What will be in the next release?

Ploeperpengel

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The current release of the mod you find here:
http://forums.civfanatics.com/showthread.php?t=182258

This version will stay the last version of the mod playable with civ4 alone. In the future you'll need Warlords.

Changes/Conversions from version 0.65 to Warhammer Warlords done so far:


-Mercenarymod has been taken out due to too many bugs and poor understanding of the AI. We'll wait for a Warlordsversion of that one with better AI support.

-many new buildings have been added
-civics have been revamped
-new city art for some civs
-many new units


LunarMongoose:
- Updgaded transport bug fix
- MP Camera fix
- First strike fix
- Intercept Domain Blocking Fix

Found here:
http://forums.civfanatics.com/showthread.php?t=175766


- Water Animals
Allows the spawning of Animals with <TerrainNatives> of Coast and
Ocean, no default animals have such values but then can be added

http://forums.civfanatics.com/showthread.php?t=173781


jdog5000:
- AI autoplay
http://forums.civfanatics.com/showthread.php?t=174812


RogerBacon:
- Flying tag
Units given the <bFlying> tag, will move over water
but will still obey TerrainImpassible flags, any unit can dynamicaly gain or
losse flying abilities through the setFlying(bool) Python call


http://forums.civfanatics.com/showthread.php?t=171813

Lopez:

-Enhanced Tech Conquest
http://forums.civfanatics.com/showthread.php?t=171748

-Pirates Mod
http://forums.civfanatics.com/showthread.php?t=173859

Teg Navanis
-Unitstatistics Mod

http://forums.civfanatics.com/showthread.php?t=162977

- GreatGeneral from Barbarian Combat
New Global Defines are added which allow Great General Points to accumulate
in offensive combat against Animal and Barbarians, a third allows the Barbarian
player to recive Great Generals

http://forums.civfanatics.com/showthread.php?t=180991


Elohim
-Warlords Diplomacy revamped(SDK part only of course)
http://forums.civfanatics.com/showthread.php?t=182550


-animosity
-supportfire
-animalgold
-psychology added


Lopez:
- ImprovmentsOutsideBorders
Any Improvment can be given true for the new <BuildOutsideBorders> tag
which will allow workers to ignore cultural borders when building the improvment

http://forums.civfanatics.com/showthread.php?t=175540

- RoutePillage Mod
When a modified Missions.xml file is used a new Route Pillage option becomes
avalible to units which allows destroying routes without harming the plots primary
impromevment, you can destroy your own routes as well

http://forums.civfanatics.com/showthread.php?t=181587



Still to do:

-Kuriotates citysystem for Chaos civ(FFH2)
-ability to leave units for Great Generals
-Better AI by Blake:
http://forums.civfanatics.com/showthread.php?t=191685
-Lopez:
-Inquisitors!!!
-Fix for unique great persons by Mexico
http://forums.civfanatics.com/showthread.php?t=189123
-teaching the AI to use small stacks
- Defensive Camera Zoom by Roger Bacon
The camera will now zoom in when you are attacked in the between turns
phase just the same as when you launch an attack
-adding gfx, text
-revamping techs
-Bughunting
-Balancing
 
Lopez:
- ImprovmentsOutsideBorders
Any Improvment can be given true for the new <BuildOutsideBorders> tag
which will allow workers to ignore cultural borders when building the improvment

Does this mean you can build improvements on tiles owned by civs you have open borders with ?
 
well improving land not yours is bad if you're not at war with that Civ. You can farm a town and so on. It's ok as long as it is in neutral land or eventually in enemy land (they have a chance to kill your workers and stop you), but not in land owned by someone else with whom you have OB agreement.
 
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