there is a different rounding implementation among linux/wine (as I run Civ4) and windows (other lan computers). Mainly was visible with Foxfire with the +1 fire affinity enchantment equipment. Not sure if it can fix an OOS but for sure it does no harm.
- Added Wanderer dds icon (ugly but better then the pink square) - If someone is willing to modify it I will be happy to merge in the next release.
- Prevent event triggering if city count < 1 to avoid event which require at least a city (once I paid money for a great prophet which I never get as it was supposed to spawn in capital).
- In the existing logic that prioritize Settler production, added an additional check (on top of the max 2 existing Settler at once) to not create more then the foreseen visible plot to found a city. Currently we detect that the AI has always 2 settler in capital, even if there is no space at all to found (we play on tiny map crowded with civs).
- Changed an assert on destination plot selection when in danger [FAssert(!atPlot(pBestPlot) || canDefend());] to take into consideration that the unit stays in the current plot as it can defend
- Bugfix to block AI to take both way of the wise and way of the wicked (or righteousness/malevolent design/commune with nature) as it was not implemented in AI logic and it was, in fact, always buying both.
- In CvGuildScreen fixed bug that allows Human playrs to buy righteousness even if malevolent design has been taken (if neutral alignment)
- Fixed multiplayer bug in which all team member get to choose a guild (different guild can be choosen). Now only first team member get to choose.
- Tuned AI_doCitySpecialization, to try to force the first 3 cities into building research/culture/military. Not sure if the perfect algorithm but we noticed an increase in research and culture as with existing algorithm the AI privilege Merchant.
- Capital: research unless there is a +60% production. If true, and there is a 50% culture, go for culture else go for military.
- 2nd: if capital is in research go for military, else go for research.
- 3rd: if no military city yet, and there is a +40% production go for military. If culture is needed and the city can either grow (+40% food) or has a culture bonus resource. If +60% gold go for merchant, else go for reaseach.
- Others: First try to check bonuses and apply the specialization for it (30% research go for sage, 50% culture go for bard, etc...) if 50% faith go for temple but max once, as I am not sure if the AI used at all faith (maybe in researching religious tech). Else try to keep the number of specialization even among the number of cities, but still giving priority to research/culture.
- Tuned AI_chooseProductionDistrict based on city specialization to account also for 2 level district. It tries to push build district earlier to increase research/culture. Also it reduce a little the number of merchant district which were almost the majority in earlier version. For 2nd level merchant district only Trade is considered (luxury/resource are probably not needed by AI). Also herbalist is not considered. It is based on the city specialization given in AI_doCitySpecialization.
- Reduced number of allowed guild back to 4.
- Removed all debug/compile header to reduce download size
ChangeLog v0.1:
Spoiler :
- Merged Sephi Tweak Mod for Xtended 1.09 from https://forums.civfanatics.com/threads/tweak-mod-for-xtended.658776/
- Merged Kozar Master of Mana updates 1.4 from https://forums.civfanatics.com/threads/master-of-mana-updates.671192/
- Fixed CTD when casting spell from a selection group but not enough mana available for all spells.
- Fixed a systematic OOS when launching a spell
- Scaled down initial Trait Acquisition cost
- Scaled Yield cost based on gamespeed form MANA/FAITH/GOLD related equipment
- [GUILD] Added option to look at the big picture at guild selection (but disabled possibility to acquire new guild/traits with culture)
- [AI] Allowed Illians AI to create Frozen
- [GAMEOPTION] Added gameoption to disable World Wonder and World Units
- [AI] forced AI to build Raise of a Legend
- [AI] trying to improve tech research (expecially on tech that gives +2 warrior strenght) by:
- reduce minimum amount of money that is forced to keep (from original 500 to 50 if 1 city, 100 if 2 city, 150 if more). Otherwise this caused AI to always research 50%
- forced to build sage district in capital so to maximize research
- forced to build district in city when turn for production is reasonable based on city specialization (gold = merchant, research = sage, production = noble)
- forced to research a tech that either gives +2 to unit or unblock a new unit tier if cost is less than 30 + number of civ with greater power + number of barbarian villages AI is trying to destroy
- [XML] Removed reference to CIVIC_SHAMANISM, no present in XML
- DoPacifistDemonstration5 corrected from PROMOTION_VAMPIRISM to PROMOTION_VAMPIRE
- Removed reference of IMPROVEMENT_ODIOS_PRISON in PrivateMaps
- Civilopedia added empty text for missing labels
- Corrected CvModName to be 'Master of Mana' needed by AIAutoPlay
- Added a small stacktrace to FAssertDlg for who does not have a debugger like me...
- [Possible OOS?] Disabled caching m_aiAttitudeCache in AI_getAttitudeVal as it seems that each turn it could get calculated in an async context (BUG ui). Not sure if it can lead to OOS as values seems to different for small numbers.
- [OOS] Changed behavior for update_Reserve_PickupEquipment in AI_group.cpp to avoid OOS
- ENABLE_OOSLOG to enable/disable logging (default is currently enabled)
- Tuned a lot of logging to be with a kind of csv format for better parsing and analysis
- NJAGCL Enabled option to switch between turn and golden age length
- [Civilopedia] Added link in TXT_KEY_SPELL_TAUNT_HELP to PROMOTION_ENRAGED and TXT_KEY_UNIT_ENSLAVEMENT_CHANCE link to UNIT_SLAVE
- [XML] corrected text for some epic victory: TXT_KEY_ADVENTURESTEP_VAMPIRE_LEVEL_20 level required is 10, not 20, TXT_KEY_ADVENTURESTEP_VAMPIRE_LORD_LEVEL_30 level is 15 not 30, TXT_KEY_ADVENTURESTEP_LOSHA_LEVEL_30 15 not 30
- TXT_KEY_ADVENTURESTEP_CREATE_TRACKER is Wisp, not Tracker, TXT_KEY_ADVENTURESTEP_NEVER_ADOPT_THEOCRACY is Religion Civic not Theocracy
- [XML] Corrected ADVENTURESTEP_NEVER_ADOPT_THEOCRACY from <bCivicDuration>1</bCivicDuration> to bNeverAdoptCivic>1</bNeverAdoptCivic>
- [OOS] EVENT_YOUNGER_COUNCIL_1 added <iHappyTurns>0</iHappyTurns>
- [PYTHON] Added more logging to OOSLogger
- [PYTHON] corrected BUILDING_VACANT_MAUSOLEUM
- [OOS] reqStunned and reqSilencedArcaneLacuna now implemented through sendModNetMessage
- [PYTHON] reqRebuildBarnaxus added check for pCityPlayer not None
- [PYTHON] doCondantis22 added check that civ isAlive
- [PYTHON] doPerfectStorm3 corrected argument parsing
- [PYTHON] reqStealGold added check for gc.getPlayer(pCity.getOwner()) not None
- [PYTHON] reqLightOfLugus added check for pOtherPlayer not None
- [PYTHON] WildmanaGuardianDefeated removed changeResearchProgress due to Assimilate Promotion. Does not seems to be implemented anywhere else and there are some cases which cause c++ exception (current research sometime -1)
- [PYTHON] reqEmperorshand added missing return statement
- [PYTHON] Embedded AIAutoPlay
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