Rhye
's and Fall creator
As you can see from this log, all the issues mentioned in these last months have been taken care of. With the new PC I could now focus especially on the late game. Read it carefully.
Somehow, this creature manages to get better and better just when I thought that there's nothing left to improve...
And I am having that feeling now as well, should I trust it this time?
Oh, the version number of BTS has been shifted because I made confusion with 1.09 and 1.089, so I took advantage of this and aligned the number with the other 2.
CHANGES
- New Roman goal, that kills the exploit°°
- Ziggurat is the new Babylonian UB
- Milan replaced by Venice in 600 AD start
- In 600AD, Rome is set with less economic buildings and with no chance of building the Church of Nativity, moved to Jerusalem, but more defensive buildings to make it more resistant
- Defensive pacts more likely to be signed, and most important, they aren’t cancelled on war declared by any faction (except the case of declaring on a friend or a friend of the friend). This will make the late games develop into a more civ3-style complex diplomacy, and the foreign advisor will be much more useful, but the result will be 2 or 3 strong coalitions rather than a intricate graph. European wars will be common since the Renaissance, and world wars will be common in the late game. Furthermore, there’s a cap of max 3-6 civs per coalition°°
- Byzantium starts at peace with all Christian countries, so that it isn’t continuously under attack by German and Dutch troops
- AI research rate slowed down, and adjusted depending on the handicap level (slower research rate on emperor, faster on viceroy)°°
- Optics requires Guilds and costs more°°
- Nationalism, Democracy, Military Tradition and Constitution swapped to achieve more realism and push Nationalism much later°°
- Taj Mahal moved to Constitution because of this°°
- Research Insitute moved to Electricity and Labs to Computers°
- Congresses disabled on UN built°°
- As Congress are now limited to mid 1900 and pushed later by the new position of Nationalism, they require just 1 civ to discover Nationalism (not counting America, who has it assigned at spawn)°°
- AI will always vote NO to No nuclear proliferation if no nuclear unit has ever been built in the world (this was a lock preventing, when the UN came before Manhattan, nukes to be ever built)°°
- AIWars routines completely rewritten: triggered less often and skip completely if a world war is already in place°°
- Collapses now can produce a few barbarian cities, along with independent (not needed in vanilla)°
ADJUSTMENTS
- Rewritten a part of the code so that it avoids saving and loading data from python often, cos they slow down considerably°°
- Mainz replaced by Frankfurt and Regio Tripolitana renamed Tripolis in 600 AD start
- Updated city renamings°°
- Updated city and settler maps°°
- Tuned some civ specific stability modifiers°°
- Tweaked religion generic spread rates°°
- Added some tweaks that should prevent a Christian Turkey and Mali (but they don’t actually seem to work)°°
- Cheaper mercenaries maintenance (especially for expensive units and later eras)°°
- More mercenaries are added each time they are refreshed°°
- Adjusted hidden modifiers°°
- AI more likely to do trade embargos°°
- Refined dynamic names system, now some names (such as the Egyptian New kingdom) will appear earlier°°
- Slightly improved selection of cities to request in a Congress for the human player°°
- Hereditary rule slightly less important for the AI (brought back to the level of vanilla and Warlords)
- Aksum now Christian in the 600 AD start
- Domination threshold raised for allowing german uhv°°
- Minor civs can no longer start golden ages°
- More city razing, BTS should now be more similar to Warlords and vanilla
- More barbarians in Africa and Europe (thus, more razing)°
- Revived civs without the original capital available (i.e. if it has been razed) are assigned the most ancient and populated city as capital instead of the most western one°°
- Byzantine and Celtic cities more likely to flip°
- European civs less likely to build the Great Wall°
- Tweaked some AI tech preferences (like the Vikings with Civil Service)°
- Attitude modifiers for same or different religion vary on the era, with a peak of cohesion for the brothers of faith and hatred for the heathens in medieval times, and a peak of neutrality towards both brothers and heathens in renaissance and industrial°°
- AI more likely to build the Manhattan Project and nukes°°
- Slightly reduced the effect of the Turkish UP on the outer city box°
- Reduced the extra weight AI assigns to units due to the aggressive flag
- Slightly reduced the generic weight AI assigns to units°°
- Scientific Method moved to Renaissance (no real important effect on the gameplay except that the graphical era change is pushed forward)°°
- Added stability normalization per continent°°
FIXES
- Fixed French and Viking random city lists°°
- Fixed some python exceptions°°
- Fixed Mayan UHV
- Fixed Celtic and Byzantine city renaming in MP
- Fixed Celtic, Korean and Zulu mercenaries buggy name°°
- Fixed double Turkish unit spawn°
- Human player won’t start as vassal anymore°
- Fixed font size in foreign advisor°°
- Fixed an error in the Great Depression code, now should be working correctly (and appear more often!)°°
- Commented some annoying debug prints°°
- Fixed an error in the calculation of stability expansion modifier°°
- Victory scripts skipped when historical victory is disabled°°
- AIwars system won’t make AIs declare war on dead civs anymore°°
- Rewritten broken Indian UHV code°°
- Uncompleted goals set to failed when a civ dies°°
remember to download the updated unlocked WBS pack!
Somehow, this creature manages to get better and better just when I thought that there's nothing left to improve...
And I am having that feeling now as well, should I trust it this time?
Oh, the version number of BTS has been shifted because I made confusion with 1.09 and 1.089, so I took advantage of this and aligned the number with the other 2.
CHANGES
- New Roman goal, that kills the exploit°°
- Ziggurat is the new Babylonian UB
- Milan replaced by Venice in 600 AD start
- In 600AD, Rome is set with less economic buildings and with no chance of building the Church of Nativity, moved to Jerusalem, but more defensive buildings to make it more resistant
- Defensive pacts more likely to be signed, and most important, they aren’t cancelled on war declared by any faction (except the case of declaring on a friend or a friend of the friend). This will make the late games develop into a more civ3-style complex diplomacy, and the foreign advisor will be much more useful, but the result will be 2 or 3 strong coalitions rather than a intricate graph. European wars will be common since the Renaissance, and world wars will be common in the late game. Furthermore, there’s a cap of max 3-6 civs per coalition°°
- Byzantium starts at peace with all Christian countries, so that it isn’t continuously under attack by German and Dutch troops
- AI research rate slowed down, and adjusted depending on the handicap level (slower research rate on emperor, faster on viceroy)°°
- Optics requires Guilds and costs more°°
- Nationalism, Democracy, Military Tradition and Constitution swapped to achieve more realism and push Nationalism much later°°
- Taj Mahal moved to Constitution because of this°°
- Research Insitute moved to Electricity and Labs to Computers°
- Congresses disabled on UN built°°
- As Congress are now limited to mid 1900 and pushed later by the new position of Nationalism, they require just 1 civ to discover Nationalism (not counting America, who has it assigned at spawn)°°
- AI will always vote NO to No nuclear proliferation if no nuclear unit has ever been built in the world (this was a lock preventing, when the UN came before Manhattan, nukes to be ever built)°°
- AIWars routines completely rewritten: triggered less often and skip completely if a world war is already in place°°
- Collapses now can produce a few barbarian cities, along with independent (not needed in vanilla)°
ADJUSTMENTS
- Rewritten a part of the code so that it avoids saving and loading data from python often, cos they slow down considerably°°
- Mainz replaced by Frankfurt and Regio Tripolitana renamed Tripolis in 600 AD start
- Updated city renamings°°
- Updated city and settler maps°°
- Tuned some civ specific stability modifiers°°
- Tweaked religion generic spread rates°°
- Added some tweaks that should prevent a Christian Turkey and Mali (but they don’t actually seem to work)°°
- Cheaper mercenaries maintenance (especially for expensive units and later eras)°°
- More mercenaries are added each time they are refreshed°°
- Adjusted hidden modifiers°°
- AI more likely to do trade embargos°°
- Refined dynamic names system, now some names (such as the Egyptian New kingdom) will appear earlier°°
- Slightly improved selection of cities to request in a Congress for the human player°°
- Hereditary rule slightly less important for the AI (brought back to the level of vanilla and Warlords)
- Aksum now Christian in the 600 AD start
- Domination threshold raised for allowing german uhv°°
- Minor civs can no longer start golden ages°
- More city razing, BTS should now be more similar to Warlords and vanilla
- More barbarians in Africa and Europe (thus, more razing)°
- Revived civs without the original capital available (i.e. if it has been razed) are assigned the most ancient and populated city as capital instead of the most western one°°
- Byzantine and Celtic cities more likely to flip°
- European civs less likely to build the Great Wall°
- Tweaked some AI tech preferences (like the Vikings with Civil Service)°
- Attitude modifiers for same or different religion vary on the era, with a peak of cohesion for the brothers of faith and hatred for the heathens in medieval times, and a peak of neutrality towards both brothers and heathens in renaissance and industrial°°
- AI more likely to build the Manhattan Project and nukes°°
- Slightly reduced the effect of the Turkish UP on the outer city box°
- Reduced the extra weight AI assigns to units due to the aggressive flag
- Slightly reduced the generic weight AI assigns to units°°
- Scientific Method moved to Renaissance (no real important effect on the gameplay except that the graphical era change is pushed forward)°°
- Added stability normalization per continent°°
FIXES
- Fixed French and Viking random city lists°°
- Fixed some python exceptions°°
- Fixed Mayan UHV
- Fixed Celtic and Byzantine city renaming in MP
- Fixed Celtic, Korean and Zulu mercenaries buggy name°°
- Fixed double Turkish unit spawn°
- Human player won’t start as vassal anymore°
- Fixed font size in foreign advisor°°
- Fixed an error in the Great Depression code, now should be working correctly (and appear more often!)°°
- Commented some annoying debug prints°°
- Fixed an error in the calculation of stability expansion modifier°°
- Victory scripts skipped when historical victory is disabled°°
- AIwars system won’t make AIs declare war on dead civs anymore°°
- Rewritten broken Indian UHV code°°
- Uncompleted goals set to failed when a civ dies°°
remember to download the updated unlocked WBS pack!