jdog5000
Revolutionary
CFC download
Sourceforge repository
In 1.4 there were only 5 fixes and we thought maybe we'd fixed most everything. Well, in 1.5 there are 24 fixes! A big thanks to all of you who contributed and reported bugs and other issues, the UP is truly a community effort
Changes in v 1.5:
- CvCityAI::AI_buildingValueThreshold - Fixed bug causing AI cities to over value buildings which unlock specialists in many circumstances when picking what to build
- CyInfoInterface2 - Fixed issue with "getHappiness" for improvements (thanks NotSoGood)
- CvPlayer::canFound - Changed handling of founding on water tiles so that Python callback has final say if it is turned on
- CvPlayer::removeBuildingClass - Fixed issue with removing buildings when building class was maxed out for some mods (thanks EF)
- CvPlot::doImprovement - Minor efficiency improvement for existing game speed scaling fix
- CvPlot::doImprovment & CvPlot::doFeature - Now scale accoding to getVictoryDelayPercent, which is more appropriate
- CvUnitAI::AI_specialSeaTransportMissionary - Fixed minor bug in valuation for executives
- CvPlayerAI::AI_targetGold - Fixed bug causing AI to not bother with budgeting for expenses for first 40 turns of scenarios and advanced start games
- CvCity::init - Reverted to standard BTS code where floodplains are removed when a city is founded
- CvCity::kill - Replace floodplain after city is destroyed
- CvTeam::doTurn - Added barbarian passive tech fix from Mongoose SDK
- CvPlayerAI::AI_changePeacetimeTradeValue and CvPlayerAI::AI_changePeacetimeGrantValue - AIs you haven't met yet will no longer get angry at you for trading with their worst enemy (thanks Sephi)
- CvPlayerAI::AI_getStrategyHash - Fixed several bugs where player ID was used where team ID was intended
- CvPlayerAI::AI_targetCityValue - Fixed issues with valuation of cities with inactive world wonders, multi-holy-cities
- CvCity - Added function getNumActiveWorldWonders()
- CvPlayerAI::AI_commerceWeight - Improved valuation of generating culture in human player cities when culture bar is > 50% (ie, player probably going for cultural victory)
- CyInfoInterface1 - Added missing CvUnitInfo::isOnlyDefensive (thanks Afforess)
- CvCityAI::AI_calculateCulturePressure and CvCityAI::AI_playerCloseness - Fixed incorrect usage of getID() (thanks denev)
- CvPlayerAI::AI_foundValue - Added missing division for iClaimThrehsold (thanks denev)
- CvTeam::shareCounters - Fixed bug causing inappropriate overflow research and effectively free techs when forming a Permanent Alliance
- CIV4GameText_Events_BTS.xml - Fixed Italian translation for TXT_KEY_EVENTTRIGGER_MOTOR_OIL and usage of Amun-Re (thanks jsbrigo)
- Popup.py - Fixed X versus iX in addPythonButtonXY(), and (maybe) fixed reference to non-existent variable in addTitleData() (thanks EF)
- CvCity::getProductionModifier (three versions of this function) - Changed to allow mods to create negative production modifiers (thanks NotSoGood)
- CvUnit::rangeStrike - Fixed bug with determining if can range strike, and potential OOS from range strikes (thanks God-Emperor)
- CvUnit::canRangeStrikeAt - Added check for whether target plot is visible (thanks God-Emperor)
Sourceforge repository
In 1.4 there were only 5 fixes and we thought maybe we'd fixed most everything. Well, in 1.5 there are 24 fixes! A big thanks to all of you who contributed and reported bugs and other issues, the UP is truly a community effort

Changes in v 1.5:
- CvCityAI::AI_buildingValueThreshold - Fixed bug causing AI cities to over value buildings which unlock specialists in many circumstances when picking what to build
- CyInfoInterface2 - Fixed issue with "getHappiness" for improvements (thanks NotSoGood)
- CvPlayer::canFound - Changed handling of founding on water tiles so that Python callback has final say if it is turned on
- CvPlayer::removeBuildingClass - Fixed issue with removing buildings when building class was maxed out for some mods (thanks EF)
- CvPlot::doImprovement - Minor efficiency improvement for existing game speed scaling fix
- CvPlot::doImprovment & CvPlot::doFeature - Now scale accoding to getVictoryDelayPercent, which is more appropriate
- CvUnitAI::AI_specialSeaTransportMissionary - Fixed minor bug in valuation for executives
- CvPlayerAI::AI_targetGold - Fixed bug causing AI to not bother with budgeting for expenses for first 40 turns of scenarios and advanced start games
- CvCity::init - Reverted to standard BTS code where floodplains are removed when a city is founded
- CvCity::kill - Replace floodplain after city is destroyed
- CvTeam::doTurn - Added barbarian passive tech fix from Mongoose SDK
- CvPlayerAI::AI_changePeacetimeTradeValue and CvPlayerAI::AI_changePeacetimeGrantValue - AIs you haven't met yet will no longer get angry at you for trading with their worst enemy (thanks Sephi)
- CvPlayerAI::AI_getStrategyHash - Fixed several bugs where player ID was used where team ID was intended
- CvPlayerAI::AI_targetCityValue - Fixed issues with valuation of cities with inactive world wonders, multi-holy-cities
- CvCity - Added function getNumActiveWorldWonders()
- CvPlayerAI::AI_commerceWeight - Improved valuation of generating culture in human player cities when culture bar is > 50% (ie, player probably going for cultural victory)
- CyInfoInterface1 - Added missing CvUnitInfo::isOnlyDefensive (thanks Afforess)
- CvCityAI::AI_calculateCulturePressure and CvCityAI::AI_playerCloseness - Fixed incorrect usage of getID() (thanks denev)
- CvPlayerAI::AI_foundValue - Added missing division for iClaimThrehsold (thanks denev)
- CvTeam::shareCounters - Fixed bug causing inappropriate overflow research and effectively free techs when forming a Permanent Alliance
- CIV4GameText_Events_BTS.xml - Fixed Italian translation for TXT_KEY_EVENTTRIGGER_MOTOR_OIL and usage of Amun-Re (thanks jsbrigo)
- Popup.py - Fixed X versus iX in addPythonButtonXY(), and (maybe) fixed reference to non-existent variable in addTitleData() (thanks EF)
- CvCity::getProductionModifier (three versions of this function) - Changed to allow mods to create negative production modifiers (thanks NotSoGood)
- CvUnit::rangeStrike - Fixed bug with determining if can range strike, and potential OOS from range strikes (thanks God-Emperor)
- CvUnit::canRangeStrikeAt - Added check for whether target plot is visible (thanks God-Emperor)