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- ---------------------
- r2499
- Basic AI for crime units (or other property-sourcing units)
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- r2498
- -Moved my art into the core.
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- r2497
- Changed Molecular Biology to Molecular_Biology plus also changed modern_physics, was wrong, should read modernphysics. Thx Koshling
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- r2496
- Tweak to unit tendering system to allow cities building high priority buildings to concurrently contract out a unit build
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- r2495
- Changes to barbarian Diplomacy to put it all in the one mod and clean up the art.
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- r2494
- Fixed CTD with saves which include dead units
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- r2493
- deleted art and put into core FPK
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- r2492
- Changed Maori culture from American to Oceanian
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- r2491
- Fixed spelling of Haitian culture.
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- r2490
- Fix advisor in Mesopotamian religion food temples. Remove extra art I forgot to remove.
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- r2489
- Fixed Cannon Forge.
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- r2488
- Fixed Ballista Turret.
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- r2487
- Fixed Castle.
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- r2486
- Fixed Counter's Hut.
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- r2485
- Moved found values off 'alt' hover with chipotle enabled (to ctrl-alt-shift) to lesson impact on normal gameplay
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- r2484
- Fixed CTD when GC attacked via catacombs Modified catacombs semantics to choose worst defender from units that CAN defend at all Fixed potential CTD with undefined advisors on buildings or units
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- r2483
- Added three new buildings: Cannon Turret, Highwayman's Hideout, and Star Fort.
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- r2482
- New FPK file.
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- r2480
- Added Seal Maker and Counter's Hut. Thanks DH!
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- r2479
- Updated my FPK.
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- r2478
- Minor text fixes.
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- r2477
- Added Dog Show movie to Dog Show Wonder.
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- r2476
- -Changed XP values for the early Ships, this should fix the overabundance of super-critters on the high seas.
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- r2475
- Fixed hurry anger corruption on modifier recalc
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- r2474
- Fixed bugs in calculating best defender which resulted in unit visibility issues, CTDs, and wrong units defending
- ---------------------
- r2473
- Latest GEM variants
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- r2472
- Fix mushroom resource button; make sure all good new resource art is in core area and remove the duplicate in the modules area.
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- r2471
- Put new terrain art back in art folder.
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- r2470
- Yet another movie. This time the Dog Show.
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- r2469
- Move the Killer Rabbit out of my mods and into the alt timeline fantasy mod. Fix the MLF files in alt-time lines and fantasy.
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- r2467
- Add in Mesopotamian missionary effect. Move all movies out of the RoMModularWonders folder into core movies to remove duplicates. Move and replace Bolshoi long movie with short movie.
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- r2466
- Adding hypothetical unit pathing capability Used hypothetical unit pathing to better estimate delivery time on units production tenders
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- r2465
- -Tweaks for the Clockwork Golem
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- r2464
- Performance improvements for missionary processing Performance improvements for spy processing Performance improvements for odds calculations
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- r2463
- changed the TXT of city names for the Navajo civ
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- r2462
- Moved a few long movies into the extras and replaced them with short movies in core. Movie for Mt Rushmore should now play.
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- r2460
- 1. [COLOR="Red"][B]Removed[/B][/COLOR] Transistors tech.
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- r2459
- -Increased the maintenance costs of the Law Enforcement units.
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- r2458
- Fixed AI defensive force disposition around cities Removed some temporary debugging trace
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- r2457
- Fixed double-highlighting of units in selected stack
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- r2456
- Fixed CTD when a bombarding units bombards a tile with no enemy units that can defend
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- r2455
- Change force obsolete on Tracker to Hunting Tactics
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- r2454
- Fixed mis-calculation of city food excess
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- r2453
- Fix Wembely code.
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- r2452
- Subdue animal updates.
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- r2451
- Moved some bonuses into core.
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- r2450
- Further fix the unit entity handling
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- r2449
- --[B]New Techs[/B]--
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- r2448
- Added two more wonders: Scarborough Fair and Troyes Trade Fair.
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- r2447
- Temp remove food caravans. Move new resource art into core. Move new resource text into core.
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- r2446
- New Techs ... [B]Transistors[/B] Required Techs: Electronics AND Advanced Metallurgy Location: X68 Y13 [B]Television[/B] Required Techs: Transistors AND Motion Pictures Location: [B][COLOR="Red"]X69 Y15[/COLOR][/B] Changed ... [B]Mass Me...
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- r2445
- Moved Global Stock Exchange to Megacorporations tech.
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- r2444
- [QUOTE=Vokarya;11458056]Well, the bug that was causing the crash is gone. I was able to get past the point where it crashed before without it crashing. Now I can't get units to end their turn - units that expend all their movement are just ...
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- r2443
- Fix to oops in some restructuring just before checkin yesterday
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- r2442
- Fixed Trails building.
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- r2441
- changed trait seafaring: from sailing icon to seafaring icon
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- r2440
- Fixed a major memory leak Added a new dynamic-loading mechanism for units to save further memory Fixed a CTD that arose in rare cases on culture recalculation (Volkara's crash) Fixed a miscalculation in the AI's unit upgrade budgeting Rewor...
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- r2439
- - Changed Natural Gas Power Plant to require Natural Gas Resource. - Removed Dart Frog building. - Changed Death Cap Mushrooms to require Mushrooms resource. - Tweaked Curare and Belladonna. - Tweaked Deep Sea Lab and Astrobiology Lab.
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- r2438
- -Added the Forestry and Hillsman to Culture Units.
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- r2437
- -Changed the Riot Police and Police Dog units to the Criminology tech.
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- r2436
- -Added Hillsman and Forestry promotions.
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- r2435
- Added two new Wonders: * The Golden Spike * Via Appia
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- r2434
- Fix Nomad Camp text and graphics.
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- r2433
- Tweaked Observatory, Mathematics Academy and Jail.
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- r2432
- Added TXT to Calculus and Criminology
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- r2431
- Finish removing tungsten
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- r2430
- Moved Alcatraz (and its good) from Marxism & Psychology techs to just Criminology tech.
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- r2429
- Moved a bunch of buildings from Marxism to Criminology.
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- r2428
- new techs ... Calculus Req Techs: Algebra Location: X42 Y13 Cost: 1700 Criminology Req Techs: Psychology AND Marxism Location: X58 Y5 Cost 5500 Changed ... Trade Req Techs: The Wheel AND Livestock Domestication AND Portable Shelters Ph...
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- r2427
- Added 11 new Houses and Overhauled the rest.
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- r2426
- Updated my FPK.
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- r2425
- Remove the Tungsten and Water Ice resources until I can get their graphics working.
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- r2424
- Remove duplicate art define for trade caravan. Add in new Nomad Camp unit.
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- r2423
- -Fixed a problem with the ArtDefines.
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- r2422
- -Added Geronimo and Cochise as Heroes for the Apache Culture.
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- r2421
- Some new nomad promotion buttons. Three new animals - Dart Frog, Mouflon and Puffadder. All new Food caravans.
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- r2420
- -Changed the Unit Art for some of the Imperial Guard units.
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- r2419
- Tech costs per Hydro
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- r2418
- Changed Fluyt, Galleon, Spanish Galleon and Dutch East Indiaman tech req from Astronomy to Astrolabe.
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- r2417
- - Changed Clipper Merchant tech req from Astronomy to Astrolabe.
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- r2416
- Changed Paddle Steamer tech req from Astronomy to Astrolabe.
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- r2415
- Baha'i and Sikh religion building changes.
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- r2414
- Reduce the combat strength of all healer units. Preliminary promotions for nomad units.
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- r2413
- New unit combat group for Nomad units. Fix art for Indigenous Peoples. Mushrooms, tungsten, natural gas and geothermal sea vent now usable.
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- r2412
- -Major tech progression changes based on era.
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- r2411
- -Added the button for the Imperial Guard Promotion.
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- r2410
- Fixed AI tendency to place units on good defensive terrain near cities even if it is suicidal to do so
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- r2409
- Fixed some bugs with repeat production of units, and Python queries of unit production time
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- r2408
- OK i looked up under German Law and DH was correct, it is illegal for the "hooked crosses" to be in any form
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- r2407
- AZTEC_JAGUAR changed to Jaguar Warrior
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- r2406
- Fixed incorrect (over) evaluation of some resources' values Tweaked city founding locations values to favour coasts a bit more under some circumstances
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- r2405
- [*]Fixed some issues with AI civic evaluation [*]Enabled AI logging in standard builds [*]Added AI logging level control to BUG options logging screen [*]Fixed pathing issue with routes [*]Fixed triggering of new civic consideration on acq...
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- r2404
- added Nazi Germany to the CultureLinkInterface.py
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- r2403
- Added the Nazi Civ (as an Alt Timeline) with Hitler Hero
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- r2402
- Added Bark Gatherer, Bug Catcher, Cooper, Concrete Mason and Billboards.
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- r2401
- Added Barrels resource.
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- r2400
- delete units from extra art put into core
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- r2399
- Updated my FPK.
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- r2398
- Changed Cement Mill to a normal building.
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- r2397
- Fix new resource art defines.
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- r2396
- Re-Did all the Unit changes I did the other day since they got erased! >:(
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- r2395
- Cultural Heritage promotions are now available. Two new balloon and one blimp buildings. More on the new diplomacy options but not active yet.
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- r2394
- New off world features. Tungsten not found in coasts or oceans.
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- r2393
- -Converted 4 Barbarian Heroes to Culture Heroes.
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- r2392
- CvRandomEventInterface.py: halfed fire event thresholds - to actually have them trigger in games...
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- r2391
- ART_DEF_BONUS_TUNGSTEN
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- r2390
- added adhesives btn
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- r2388
- Fixed a MP sync bug due to using the synced RNG from a local location (to choose graphic battle effects which should use the async RNG).
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- r2387
- Fixed a bug in savegame loading after a property got removed from the game. Added bBarbarianTerritory tag to outcome info (makes the outcome type possible in barbarian territory if true). Added iChancePerPop to outcomes that increase the ch...
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- r2386
- -Added 4 new Imperial Guard Units. -Added the Imperial Guard Promotion.
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- r2385
- changed alot of the Sounds to just plain Generic rather than having them repeat same stuff for alot of sounds.
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- r2384
- Now i get this error: Then CTD
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- r2383
- name missing Akchin from Navajo
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- r2382
- Move map improvements into core.
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- r2381
- Moved Ger to Portable Shelters tech.
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- r2380
- Tweaked Bandit Rider, Horseman and Rurales.
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- r2379
- Moved Taureg Camel Rider to Animal Riding.
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- r2378
- Moved Camel Rider and Elephant Rider to Animal Riding tech.
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- r2377
- Moved Furrier to Skinning tech.
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- r2376
- - Converted Wood Hut into Bark Hut and then moved to Bark Working tech. - Moved Hunter's Camp and Hide Hut to Skinning tech.
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- r2375
- - Moved Atlatl to Atlatl Making tech. - Moved Inuit Harpooner to Harpoon Making tech. - Moved Ironwood Clubman to Heat Treatment tech. - Moved Chasquis to Composite Tools tech. - Moved Holkan to Atlatl Making tech.
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- r2374
- Moved Seal, Walrus and Narwhal Hunting Camps to Harpoon Making tech.
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- r2373
- Moved Quern to Ground Stones tech.
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- r2372
- New Resources none usable yet even the earth based ones are not usable.
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- r2371
- Added Malagasy Civ Changed MLF
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- r2370
- had gemstones in it changed to BAUXITE
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- r2369
- added a few options i like
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- r2368
- Added size to the 28 Civ Earth map 124X68 (Huge)
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- r2367
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- r2366
- New Units.FPK
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- r2365
- Added C2C.FPK
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- r2364
- Moved art/Interface/Buttons/Buildings/Techtree/Units/Promotions/LHs into the core C2C.FPK
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- r2363
- Move map Bonus infos into core area. Slightly increase the chance of papyrus to compensate for the loss of flood planes.
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- r2362
- Added back the Apache Civ
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- r2361
- Move map new resource game text into core. Remove donkey art from donkey folder since it is now in core. (I forgot this one.)
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- r2360
- More Techs [B]Ground Stones[/B] Location: X5 Y15 Req Techs: Herbalism AND Hard-Hammer Percussion [B]Atlatl Making[/B] Location: X13 Y5 Req Techs: Spear Fishing AND Wood Working [B]Harpoon Making[/B] Location: X17 Y3 Req Techs: Atlatl Mak...
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- r2359
- Move art XML for existing map resources into core.
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- r2358
- Moved Charcoal resource to Controlled Fire tech.
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- r2357
- Added Captured Fire, Stick Gatherer, Rock Gatherer, Wig Shop and Officium.
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- r2356
- Updated my FPK.
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- r2355
- [B]Wrong Icon/Buttons/B] - Chopping - Composite Tools
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- r2354
- -Fixed the Deer Archer
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- r2353
- -Part 2 of Epic gamespeed rework.
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- r2352
- Moved Slinger to Binding tech.
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- r2351
- Moved Boomerang Thrower to Simple Wood Working tech.
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- r2350
- -Changed tech requirements for early promos, now that the early tech tree is different.
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- r2349
- -Fixed the City Raider V icon/button.
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- r2348
- -Remake of the Epic gamespeed, now with more gradual date progression and 3032 turns.
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- r2347
- Re-Added UN Mission back.
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- r2346
- Change locust spawn start date and reduce frequency. Fix Hawk Hut button.
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- r2345
- Fixed spelling error.
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- r2344
- Fixed non-translation of tech ids in player research queues on game load Fixed processing of multiple production to work for AI, and also be robust to mal-translated tech ids Work in progress checkin of changes for AI unit production tender...
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- r2343
- TECH_PERSONAL_ADORNMENT has an OR pre-req of TECH_BINDINGS. TECH_BINDINGS does not exist thx Koshling
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- r2342
- - Moved Rope Factory to Binding tech too.
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- r2341
- - Moved Rope Weaver's Hut to Binding tech.
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- r2340
- - Moved Rope resource to Binding tech.
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- r2339
- Moved Tarpit building to Adhesives tech.
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- r2338
- - Moved Tar resource to Adhesives tech.
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- r2337
- Moved Resin resource to Adhesives tech.
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- r2336
- Added buttons for barkworking.dds binding.dds heattreatment.dds piercing.dds portableshelter.dds scraping.dds simplewoodworking.dds skinning.dds
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- r2335
- Added Gunsmith building.
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- r2334
- Added Firearms resource.
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- r2333
- Updated my FPK.
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- r2332
- Even more Techs . . .
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- r2331
- Added an Post-Apocalypse folder to the Alt-Timeline folder.
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- r2330
- -Added City Raider V and City Defense IV.
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- r2329
- A couple of minor graphics changes. Adjust geographic spawn for some animals.
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- r2328
- changed Pottery to Req Heat Treatment AND Barter
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- r2327
- Earth Oven tech should not give +:health: to all cities. Also it is missing its "help" text.
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- r2326
- Moved Imu to Earth Oven tech.
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- r2325
- More Techs [B]Binding[/B] Location: X9 Y11 Req Techs: Weaving AND Skinning [B]Earth Oven[/B] Location: X14 Y5 Req Techs: Fire Making AND Cooking Tweaked... [B]Fire Making[/B] Location: X13 Y7 [B]Slash and Burn[/B] Location: X14 Y7 [B]...
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- r2324
- Added 5 more types of Crimes.
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- r2323
- [B]Seafaring[/B] Req Techs: Piracy AND Trade
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- r2322
- -Added DH's requested Sea Promotions.
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- r2321
- named changed from Alchemy to Invention
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- r2320
- More HUGE tech changes:
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- r2319
- Sea Creatures now have new combat class so that they can get promotions relevant to them. New buttons for the Sea Creature promotions. New building and unit for Oratory tech.
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- r2318
- Going to have to re-do the Apache Civ, for some reason, sometimes i gt Black Terrain then sometimes not, weird.
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- r2317
- More tech tweaks, Some techs will be blank for now, for future use, just to let everyone know. Cant let people think they have it all figured out :nono:
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- r2316
- Add unit combat classes for Sea Animals and Diplomats.
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- r2315
- changed Controlled Fire to no free UNITCLASS_GATHERER
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- r2314
- TXT change for City Name Hopi.
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- r2313
- Added back in the Apache Civ, it wasn't the cause of the Black Terrain
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- r2312
- Fixed potential negative research Fixed incorrect assessment of danger when multiple enemy stacks are involved Fixed incorrect assessment of likely outcomes in fights involving large stacks Fixed potential pathing bug (for humans only, but ...
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- r2311
- deleted the Apache Civ, am getting the Black Terrain again, just checking things out is all.
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- r2310
- forgot i changed Stone Tools name to Hard Hammer Percussion
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- r2309
- TONS of prehistoric Tech changes to many to list, i think i changed about 75% of them around.
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- r2308
- Fixed AI not founding cities and some minor related issues
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- r2307
- -Added the Papuan cannibal.
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- r2306
- Big Prehistoric tech changes:
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- r2305
- -Added the Fulani Cavalry and the Adze Warrior. -Changed the Mountaineer promotion to require Combat III and Guerilla III.
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- r2304
- Reduced cost of Science buildings across the board.
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- r2303
- - Game text for new antelopes.
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- r2302
- Unitclass for new antelopes.
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- r2301
- Three new antelopes one Asian two African. Sea creatures don't spawn until 5000BCE.
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- r2300
- Beastmaster tamed animals strength increased, made national units and can be traded. Megafauna made national units (except zebra units) and made tradable.
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- r2299
- Added 6 NEW Science Buildings.
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- r2298
- Updated FPK.
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- r2297
- Fixed AI tendency to suicide weak units on extremely strong ones
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- r2296
- Moved Austrian, Portuguese and Spanish to Heraldry tech.
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- r2295
- Fixed the Bar buildings.
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- r2294
- TXT for Red Cloud
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- r2293
- Added Red Cloud LH to Native America
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- r2292
- Fixed bug that prevent AI attacking an entirely unoccupied city
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- r2291
- Changed Gus Adolphus to Viking Bonus
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- r2290
- Fixed spelling errors.
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- r2289
- Fixed text problem.
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- r2288
- Added Leather Factory, Antique Shop, Tea House, Mattress Store and Modern Offices.
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- r2287
- Updated my FPK.
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- r2286
- New Techs Counting Req Techs: Carving AND Ritualism Location: X10 Y13 Arithmetic Req Techs: Barter AND Petroglyphs Location: X17 Y7 Geometry Req Techs: Mathematics AND Sundial Location: X31 Y7 Changed ... Barter Req Techs: Tribalism A...
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- r2285
- Renamed the existing Constitution tech to Charters and created a new Constitution tech:
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- r2284
- [B]Galactic Era[/B] - ACNP Propulsion = Interstellar Trade AND Quantum Computing - Cryogenics = Homo Superior AND Smart Drugs - Lunar Trade = Mass Driver AND Planetary Economics AND Solar Propulsion - Megastrong Alloys = Singularity Stabili...
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- r2283
- tech Tweaks Trans-Human Era - Automated Traffic = Knowledge Management AND Neural Networks - Metamaterials = Nanotechnology AND Stealth - Quantum Teleportation = Fiber Optics AND Superstring Theory - Skyroads = Artificial Intelligence AN...
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- r2282
- tech tweaks for: Modern Era - Climate Models = 3D Modeling AND Ecology AND Long-Range Forecasting - Ecology = Agricultural Engineering AND (Nuclear Power OR Solar Power) - Gene Manipulation = Genetics AND Globalization - Genetics = Supercon...
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- r2281
- -Fixed the Huaminca icon.
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- r2280
- Fixed issue with modifier recalculation when cities are running a process
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- r2279
- Tweaked AI civic evaluation to improve GG modifier evaluation and better account for anarchy time
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- r2278
- Alleviation of the start-as-minors issue Fix crash when unit gets -100% to city attack
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- r2277
- Added Apache Civ, and new MLF
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- r2276
- had one too many Menzies in artdefines line, now fixed.
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- r2275
- - Luba Culture moved to Trade tech. - Polish Culture moved to Heraldry tech.
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- r2274
- Industrial Era and tweaks
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- r2273
- Renaissance Era tech changes:
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- r2272
- Almost all based on Vokarya's in-put, thx.
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- r2271
- -Added 6 new Promotions.
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- r2270
- -Modified the Guerilla Promotions.
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- r2269
- Fixed routine to build least represented unit Fixed random number generation for large limits
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- r2268
- Fixed broken danger evaluation calculation
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- r2267
- changed more techs around:
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- r2266
- [B]Classical Era[/B] - Ancient Ballistics = Construction AND Oil Lamps AND Ship Building - Ancient Medicine = Code of Laws AND Gardening - Construction = Mathematics AND Monarchy - Democracy = Alphabet AND Code of Laws AND Currency AND Math...
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- r2265
- -fixed my mistake in the art defines,(dogs) tested, built, moved both units and they checked out perfectly. so should be good.
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- r2264
- Fix Tropical Coast button.
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- r2263
- had to change back the guarddog artinfos, was causing a CTD.
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- r2262
- Tweaked AI behaviour in regard to safety evaluation for attacking occupied goodie hut sites
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- r2261
- -new BTR80 icon -new Super Soldier icon -new guard dog icon -new wardog icon -new Canis Superior icon -made Canis Superior ArtDfines -new police dog icon -made police dog ArtDfines
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- r2259
- Fixed a bug in the modular loading code for terrain. Added a nomad demo (activate in the modular loading controls).
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- r2258
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- r2257
- Moved apple reveal to gathering to match other fruit
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- r2256
- Fix two problems reported in Aevum's log file (I hope).
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- r2255
- changed Caste System to Waterworks for preq on Engineering
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- r2254
- Fixed city non-growth even when not automated in some circumstances where it should Tweaked pillage AI slightly
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- r2253
- Added Tavern, Pub, Dive Bar and Galactic Cantina.
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- r2252
- Updating my FPK.
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- r2251
- -Added 15 new Promotions.
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- r2250
- New BUG general option to minimize AI timeslices Fix for auto-end-turn handling breaking on automated units
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- r2249
- -Hopefully fixed buged Savanna Cavalry and Nautilus.
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- r2248
- changed tech reveals on Apples to NATUROPATHY
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- r2247
- - Tweaked Paved Roads building. - Added Trails and Roads buildings.
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- r2246
- Updating my FPK.
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- r2245
- [*]Improved performance of civic evaluation in the early game when few choices are available [*]Improved performance of Python canBuild callbacks (basically this is Great Farmer stuff which has a quite high per turn overhead regardless of w...
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- r2244
- changed Canal to Caste and deleted Polynesia from Maori
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- r2243
- Changed Canute from Dutch to Viking
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- r2242
- Adjust gold from Wembley Stadium.
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- r2241
- Moved UseAIPathing option to BUG options Added auto-end-decision-free-turns option (also as a BUG option)
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- r2240
- Beast Master by SaibotLieh added.
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- r2239
- removed all AOE soundtracks
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- r2238
- Fixed CTD on spy nuking Fixed incorrect espionage mission success chance in hover text Fixed overflow in cultural calculations leading to negative culture in plots
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- r2237
- -Added Flaming Arrows I-III, Siege Engineering I-III, and Chivalry I-III
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- r2236
- Added Upaajut Civ (Canada)
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- r2235
- Removed the 10 recently added prehistoric music tracks. They clip off at the end weird. Also they are already included in Praetyre's music pack. So they are not needed.
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- r2234
- Set all Culture Wonders to <iConquestProb> 100, <bNeverCapture> 0, and <bNukeImmune> 1.
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- r2233
- New pathing engine
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- r2232
- -Added the Camoflage promotion. -Added the Katara Warrior.
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- r2231
- -Added the Huaminca.
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- r2230
- -Changed the Tigerclaw to require Tamil.
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- r2229
- -Changed the Quechua to the Chasquis, with all new stats. -Made the Phalanx upgrade to Pikeman.
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- r2228
- Added the Philippines Civ changed the MLF
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- r2227
- replaced static LH for Menzies and Trudeau
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- r2226
- tweaked AnimalPlacing_PythonCallbackDefines
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- r2225
- Copied a bad version of building art into the building folder. Sorry.
- ---------------------
- r2224
- Minor game text fixes and schema updates.
- ---------------------
- r2223
- -Added 4 new Promotions from Realism Invictus.
- ---------------------
- r2222
- -Changed the Robot Unitcombat icon.
- ---------------------
- r2221
- Add prototype Barbarian Envoy mission.
- ---------------------
- r2220
- Dualism changed from <iGridY>8</iGridY> to <iGridY>9</iGridY>
- ---------------------
- r2219
- -Changed the Trench warfare promotion to require the Trench Warfare tech.
- ---------------------
- r2218
- New Tech per DH
- ---------------------
- r2217
- Enabled the following resources at Natruopathy.
- ---------------------
- r2216
- -Added the Somali Pirate.
- ---------------------
- r2215
- Integrated Hydro's new prehistoric audio files properly (including the automatic XML changes).
- ---------------------
- r2214
- Fixed a bug with globe view button options that did not properly hide more than 20 options.
- ---------------------
- r2213
- changed enable (CityTrade) on Banana's to Naturopathy
- ---------------------
- r2212
- Added Tibet Civ
- ---------------------
- r2211
- German translations
- ---------------------
- r2210
- fixed Congo artstyle
- ---------------------
- r2209
- Added the Congo Civ
- ---------------------
- r2208
- forgot the word _Grain
- ---------------------
- r2207
- enabled Barley at Grain gathering
- ---------------------
- r2206
- Re add my schema to the Rhino folder.
- ---------------------
- r2205
- fixed bug, Police Station was using Jails artdefines, since it had none Added new artdefines for Police Station Gave Police Station Jail's old icon New Icon for Jail
- ---------------------
- r2204
- Updated . . tweaks
- ---------------------
- r2203
- Fixed the Elmeti.
- ---------------------
- r2202
- More wild Rhinos but only if you play with Alt_Timelines Rhinoceros on.
- ---------------------
- r2201
- -Added the Axe Thrower, Highlander, and Elmeti Culture Units.
- ---------------------
- r2200
- New Armor M60 Icon removed black border from assault ship, babary corsair
- ---------------------
- r2199
- German translations/corrections, Language blocks added to avoid blank Buttons
- ---------------------
- r2198
- Added Dinnehih Civ (Navajo)
- ---------------------
- r2197
- Moved Whale Shrine to Shamanism tech.
- ---------------------
- r2196
- Added 20 new culture resources.
- ---------------------
- r2195
- Updated my FPK.
- ---------------------
- r2194
- Moved prehistoric music to the correct folder.
- ---------------------
- r2192
- Added different costs to outcome missions: bKill to determine if the unit is consumed (default true) iCost makes the mission cost gold PropertyCost adds a cost in properties to the mission (PayerType determines which game object type associ...
- ---------------------
- r2191
- Added 10 music tracks to the prehistoric era.
- ---------------------
- r2190
- Update schemas and add happiness to combat use of subdued animals.
- ---------------------
- r2189
- Moved Paved Roads building to Paved Roads tech.
- ---------------------
- r2188
- changed icon for raftbuilding
- ---------------------
- r2187
- -Removed Canoe Builder as a prereq for the Raft.
- ---------------------
- r2186
- Fixed the Raft.
- ---------------------
- r2185
- -Added the Raft.
- ---------------------
- r2183
- Added PrereqCivic to outcomes.
- ---------------------
- r2181
- Outcomes can now create +1 temporary happiness (iHappinessTimer). Added the possibility to change properties in the city (Properties tag similar to specifying flammability on buildings).
- ---------------------
- r2180
- Added Property Change to Customizable Domestic Advisor.
- ---------------------
- r2179
- Changed and Added techs
- ---------------------
- r2178
- Changed Culture requirements ... - Aka = Potatoes - Cherokee = Pumpkin - Huron = Deer - Incan = Potatoes - Nootka = Fish - Tupi = Squash
- ---------------------
- r2177
- Tweaked Casino and Gambling Hall.
- ---------------------
- r2176
- Changed Flag and Buttons for Lower Sioux done by dacubz145
- ---------------------
- r2175
- Subdued mammoths now go to nearest city instantly. All mammoth unit XML now in the same place.
- ---------------------
- r2174
- -Changed the Neander Warrior to actually be useful.
- ---------------------
- r2173
- -Missed a few Crime units first time around, now everything should have appropriate crime effects.
- ---------------------
- r2172
- sorry for the BIG FPK, but i think its worth it,
- ---------------------
- r2171
- Fixed the wrong flag decal for Huns.
- ---------------------
- r2170
- Fixed Riot Control Promotions.
- ---------------------
- r2169
- -new Armored Car icon -New icons for DH's soon-to-be Food Merchants -early food merchant -food trade caravan -supply food train -food freight
- ---------------------
- r2168
- Added the Maori Civ, personal request
- ---------------------
- r2167
- - Finally found and fixed the XML defines that was forcing the Arena and Cannery to mimic the Colosseum and Assembly Plant instead of their own defines. :D
- ---------------------
- r2166
- Had to delete the GEM Map DRJ revisited, has WB and "You are Defeated" in it, until it gets fixed.
- ---------------------
- r2165
- -Added negative crime to the Riot Control promotion, and added Riot Control II-V.
- ---------------------
- r2164
- -New Hell Hound dog icon (voodoo) -removed black border from planes: F104, F111, F14, F18, F22, F4, F4u
- ---------------------
- r2163
- New FPK. I had copied over the old viper rather than deleting it and adding the new.
- ---------------------
- r2162
- Added Ainu Civ, per personal request
- ---------------------
- r2161
- added TXT to raft building
- ---------------------
- r2160
- Added Raft Building to Prehistoric Era Changed - Boat Building = Tanning AND Trap Fishing, Raft Building - Ceremonial Burial = Bead Making AND Shamanism - Naturopathy = Poison Crafting - Sewing = Personal Adornment AND Weaving
- ---------------------
- r2159
- Sabretooth and Zebra subdued units now also g back to the nearest city instantly.
- ---------------------
- r2158
- -Added Crime effects to Units.
- ---------------------
- r2157
- All animals that are subdued now return to the nearest city instantly.
- ---------------------
- r2156
- -Reduced inflation across the board.
- ---------------------
- r2155
- Removed the functionality of the BUG option that turns Fortified until healed into a Sentry until healed because it is pointless with the separate Sentry until healed action and can be accidentally activated.
- ---------------------
- r2153
- Property manipulators can now apply to other objects than the one they are defined on. RelationType now specifies which objects (NO_RELATION is the old behavior), iDistance can be used for RELATION_NEAR. GameObjectType specifies the type of...
- ---------------------
- r2152
- Fixed major bug whereby the AI was incapable of completing a city attack
- ---------------------
- r2151
- pre-release for v23 now!!
- ---------------------
- r2150
- Changed Great Farmer to have NEW resources available
- ---------------------
- r2148
- Inverted building sorting order for crime and flammability. Changed Obsidian to spawn on rocky and barren terrain with features (forest, savanna, ...) and on flatlands (instead of hills only).
- ---------------------
- r2147
- -Fixed showfire and showcrime buttons to fit properly
- ---------------------
- r2146
- [*]Corrected disabled buildings (like slave market when you are not running slavery) popping back into cities on modifier recalc [*]Enhanced save format slightly to allow save to remain compatible across changes to MAX_TRADE_ROUTES global d...
- ---------------------
- r2145
- Referenced new filter buttons in the city screen python.
- ---------------------
- r2144
- Fixed Cistern.
- ---------------------
- r2143
- Fixed minor error, need both on and off versions with highlights I believe, if not delete the ON versions.
- ---------------------
- r2142
- -Made buttons for *show crime buildsing & show fire buildings NOTE I don't know where these go, or where they are named in the XML files. I couldn't even find the others to confirm their dimensions. Please put them in and try them out, PM...
- ---------------------
- r2141
- Deferred initialisation of building lists away from object construction time to prevent attempted use of properties before the properties XML is loaded
- ---------------------
- r2140
- ok again added all the art from the adding on area into the core FPK
- ---------------------
- r2139
- Deleted Armor Crafting from Chivalry
- ---------------------
- r2138
- Improved AI evaluation of bonus values
- ---------------------
- r2137
- Fixed recalaculation of modifiers in respect of events Fixed display of event-sourced good/bad player health in hover text
- ---------------------
- r2136
- Allow the building of Workshops and Factories on Lush and Muddy terrains.
- ---------------------
- r2135
- removed duplicate in Barbarian Civ:
- ---------------------
- r2134
- Fixed building replacement not removing replaced building's effects sometimes
- ---------------------
- r2133
- Buildable crime buildings no longer requires crimes in order to build them (for now).
- ---------------------
- r2132
- Go back to normal methods of scrubbing fallout.
- ---------------------
- r2131
- Update my FPK with new health care units.
- ---------------------
- r2130
- Fixed Maximum Security Prison.
- ---------------------
- r2129
- Changed the EraInfos back to what they were before for now.
- ---------------------
- r2128
- -Changed EraInfos to keep research at 100% throughout all eras. -Increased research modifiers slightly for Snail and Eternity.
- ---------------------
- r2127
- Improved pathing edge cache reliability Fixed city defender non-attack against defenseless stacks
- ---------------------
- r2126
- moved temp units to core FPK
- ---------------------
- r2125
- Fixed AI behaviour whereby defensive units would sit around the sites of cities they were supposed to be defending after they are razed or captured Significant performance improvements for AI attack planning and settler escort planning
- ---------------------
- r2124
- Took out the terrain and placed then in the core, thx DH.
- ---------------------
- r2123
- Added Health Plus Icon to all Health care units. -Monk -Medic -Hospital ship -ambulance WW1 -ambulance WW2 -Medivac Helicopter -Modern Medivac Helicopter
- ---------------------
- r2122
- Brand new*** -Healer icon -Apothecary icon -Surgeon icon -fixed a bad art define
- ---------------------
- r2121
- Bandit's Hideout no longer requires Crime (Mugging).
- ---------------------
- r2119
- Added sum of constant building sources in the city to the property mouseover. Added property range to tooltip and Sevopedia of autobuilt buildings.
- ---------------------
- r2118
- Changed the HandicapInfo, by the one by BlueGenie, works better i believe.
- ---------------------
- r2116
- Added filtering and sorting buildings by crime and flammability.
- ---------------------
- r2115
- Add tags for other languages to game text in Modfieda4's mods but use English values.
- ---------------------
- r2114
- Accidently deleted MakefilePaths
- ---------------------
- r2113
- Change in property values compared to last turn is calculated. City property tab displays that change. Fixed a missing return value in CvUnitAI.cpp
- ---------------------
- r2112
- Fixed units being bumped from tiles they should be able to coexist in upon outbreak of war
- ---------------------
- r2111
- ---------------------
- r2110
- Speculative fix for odd paths human units sometimes want to take
- ---------------------
- r2109
- german translation (and correction of translated texts)
- ---------------------
- r2108
- Increased operational range of crime slightly to encompass terrorism
- ---------------------
- r2107
- Move the new religion icons into my FPK.
- ---------------------
- r2106
- -new ngai missionary
- ---------------------
- r2105
- Rest of the scrub fallout fix.
- ---------------------
- r2104
- Re-Fixed Graveyard.
- ---------------------
- r2103
- Crime rate per pop reduced from 5 to 3.
- ---------------------
- r2102
- Added AI to evaluate property sources on buildings
- ---------------------
- r2101
- Small Gamespeed tweaks.
- ---------------------
- r2100
- Finish merging Modifieda4's damaged land mod in, replacing old scrub fallout.
- ---------------------
- r2099
- Added crime decay to plots. Fixed bad characters in Crime_CIV4BuildingClassInfos.xml (sorry Hydro for changing a file in your folder). That solves the issue with the city and revolution advisor. Prevented crime buildings from being sold.
- ---------------------
- r2098
- -added 'unfounded' icons for shamenism & Druidic Traditions
- ---------------------
- r2097
- -Bahai icons updates
- ---------------------
- r2096
- Female Missionaries are now compatible with modular religions.
- ---------------------
- r2095
- Remove locusts from my module. Should have happened in v21.
- ---------------------
- r2094
- Fixed Poison Tips, Bamboo Armor and Tattoo promotions.
- ---------------------
- r2093
- Added AI code to handle heroes better Exempted the movement edge cost cache from local memory leak checking
- ---------------------
- r2092
- Merged my art into the Core
- ---------------------
- r2091
- Moved the files from the added art file and moved them to the core files for the Interface.
- ---------------------
- r2089
- Changed property display in cities. This should also fix the display problem on small resolutions.
- ---------------------
- r2088
- Tweaked Crime per population.
- ---------------------
- r2087
- Added Crime stats to various buildings.
- ---------------------
- r2086
- Locusts should not attack cities now.
- ---------------------
- r2085
- Higher Density / Lower Wealth Housing now produce crime.
- ---------------------
- r2084
- Added the Gurkha
- ---------------------
- r2083
- Added the Rajput
- ---------------------
- r2082
- delete Is612's pedia and strategy on UNIT_ATLATL, there was one already with alot more info.
- ---------------------
- r2080
- Fixed some bugs in property propagator behavior. Crime diffusion to plots should work now.
- ---------------------
- r2079
- Fixed pathing error that was causing looping paths around cities/enemy units even when you are telling it to end next to them
- ---------------------
- r2078
- Had the old artstyle in these civs for Phoenicia and Aborigines not fixed
- ---------------------
- r2077
- Added new wonders to the faster productions of the Culture Wonders.
- ---------------------
- r2076
- Fixed the Forge/Foundry problem for buildings.
- ---------------------
- r2075
- Fixed coastal Wonder Civs.
- ---------------------
- r2074
- Fixed Stables to have a lot more animal choice requirements.
- ---------------------
- r2073
- Fixed Caravan Post to require Mule Trainer or Llama Farm or Buffalo Trainer or Camel Trainer or Horse Trainer or Zebra Trainer or Elephant Trainer or Mammoth Trainer or Deer Trainer or Giraffe Trainer.
- ---------------------
- r2072
- Removed leftover Assault code from Crime mod.
- ---------------------
- r2071
- Fixed crash when considering attack against defenseless unit
- ---------------------
- r2070
- Fixed Blarney Castle event so that it only triggers after Blarney Castle has been built.
- ---------------------
- r2069
- [*]Fixed incorrect 'actual' display for buildings with commerce modifiers when that base commerce is negative (e.g. - banks in cities with net negative gold) [*]Fixed incorrect accounting for modifiers on negative commerces in the city gold...
- ---------------------
- r2068
- Changed Rosetta Stone to boost Archeology Lab, not Anthropology Lab, and fixed a small grammar error in Disneyland's game text.
- ---------------------
- r2067
- More natural ranges for sea creatures.
- ---------------------
- r2066
- Update Orion Veteran's pirate ship AI types, especially the not types.
- ---------------------
- r2065
- Moved amount of extra food required to grow for third city ring to a global define
- ---------------------
- r2064
- Changed pathing calculation to not assume pathing target is end of turn position for non-AI usage
- ---------------------
- r2063
- Adjustments to existing Wonders: * Changed Alcatraz to new crime property format. * Changed Las Vegas Strip to new crime property format. * Added a new building model for London Eye. * Changed Scapa Flow to produce proper Great Spy points.
- ---------------------
- r2062
- Fix size of salt water crocodile
- ---------------------
- r2060
- Fixed some issues with modular property info XML (copyNonDefaults of Property manipulators). Added canConstruct check to property auto building (and similar for promotions).
- ---------------------
- r2059
- Fixed removal of palaces and non-operation of property BuildingProperties
- ---------------------
- r2058
- added to ALL civs the Prehistoric Palace to fit in, i believe that is what was missing from ALONG time ago, let me know if anything weird happens????
- ---------------------
- r2057
- Pathing system revamp phase 1. Now accounts better for enemy units, cities, etc. Caching layer moved down (as far as possible) into our code
- ---------------------
- r2056
- Replace Salt water crocodile graphics and change spawn ranges.
- ---------------------
- r2055
- All subdued animals now have all missions. New animal peacock.
- ---------------------
- r2054
- Added 20 types of Crimes and updated all my building schemas.
- ---------------------
- r2053
- Updated my FPK.
- ---------------------
- r2052
- Static wonder movie for Cyrus Tomb. Subdue animal new buttons/missions. Tales of and Subdued animals A-D done so far.
- ---------------------
- r2051
- Added the Phoenicia Civ
- ---------------------
- r2050
- Fixed Police Academy, Neighborhood Watch and Youth Curfew.
- ---------------------
- r2049
- Updated my FPK.
- ---------------------
- r2048
- Added missing tag in schemas needed for attribute dependent property sources Added population dependent crime source Increased crime decay
- ---------------------
- r2047
- Fixed Olympic Games. Should have had bonus culture not bonus science.
- ---------------------
- r2046
- Resent some .dds that were lost during the FKP send, also fixed the ArtDefines to match the mormon building file names.
- ---------------------
- r2045
- Forgotten file.
- ---------------------
- r2044
- Oops, put the Pygmy in the Aborigine folder by accident
- ---------------------
- r2042
- Fixed a display bug with property manipulators. Added a decay to crime. Added diffusion to trade cities to crime. Fixed property decay to work with negative property values.
- ---------------------
- r2041
- Changed crime code to the new code by AIAndy.
- ---------------------
- r2040
- Moved all the new religion icons plus new animal units into my FPK. Updates art define files for some religions. Fix minor problems with Subdued Animals. Including terrain safe promotions.
- ---------------------
- r2039
- Updated all my building schemas.
- ---------------------
- r2038
- Overhaul of Sikh & Mormon Icons -New Mormonism Icon design with alpha -New Sikhism Icon with alpha -New Mormon Missionary Icon -New Sikh Missionary Icon -Added Alpha channel to Jainism Icon -Added Mormon, sikh, Jaini 'unfounded' icons -All ...
- ---------------------
- r2037
- ---------------------
- r2036
- Got rid of old artstyles when Diversica was used
- ---------------------
- r2035
- Fixed bug in stack odds calculation that could lead to an infinite loop
- ---------------------
- r2034
- Fix Andeain Monastery science adjustment.
- ---------------------
- r2033
- Changed the names of my Unit folders.
- ---------------------
- r2032
- Forgot to change schema's for civs.
- ---------------------
- r2031
- Added ArtStyles to Huns, Aborigines, Brazil, Canada, Cherokee, Huns, Lower Sioux and tupi.dds
- ---------------------
- r2029
- Added access to some built-in city values via the game object wrapper. Added property source depending on city values (population, health, happiness). Added tagged savegame remapping to property info and gamespeed info (reordering should wo...
- ---------------------
- r2028
- I didnt like the flag and btn that were with the Huns so i changed it to the ones i made.
- ---------------------
- r2027
- corrected an error in the Huns artdefines
- ---------------------
- r2026
- Deleted animated LH on Yagan and Yunupingu, added Static on Yun also.
- ---------------------
- r2025
- Fixed incorrect scaling of river-attack penalty in the AI's path calculations Reworked system of evaluating stack attack results in the AI substantially
- ---------------------
- r2024
- Changed beginning names of Culture to the Place where the civ is, ie: Boomerang Thrower to Aborigine folder
- ---------------------
- r2023
- Culture (Portuguese) moved to Optics tech.
- ---------------------
- r2022
- Corrected attack odds calculation (should correct some near-suicide attacks) Fixed a bug with city guarding nearby terrain accidentally performing attacks (these were totally suicidal attacks often and totally unintended) Corrected a typo i...
- ---------------------
- r2021
- Added another new Wonder: Orient Express.
- ---------------------
- r2020
- Fix Asatru Shrine movie part 2.
- ---------------------
- r2019
- Fix Asatru Shrine movie part 1.
- ---------------------
- r2018
- -Added the Sepoy and the Turkoman -Made the Dromon require Sulphur to be built.
- ---------------------
- r2017
- Allowed the Phoenican Bireme to upgrade to the Galleass, as well as the Caravel
- ---------------------
- r2016
- Properties can now automatically build buildings or apply promotions when they are in a certain range. When the property gets lower or higher than that range the building/promotion is removed.
- ---------------------
- r2015
- Added two more Wonders: Las Vegas Strip and Monte Carlo.
- ---------------------
- r2014
- New AI pathing to avoid enemy cities/forts/powerful unit stacks Player option to switch to use AI pathing
- ---------------------
- r2013
- Descriptions of the PrivateMaps are now stored in tags, which are kept in dsmabell_Translationadds.xml, translated these descriptions into german.
- ---------------------
- r2012
- Minor terrain changes for animals. Minor text fix for Mormon religion.
- ---------------------
- r2011
- Moved Inuksuk from Mysticism to Megalith Construction tech.
- ---------------------
- r2010
- -Added the Phoenican Bireme, Xifos, Siyu Warrior, and the Dromon (greek fire ship)
- ---------------------
- r2008
- Somebody placed this line in the Tech Info area:
- ---------------------
- r2007
- Made CIV4GameSpeedInfos comment safe.
- ---------------------
- r2006
- Fixed bug with the Snail and Eternity not working.
- ---------------------
- r2005
- Fixed Carpenter's Workshop.
- ---------------------
- r2004
- Removed un-needed code from Water Mod.
- ---------------------
- r2003
- Move Zoroasterianism wonders to Mesopotamian and add new Zoro wonders and buildings.
- ---------------------
- r2002
- ---------------------
- r2001
- -Added Clockwork Workshop as a requirement for the Clock Golem. -Implemented the my new Gamespeed options, balance feedback requested.
- ---------------------
- r2000
- added missing <French>, <German>, <Italian> and <Spanish> Flags to avoid the "empty buttons error" in this versions > only copied the english text at the moment
- ---------------------
- r1999
- Added 5 Clockpunk buildings.
- ---------------------
- r1997
- Date handling code rewritten. Increments in game speed can now be days (iDayIncrement). Fixed a bug with more than one unit outcome mission on a unit type. List of units that can build a building is not shortened in Sevopedia now.
- ---------------------
- r1996
- Fixed CTD when groups that are bumped from other player's territory on end of open borders or similar were targeting a construction mission that another group is also trying to evaluate
- ---------------------
- r1995
- Added 'GlobalBuildingExtraCommerces' tag for buildings Also fixed a bug in some existing related code
- ---------------------
- r1994
- Fix nuke effects python for new coastal and ocean terrains. Change icons for temples of Osiris, Isis and Set.
- ---------------------
- r1993
- Fixed issue with great commander presence preventing unit promotions Fixed bug with withdrawal chance calculation which could result in units exceeding eh cap when aided by great commanders
- ---------------------
- r1992
- Fixed incorrect display of building defense 'actuals' in building help
- ---------------------
- r1991
- Fixes to correct issues with apolistic place/UN yield bonuses
- ---------------------
- r1990
- Fixed several broken elements on modifier recalc, including projects in their entirety Change the timing of autosave within the turn timeslice to prevent issues with queued events
- ---------------------
- r1989
- Fix to Ratite Herd game text. Minor fix to partisans mod.
- ---------------------
- r1988
- Fixed free specialists from civics
- ---------------------
- r1987
- FaMen Temple now gives movement promotion to female missionaries like their male counter parts. Also has new static movie. Female Missionaries more common with Liberal Civic. Pergamon Alter only steals GG points if the looser has them to be...
- ---------------------
- r1986
- Three new herd buildings Kangaroo Mob, Poultry Flock, Ratite Flock.
- ---------------------
- r1985
- Added 7 new Dig Sites.
- ---------------------
- r1984
- Updated my FPK.
- ---------------------
- r1983
- Remove duplicate mission Animal Combat.
- ---------------------
- r1982
- Fixed Culture Units being conscripted (they shouldn't be draftable!)
- ---------------------
- r1981
- [*]Fixed CTD [*]Fixed issue with Pergammon Altar that could result in negative great general points
- ---------------------
- r1980
- Changed quite a few Hero GP "Specialists" taking away a few
- ---------------------
- r1979
- Modifier recalc now correctly recalculates civ power 'Soldiers' row on demographics now reflects military power only
- ---------------------
- r1978
- Jungle camps now have a chance of discovering Papaya and Mango resources.
- ---------------------
- r1977
- fixed broken building evaluation for buildings with global production modifiers tweaked trade resource evaluation
- ---------------------
- r1976
- Added in the Cherokee Civ (for you Hydro) with Hero unit
- ---------------------
- r1975
- Chariot Workshop now requires Horse Trainer OR Zebra Trainer.
- ---------------------
- r1974
- Changed Native American Empire to just Sioux
- ---------------------
- r1973
- Fixed the Moran Duplicate issue.
- ---------------------
- r1972
- Fixed the Kushite Archer's ShaderNIF.
- ---------------------
- r1971
- [*]Fixed units on their way to escort workers merrily passing through enemy territory to do so [*]Fixed workers pathing to another city to make improvements doign so without regard for enemy territory and units [*]Fixed settlers which encou...
- ---------------------
- r1970
- Add back the (fixed) Mandekalu.
- ---------------------
- r1969
- for some reason when i used the WoC converter it added an extra </SoundData>
- ---------------------
- r1968
- audio changed because of the sounds from the Abor. . . .
- ---------------------
- r1967
- Added routines to evaluate subdued animals in trades - AI should now price these somewhat sensibly
- ---------------------
- r1966
- ---------------------
- r1965
- Parameterized food waste in global defines (and adjusted default somewhat)
- ---------------------
- r1964
- Added Aborigines Civ for another Oceania area
- ---------------------
- r1963
- Fix RevEvents about line 1102. It looks like the loop before is not finding a suitable other player but the if test was including the case where nothing was found.
- ---------------------
- r1962
- added back the schema file that was accidentally deleted.
- ---------------------
- r1961
- Merge art from platyping's wonders into my FPK. Fix some movies including Shaman Shrine and Inuksuk wonder. Add Wembely Stadium by platyping.
- ---------------------
- r1960
- Allow workers to build Archaeological site.
- ---------------------
- r1959
- Fixed employed citizen count going wrong after modifier rebuild
- ---------------------
- r1958
- Removed the Mandekalu for now.
- ---------------------
- r1957
- Corrected text for mercenary stables (was 'mercenary stabes')
- ---------------------
- r1956
- Laundry list of updates;
- ---------------------
- r1955
- Fixed the Vietcong ArtDefines.
- ---------------------
- r1954
- Restrict Royal Tomb national wonder by civic as requested.
- ---------------------
- r1953
- Two new animals Loon and Pigeon. Update megafauna trainers (Bison and Deer) plus Bull-Leaping to include new buildings by Hydro.
- ---------------------
- r1952
- Text fix for Anteater. New animal Lemur.
- ---------------------
- r1950
- More subdue animal buildings. Mostly late game sea creature ones.
- ---------------------
- r1949
- Move all mammoth units and spawn to atl-timelines/mammoth folder. Add new missions Animal_Combat and Animal_Study but not using them yet. Change record animal tale to give culture as well as science. New animal Anteater (South American)
- ---------------------
- r1948
- Fixed attack stacks getting stuck 2 tiles away from target cities Clarified wording on large cities option
- ---------------------
- r1947
- Remove apostrophie from Great Prophet Baha'u'llah name.
- ---------------------
- r1946
- had the wrong unitclassinfo description for the Attila, should have been Attila1
- ---------------------
- r1945
- was <Button>,Art/Interface/Buttons/Units/vietcong.dds</Button> got to take the , out.
- ---------------------
- r1944
- -Added three new Culture Units -Fixed the Clockwork Golem icon (again)
- ---------------------
- r1943
- Fix to an indentation problem in CvRandomEventInterface.py
- ---------------------
- r1942
- Fixed worker stacks that are part-finished from hanging turn end Fixed broken great people calculations from modifier recalculation
- ---------------------
- r1941
- Changed Cart Path to Trail Path
- ---------------------
- r1940
- Changed All Heroes and deleted Specialist_Great_Warlord from all of them.
- ---------------------
- r1939
- Deleted the extra Attila_CIV4UnitInfos.xml dont know if this is the correct one, but now there is only one.
- ---------------------
- r1938
- Changed several events that use Python to single player only (they used non multiplayer safe popup code).
- ---------------------
- r1937
- Fixed Dance Hut, Mall, Super Market and Hypermarket.
- ---------------------
- r1936
- ---------------------
- r1935
- changed name of ashur to new pic, i had ashur . . . . . .blah
- ---------------------
- r1934
- Added Microbiology Lab, Vaccine Lab, Astrobiology Lab, Marine Biology Lab and Robotics Lab.
- ---------------------
- r1933
- Updating my FPK.
- ---------------------
- r1932
- added to soundtrack: Next War and Final Frontier
- ---------------------
- r1931
- Added some display of property manipulators to mouseovers. Fixed a crashing bug in the property change code.
- ---------------------
- r1930
- added Static LH's for Asoka.dds, pearson.dds, and ashurbanipal.dds
- ---------------------
- r1929
- Add the XML for the Respawn promotion and fix the python.
- ---------------------
- r1928
- Small improvement to exploration AI Performance improvements to several automations and AIs Tweaked human player automation schedule to correct undetected end-turn situations Fixed a memory leak Added more memory leak debugging support
- ---------------------
- r1927
- This is for HERO units only, DH still have to do some python before it works, so give him time, what it does is if the Hero gets killed he will respawn back at the capital for a second chance.
- ---------------------
- r1926
- Two changes: * Updated FieldGold.py. * New Wonder: Cabaret Voltaire (requires Dada technology).
- ---------------------
- r1925
- Removed a completely unnecessary check in cvInternalGlobals::getInstance() which gets called a LOT of times, whenever global data needs to be accessed (GC.get...). That shrunk the compiled DLL by 10% (shows how often it is inlined in other ...
- ---------------------
- r1923
- Exposed some property functions to Python. Added Properties as possible columns to the Customizable Domestic Advisor. Added PROPERTYPROPAGATOR_DIFFUSE.
- ---------------------
- r1922
- Deactivated giving specific techs to barbarian civs (it could give new civs that rise in prehistoric era techs that are far ahead of the rest of the world).
- ---------------------
- r1921
- Added Tupi Civ to modules
- ---------------------
- r1920
- renamed TECH_RETRO_SPACE to Atompunk
- ---------------------
- r1919
- Added Hockey Rink, Volleyball Court, Soccer Field, Boxing Ring and Roller Derby Track.
- ---------------------
- r1918
- Updating my FPK.
- ---------------------
- r1917
- [*]Fixed a CTD associated with worker trade evaluation [*]Changed the scheduling of when automated player units process their automation. This will now occur at the ENDs of turns (so when you press end-turn any automated units will move). ...
- ---------------------
- r1916
- Fixed the Clockwork Golem icon/button
- ---------------------
- r1915
- Added static LH Greece Leonidas
- ---------------------
- r1914
- Fixed a bug in the extended property system. Added PROPERTYSOURCE_CONSTANT_LIMITED which produces a property up to a certain limit and PROPERTYSOURCE_DECAY which decays a percentage of a property but leaves iNoDecayAmount without decay.
- ---------------------
- r1913
- Changed Bandit's Hideout with changes discussed with Hanny.
- ---------------------
- r1912
- Fixed Tar Pit and Tar Refinery.
- ---------------------
- r1911
- Minor Tweaks to buildings.
- ---------------------
- r1910
- Art Gallery now requires Pacifism again. Was too powerful to be a general building.
- ---------------------
- r1909
- Fixed Barley Farm.
- ---------------------
- r1908
- forgot to change the ArtStyle, DUH!
- ---------------------
- r1907
- deleted Avro, CanadaCorps, Jtf2 Vou . . from Canada were showing up in the civlopedia as a unique unit
- ---------------------
- r1906
- deleted CN Tower, HNIC, Microwave Tower, Oils Sands from Canada Made units Avro, CanadaCorps, JTF2, Voyageur with their local counter parts and not unique
- ---------------------
- r1905
- Remove NPT New art for new terrains. Not deep ocean.
- ---------------------
- r1904
- changed bonus of old mali skim to KANEMBORNU
- ---------------------
- r1903
- Fixed Fishmonger to be for Coastal cities only.
- ---------------------
- r1902
- Added 3 more culture units.
- ---------------------
- r1901
- Major update introducing the first version of the extended property system. Properties can have sources, interactions and propagators. New wrapper classes for game objects that have properties derived from a common class: CvGameObject. Prop...
- ---------------------
- r1900
- Changed the Clockwork Golem's icon to an actual icon, as opposed to a rubber duck.
- ---------------------
- r1899
- Reverted the change to the main MLF_CIV4ModularLoadingControls.xml from revision 1897.
- ---------------------
- r1898
- changed back the description of the Mali Skirmisher, someone used an old copy of Units/CIV4UnitInfos.xml and reversed what i did.
- ---------------------
- r1897
- Tidy up Alt_Timelines folder. My new FPK
- ---------------------
- r1896
- changed the 9 civ one i had to the DRJ one with 38 civs with new resources and bonuses
- ---------------------
- r1895
- Corrected XML which used more than the maximum allowed number of building bonus prereqs Corrected a bug that caused issues when the max number of bonus prereqs differed fro buildings and units
- ---------------------
- r1894
- Missed one
- ---------------------
- r1893
- Standardized my Schemas
- ---------------------
- r1892
- Added four new culture units.
- ---------------------
- r1891
- Fixed Library (it has no tech requirement for some reason).
- ---------------------
- r1890
- Added 15 new Wonder Cultures.
- ---------------------
- r1889
- Significant changes to improve AI build decision logic Changes to how human use of AI governor (if that option selected) operates so it respects focus selections Hover text for buildings now includes whether it doubles commerce output after...
- ---------------------
- r1888
- Real fix for Partisan python.
- ---------------------
- r1887
- Tweaked the Clockwork Golem.
- ---------------------
- r1886
- Fixed file spelling error.
- ---------------------
- r1885
- Added buttons for Biopunk, Clockpunk, Dieselpunk and Cyberpunk.
- ---------------------
- r1884
- Setting up folders for the "punk" stuff.
- ---------------------
- r1883
- ---------------------
- r1882
- Added Clockpunk, Dieselpunk, Biopunk and Cyberpunk resources.
- ---------------------
- r1881
- Updated my FPK.
- ---------------------
- r1880
- Cleanup - removing duplicate files from my previous commit attempts.
- ---------------------
- r1879
- OK, trying again to update all of my Wonders to the standard art file structure.
- ---------------------
- r1878
- Trying again to commit London Eye and remove the misplaced Svalbard art folder.
- ---------------------
- r1877
- Did something wrong when committing Svalbard. It wound up in the main folder rather than in its subfolder. Trying to remove now.
- ---------------------
- r1876
- Importing Svalbard Global Seed Vault.
- ---------------------
- r1875
- * Made all of my existing wonders always conquerable (iConquestProb 100, bNeverCapture 0, bNukeImmune 1). * Updated all previous wonders to the standard art files structure. * Added London Eye. * Added Svalbard Global Seed Vault and added A...
- ---------------------
- r1874
- Update the trade across techs for the new coasts and oceans.
- ---------------------
- r1873
- Added DH's Clockpunk Golem, Cleaned up and balanced for C2C.
- ---------------------
- r1872
- Fix Partisan python error.
- ---------------------
- r1871
- Fix Miodome python.
- ---------------------
- r1870
- All sea creatures and vessels that ply the coasts and oceans now updated to new climatic regions of the coast and ocean. New random maps will now have new sea terrains. Some animal spawn changes.
- ---------------------
- r1869
- Fix climatic variations for Coast and Ocean.
- ---------------------
- r1868
- Fix shaman shrine movie.
- ---------------------
- r1867
- Subdue Animals and tales can now be traded. Merge and tidy up unit files in Subdue Animals.
- ---------------------
- r1866
- I think i have the sounds correct now for Canada Select/Order
- ---------------------
- r1865
- Had to switch back to other sound files, will make correction when i get time, sorry.
- ---------------------
- r1864
- added Canada Civ and Sounds
- ---------------------
- r1863
- Fix Field of Gold wonder
- ---------------------
- r1862
- Forgot to give a number value to the free net resource.
- ---------------------
- r1861
- Gah, forgot another. Doh!
- ---------------------
- r1860
- Oops forgot something.
- ---------------------
- r1859
- Tweaked Fishing Traps, Fishmonger, Fisherman's Hut, and Seafood Bonus buildings.
- ---------------------
- r1858
- Added Nets resource.
- ---------------------
- r1857
- Changed the Hussar to upgrade to the Gunship and Armored Car.
- ---------------------
- r1856
- Fix to property tab and drop down boxes on city screen not working when Revolution is switched off.
- ---------------------
- r1855
- Added the Hussar.
- ---------------------
- r1854
- Update balloon and blimp units to be suseptiable to gunpowder units. Move Pig, Wild Boar and Locust units into core.
- ---------------------
- r1853
- Add prototype Tools resource for Praetyre
- ---------------------
- r1852
- Fixed possible crash in commerce calculations when player has a net negative value
- ---------------------
- r1851
- Tweaked the Instrument Maker buildings to give less gold.
- ---------------------
- r1850
- Added Ainu, Aka, Bengali, Benin and Fulani Wonders.
- ---------------------
- r1849
- Substantially reworked AI evaluation of unit trades
- ---------------------
- r1848
- Minor Tweaks.
- ---------------------
- r1847
- Fixed broken dynamic Civ names for some emerging civs when new civs generated
- ---------------------
- r1846
- Fix Donkey resource for prehistoric improvements. Fix Crow so that it is not subdued as a Gull.
- ---------------------
- r1845
- Changed the name of the Ton-Tigi (Mali Skirmisher) to "Kanembu Warrior" and then changed its required culture from Milanese to Kanem-Bornu.
- ---------------------
- r1844
- Allow Crusader units to get city bonus XP. Adjust Biodome for C2C Animals (part 1) and city XP. Fix Empire State Building code Fix Great Bath/Temple of the Jaguar mix up in python.
- ---------------------
- r1843
- Add a folder in Modules for Praetyre
- ---------------------
- r1842
- Adjust the standard worker work rate. It was te same rate as gatherers when it should be better than gatherer and worse than fast worker.
- ---------------------
- r1841
- Finish converting from Gems resource to individual types of gems. mainly for Jungle Camp.
- ---------------------
- r1840
- Mechanized Infantry now upgrades to Tesla Infantry, Special Infantry and High-Tech ACP.
- ---------------------
- r1839
- Zebra Cavalry can now upgrade to both Gunship and Armored Car.
- ---------------------
- r1838
- Llanero can now upgrade to both Gunship and Armored Car.
- ---------------------
- r1837
- Cavalry, Cossack, Camel Gunner, Apache Cavalry, Mountie and Outlaw can now upgrade to both Gunship and Armored Car.
- ---------------------
- r1836
- Corrected potential hang in earlier performance work
- ---------------------
- r1835
- Added the Armored Car.
- ---------------------
- r1834
- Changed icons for the Early Medivac and the Police Mech.
- ---------------------
- r1833
- Fixed a bug that sometimes allowed an enemy to use another player's routes Tweaked allowable pathing riles slightly Explore AI/automation performance improvements
- ---------------------
- r1832
- - Changed Guerrilla to Upgrade to Modern Sniper. - Changed Flamethrower to Upgrade to Mechanized Infantry.
- ---------------------
- r1831
- Remove Gems from map. Strategy and pedia fixes for snake pit and charmer.
- ---------------------
- r1830
- Move Penicillin wonder to Antibiotic tech. Remove recon style promotions from Surgeon (medic unit)
- ---------------------
- r1829
- Removed Gemstones resource.
- ---------------------
- r1828
- Altered the gem buildings as requested by DH. Now there is no more need for gemstone resource.
- ---------------------
- r1827
- Culture requirement tweaks ...
- ---------------------
- r1826
- Balance and consistancey fixes for health care units.
- ---------------------
- r1825
- Added 4 new units, including the Police Mech by Hydro and Modern Medic Units.
- ---------------------
- r1824
- Minor text fix on Goody Islands. New wonder Penicillin for Microbiology technology.
- ---------------------
- r1823
- Fix dyslexic error in the March and Heal promotions.
- ---------------------
- r1822
- Large performance improvement in automated and AI exploration (especially sea)
- ---------------------
- r1821
- forgot the fpk
- ---------------------
- r1820
- New Unit.FPK
- ---------------------
- r1819
- Fixed Australian resource typo.
- ---------------------
- r1818
- Add in the definitions for the new climate and physical water models. IE Deep Ocean (by Kathy) and Polar and Tropical versions of Coast, Ocean and Deep Ocean.
- ---------------------
- r1817
- - Farmer's Market moved to Guild's tech and now requires Agricultural Guilds civic. - Garbage Collection Agency is now a National Wonder and has some tweaked stats. - Landfill is now a normal building, has tweaked stats and now requires Lan...
- ---------------------
- r1816
- Changed Urumi Swordsman Model so as to be different from the Kallarani Model.
- ---------------------
- r1815
- Made Lethal Injection go Obsolete at Cryogenics tech.
- ---------------------
- r1814
- Added Cricket Field, Rugby Field, Polo Field, Croquet Field and Tennis Court.
- ---------------------
- r1813
- Updated my FPK.
- ---------------------
- r1812
- Fixed overflows in civic evaluation that resulted in large AI civs committing civic suicide
- ---------------------
- r1811
- Tweaked the Berry Bush.
- ---------------------
- r1810
- Minor worker fix.
- ---------------------
- r1809
- forgot that Alchemy is Invention, DUH!!
- ---------------------
- r1808
- Had to change back the Game Options per AIAndy's suggestion
- ---------------------
- r1807
- changed Leonardo's Workshop to Invention per Koshlings suggestion
- ---------------------
- r1806
- Changed around the GameInfo Options, so you BETTER re-check your check marks, cause they WILL be different.
- ---------------------
- r1805
- Added in the terrain from the art folder to the CORE FPK
- ---------------------
- r1804
- Added Glass Factory, Water Bottle Factory, Nylon Factory, Rope Factory and Fiberglass Factory.
- ---------------------
- r1803
- Added Water Bottles , Nylon and Fiberglass resources.
- ---------------------
- r1802
- Updated my FPK.
- ---------------------
- r1801
- Fixed War Mammoth to only upgrade to Bombard Mammoth and not Bombard Elephant.
- ---------------------
- r1800
- ---------------------
- r1799
- 1. Removed "Can Trade Across Ocean" from Astrolabe tech.
- ---------------------
- r1798
- Reinstall Cutscene folder - these don't work if they are in a FPK.
- ---------------------
- r1797
- Fixed an oops in the last checkin
- ---------------------
- r1796
- Fixed probable issue with city route upgrade
- ---------------------
- r1795
- Moved Hydroponics Lab to Hydroponics tech (duh!).
- ---------------------
- r1794
- Deleted from the individual folder and added to the MAIN CORE files FPK
- ---------------------
- r1793
- Fix python error in Field of gold wonder
- ---------------------
- r1792
- Changed Ski Patrol to require Skis resource.
- ---------------------
- r1791
- Tweaked Ski Resort.
- ---------------------
- r1790
- Added a new Skis resource.
- ---------------------
- r1789
- Tweaked Ski Patrol since it never seems to want to use the Ski Resort as a requirement.
- ---------------------
- r1788
- Fix building requirements for the rest of the cathedrals.
- ---------------------
- r1787
- Fixed Redundancy of Trench Infantry upgrade path.
- ---------------------
- r1786
- Fixed Korean Hwacha so it can upgrade something. Upgrades to Bombard.
- ---------------------
- r1785
- Fix building requirements for cathedrals and fish pens. Still need to do Std and RoM Std cathedrals.
- ---------------------
- r1784
- Oops. Removed the art from the modules folder.
- ---------------------
- r1783
- -Fixed the Urumi Swordsman Buttons. -Merged my art into the core for SO to add to an FPK.
- ---------------------
- r1782
- Removed Mammoth Trainer from Pets folder.
- ---------------------
- r1781
- Moved Mammoth Trainer to Alternate Timelines folder.
- ---------------------
- r1780
- Fix geothermal borehole so can only be built on thermal vents.
- ---------------------
- r1779
- Fix test error in Subdue Animals Tales actions. Allow Modern workers and android workers to plant orchard.
- ---------------------
- r1778
- Changed pathing so that human units use 'natural' pathing rather than the zig-zag pathing the AI uses
- ---------------------
- r1777
- changed DieselPunk to 3 rather than 5. <iGridY>3</iGridY>
- ---------------------
- r1776
- upscaled the LS Native_Trireme to .21
- ---------------------
- r1775
- Changed Inuit Harpooner to get a bonus from Ivory, not Elephants.
- ---------------------
- r1774
- Fixed Javelineer and Inuit Harpooner.
- ---------------------
- r1773
- Added more faster Wonder production choices to the Culture Wonders.
- ---------------------
- r1772
- Unit Changes and some sound tweaks to TechInfo again:
- ---------------------
- r1771
- Fix Bahai sound problem.
- ---------------------
- r1770
- Fixed Rehab Center.
- ---------------------
- r1769
- Fixed the problems I caused in my last commit. Sorry guys.
- ---------------------
- r1768
- Remove trade of subdued animals and animal tales.
- ---------------------
- r1767
- Added the Atl-Atl and the Early Skirmisher.
- ---------------------
- r1766
- Fixed SNAFU with the worker needing defense check
- ---------------------
- r1765
- some minor tweaks to the tech sounds i am adding will do more, just wanted to get in these for now before i forget again.
- ---------------------
- r1764
- Scale treaties by game speed Fixed AI bug where its atack stack just 'hang out together' Halved growth requirements for barbs
- ---------------------
- r1763
- Fixed infinite WFoC when groups are force-split by outside factors
- ---------------------
- r1762
- Minor tweak to the Handicap, and one line that does nothing in the trait area.
- ---------------------
- r1761
- I am changing the buildings look to help out the performance of C2C, so i am changing this, if you want different, pls do so yourself, sorry. But thx Koshling for this option.
- ---------------------
- r1760
- Tales and Subdued can now be traded. Biodome now requires 4 Zoos including one in the city it is to be built. Changes to platyping python as suggested by Koshling.
- ---------------------
- r1759
- Moved Animal Testing Lab to Antibiotics tech.
- ---------------------
- r1758
- Fixed Microbiology tech.
- ---------------------
- r1757
- Moved Notre Dame to Stained Glass tech.
- ---------------------
- r1756
- Moved the Gorge Good to Hydroelectricity tech.
- ---------------------
- r1755
- Moved Hydro Plant and 3 Gorge Dam to Hydroelectricity tech.
- ---------------------
- r1754
- new techs ... Stained Glass Req Techs: Glass Blowing AND Architecture Location: X40 Y3 Astrolabe Req Techs: Astronomy AND Clockworks AND Compass Location: X42 Y11 Sextant Req Techs: Navigation AND Weather Forecasting Location: X44 Y15 M...
- ---------------------
- r1753
- Added the Llanero, for the Venezuelan culture.
- ---------------------
- r1752
- Made it so the Grenadier cannot upgrade into the Trench Infantry.
- ---------------------
- r1751
- Changed Loki Fist so I cannot upgrade to the Grenadier to better fit with all the other units.
- ---------------------
- r1750
- Changed the last of my ArtDefines to C2C standard file structure.
- ---------------------
- r1749
- Hardened DLL against Python passing some bad building and unit types Improved automated and AI worker pathing regard to safety
- ---------------------
- r1748
- Saving of Customizable Domestic Advisor settings fixed.
- ---------------------
- r1747
- [B]Galley[/B] Upgrades To: Cog
- ---------------------
- r1746
- changed the Free Promotion for:
- ---------------------
- r1745
- added an upgrade for the Riotpolice to Police Car , now that Hydro has made one.
- ---------------------
- r1744
- New buttons for the hunter line.
- ---------------------
- r1743
- Allow Subdued Walrus to be butchered. Remove old file not used.
- ---------------------
- r1742
- Added the Tarkan and the Huskarl. All my things from now on will use the ls612 schema.
- ---------------------
- r1741
- Fixed crash reported in late multi-player game due to a dead team member
- ---------------------
- r1739
- Outcome type replacement works recursive now (so if outcome A replaces outcome B and outcome B replaces outcome C, then outcome C will always be replaced if outcome A is possible, even if outcome B is not possible).
- ---------------------
- r1738
- Hydro uploaded some new culture resources. Now the last hero units can be given their proper cultures.
- ---------------------
- r1737
- Added 20 new culture resources (many African).
- ---------------------
- r1736
- Updating my FPK.
- ---------------------
- r1735
- Fix game text and industrial worker builds.
- ---------------------
- r1734
- All Tales Of can be recorder in your cultural heritage.
- ---------------------
- r1733
- Add missions for Tales of sea creatures. Only working for beluga at the moment.
- ---------------------
- r1732
- ---------------------
- r1731
- -Fixed the Tewhatewha graphic (last one only fixed the icon -Added Boomerang Thrower
- ---------------------
- r1730
- Fixed the Tewhatewha icon.
- ---------------------
- r1729
- Added usage of outcome missions to the AI (so the AI should butcher any animals it cannot use to build buildings now).
- ---------------------
- r1728
- Now that the cultures are represented in resources rather than buildings they need to be tweak with some unit requirements.
- ---------------------
- r1727
- Major Tweaks to Sports buildings. (Trying to make them more appealing to build)
- ---------------------
- r1726
- My first attempt at a commit. Changed the Maginot Line's free Barricades to every city on the continent.
- ---------------------
- r1724
- Fix to outcome info XML reading (prereq tech and obsolete tech should work correctly now). Fix to wrong tag name used in CIV4OutcomeInfos.xml
- ---------------------
- r1723
- Added the Tewhatewha (Maori UU) and Nautilus (Steampunk sub).
- ---------------------
- r1722
- [*]Fixed disappearing (and re-appearing) resource issue [*]Fixed incorrect experience modifiers given to units on creation in some cases [*]Fixed bug whereby population could still be sacrificed after leaving slavery [*]Fixed incorrect hand...
- ---------------------
- r1721
- Modified my Module folder structure slightly.
- ---------------------
- r1720
- Just making sure "my" FPK is uptodate also, just incase.
- ---------------------
- r1719
- Add MaginotLine by Vokarya. Update differences between my working files and SVN.
- ---------------------
- r1718
- Update Warthog unit art.
- ---------------------
- r1717
- remove platyping projects for now.
- ---------------------
- r1715
- Barbarian player does not get player wide unhappiness now and no unhappiness for barbarian player from too many cities (that probably crippled him). Fixed an OOS issue in regards to founding on peaks.
- ---------------------
- r1713
- Reinstate Cyrus Cylinder (Platyping wonder). Add Cyrus Tomb (Platyping wonder).
- ---------------------
- r1712
- Added pointer to the parent object to property objects. Type of parent object is represented by new enum GameObjectTypes. Property info can define change propagators which propagates any change from properties of a source game object type t...
- ---------------------
- r1711
- Boar's have had a face lift thanks to Orion Veteran. Pigs and Warthogs added their stats may need to change a bit.
- ---------------------
- r1710
- New subdue animal results, tales instead of subdued units until the correct tech is discovered. Fix locus so they can enter cultural borders and pillage stuff. Fix spelling error in new improvements.
- ---------------------
- r1709
- Lunar Terraforming Req Tech: Planetary Terraforming AND Lunar Megastructures Location: X99 Y9
- ---------------------
- r1708
- Add in Locust units as experimental. Fix Subdued Cod actions.
- ---------------------
- r1707
- Tweaked Ski Resort and Winter Chalet.
- ---------------------
- r1706
- Extend Modifieda4's basic Forestry to C2C's worker units and new terrains. Text for mew resource builds.
- ---------------------
- r1705
- Fix onNukeExplosion.
- ---------------------
- r1704
- Add "Tattoo" promotion given for free by the Tattoo Hut and Tattoo Parlor.
- ---------------------
- r1703
- Updated my FPK.
- ---------------------
- r1702
- changed Bombard Mammoth and Bombard Elephant to upgrade into the Early Tank
- ---------------------
- r1701
- ---------------------
- r1700
- Temproarly remove a couple of the Platyping wonders because they are causing long turn times.
- ---------------------
- r1699
- Added the Nakharar.
- ---------------------
- r1698
- Potential fix for GC OOS issues Added an extra level to SHOW_BUILDINGS_LEVEL to allow wonders + defenses
- ---------------------
- r1697
- Gave ls612 his own folder and moved his units to it.
- ---------------------
- r1696
- Updated the MLF.
- ---------------------
- r1694
- Added generic properties to plot, unit, team, game objects (first two displayed on their mouseover text, second two displayed in the flag mouseover). Added property name to city screen property display. Changed property storage from two vec...
- ---------------------
- r1693
- Fixed pathological VERY badly performing case in the AI contract broker
- ---------------------
- r1692
- Added Sacred Band.
- ---------------------
- r1691
- Tweaked the various "Factory" buildings.
- ---------------------
- r1690
- Fix mangos.
- ---------------------
- r1689
- Oops! Now the Traction Engine Workshop is fixed.
- ---------------------
- r1688
- Tweaked Traction Engine Workshop.
- ---------------------
- r1687
- Tweaked War Wheel.
- ---------------------
- r1686
- Fixed Glasssmith.
- ---------------------
- r1685
- 1) I tried putting Cutscene stuff in my FPK but it does not work. I will need to change my FPK to get it to work. I am moving someof it back into the Art folder and I will update the FPK later. 2) I have done some work on the new map resour...
- ---------------------
- r1684
- Fixed potential divide by zero in hurry calculations Fixed incorrect recalculation of hurry modes and some inflation data on asset modifier recalc
- ---------------------
- r1683
- Fix Manhattan no TXT or Strategy correct, still no words in strategy.
- ---------------------
- r1682
- Changes to graphical asset usage to provide memory usage improvements Corrected some spelling and grammar errors in hints
- ---------------------
- r1681
- Fixed the code error.
- ---------------------
- r1680
- Fixed the Tar Refinery.
- ---------------------
- r1679
- MAORI_WAKA Ab_waka deleted from barbarian Civilizations/CIV4CivilizationInfos.xml Corrected UnitClass, must be tired time to go to bed, too many mistakes
- ---------------------
- r1678
- had the --> in the wrong place
- ---------------------
- r1677
- for the artdefines, DUH
- ---------------------
- r1676
- 1. Numidian Cavalry to require "Berber" resource instead of "Carthage".
- ---------------------
- r1675
- Tweaked the Tannery.
- ---------------------
- r1674
- Added Jaeger, Tiger Claw, Urumi Swordsman and Kallarani.
- ---------------------
- r1673
- Fixed Jewelry.
- ---------------------
- r1672
- Changed default unit naming for heroes to be just the unit type (unfortunately this does not change anything if the user has already run the game as the info is then in BUG user inis)
- ---------------------
- r1670
- Properties display added to the city screen (tab next to resources)
- ---------------------
- r1669
- Minor fix to the size of early ships.
- ---------------------
- r1668
- changed some of the CitLSystem around to GeoModders original citystyles
- ---------------------
- r1667
- Fixed wheeled units to require Oil Products or Biofuel instead of Oil Products or Tires since Automobile resources already require Tires.
- ---------------------
- r1666
- Added Nemo's Naval Academy.
- ---------------------
- r1665
- Fixed Silk Road, Newton's College and Einstein's Lab (as requested).
- ---------------------
- r1664
- Added Steam Tank and War Wheel. Thanks ls612 for making and steampunk1880 for planning them.
- ---------------------
- r1663
- Changed Bach's Cathedral to Acoustics tech.
- ---------------------
- r1662
- Add specialist yields for some wonders. Non priest specialists now get some increases.
- ---------------------
- r1661
- Fix python for Field of Gold wonder.
- ---------------------
- r1659
- Added ReplaceOutcomes tag to Outcome info XML. If the outcome type that has that tag is possible in an outcome situation, then the outcome types it replaces are removed from the list.
- ---------------------
- r1658
- MusicUpdate ignores directories in the New folders now (fixes problem with having a .svn folder in there).
- ---------------------
- r1657
- Added 4 new musical instrument producing buildings and applied instrument resources to other buildings like the Music School and Music Hut.
- ---------------------
- r1656
- Updated my FPK.
- ---------------------
- r1655
- Added 4 new resources; Percussion, Woodwinds, Brass and String Musical Instruments.
- ---------------------
- r1654
- Updating my FPK.
- ---------------------
- r1652
- Minor spawn changes. Titanium now works with Shaft and Modern mines.
- ---------------------
- r1651
- Corrected spelling error in a hint text
- ---------------------
- r1650
- just a test
- ---------------------
- r1648
- Alt-Shift-R toggles visibility of city entities now (for testing in games with a lot of graphics crashes).
- ---------------------
- r1646
- Added missing art defines from DH's merge of crow and raven into core (other things might be missing still, but it loads again now). Only world and national wonder buildings are displayed in city bar mouseover now.
- ---------------------
- r1645
- added different LHs that look like the actual person
- ---------------------
- r1643
- Building help now only shows 5 unit types that can build it.
- ---------------------
- r1642
- Fix the spawn for the Arctic Tern. Merge Crow and Raven into core.
- ---------------------
- r1641
- Fully integrate donkey resource. Update graphics - subdue animal buildings, jain and andean missionaries.
- ---------------------
- r1640
- New project from platyping Ivy Mike. Movie for Pergamon Altar. Adjust latest resources to fit in C2C.
- ---------------------
- r1639
- - Changed Donkey Farm to require Donkey resource. - Added Donkey resource to the Zoo. - Changed Barley Farm to require Barley resource.
- ---------------------
- r1638
- Two new resources barley and donkey. Ishtar Gate moved to glassworks for game play reasons. 5 New wonders and a project from platyping
- ---------------------
- r1637
- Fixed last DLL (which had a build problem)
- ---------------------
- r1636
- Fixed error in earlier OOS fix that screwed up air unit pathing
- ---------------------
- r1634
- Fixed an OoS issue in movement cost calculation (another than the cache issue). Added some type casts that suppress warnings. Rest is test code.
- ---------------------
- r1633
- Fixed bug in movementCost() caching, that may have been leading to OOS errors in multiplayer
- ---------------------
- r1632
- Turn off path caching for the human player
- ---------------------
- r1631
- ---------------------
- r1630
- Fix spelling of G'v'nor. Fix new The_J promotion text.
- ---------------------
- r1629
- deleted the Huns from the Audio again.
- ---------------------
- r1628
- New buildings by Platyping. Fixes for The_J's promotions.
- ---------------------
- r1627
- Two new promotions from The_J to allow your specialist units to get more XP than the max from barbarians or animals.
- ---------------------
- r1626
- CHULALONGKORN and SURIYOTHAI changed to Bonus_Siamese
- ---------------------
- r1625
- Increase the chance of the later hunter specialists subduing animals.
- ---------------------
- r1624
- - Added Fig Plantation, Papaya Plantation, Cantaloupe Farm, Honeydew Farm and Zucchini Farm.
- ---------------------
- r1623
- Updated my FPK.
- ---------------------
- r1622
- East-west split for animal spawning added.
- ---------------------
- r1621
- Fixed Pharmacy and removed Apothecary from my mod folder.
- ---------------------
- r1620
- All subdued animals can now be butchered.
- ---------------------
- r1619
- Butcher subdue animals N-R. Reinstate the usefulness of the health care line of units bu removing Medic I from all other types of unit.
- ---------------------
- r1618
- Fixed incorrect conscription on empire splits
- ---------------------
- r1617
- ---------------------
- r1616
- Minor changes to Orion Vetran's health care buildings.
- ---------------------
- r1615
- Allow Great Prophet to found jainism or Sikhism if the Great Prophet option is on.
- ---------------------
- r1614
- Fix subdued Nile Monitor XML
- ---------------------
- r1613
- Extend menagerie with enclosures. Two new birds.
- ---------------------
- r1612
- Butcher subdued animals H-M. Governor's Menagerie upgrades to Zoo.
- ---------------------
- r1611
- Fixed the resources loading (was probably a partial change that was not supposed to be committed yet).
- ---------------------
- r1610
- Set Valley of the Kings to have a static movie (as requested).
- ---------------------
- r1609
- Three new python wonders by Platyping
- ---------------------
- r1608
- Lunar Manufacturing Req Tech: Lunar Colonization AND Powered Exoskeleton
- ---------------------
- r1607
- ---------------------
- r1606
- Updated Crops buildings to use the new Almonds and Mango resources.
- ---------------------
- r1605
- Added CIVIC_MERCANTILISM or CIVIC_NATIONALIST or CIVIC_FEUDAL or CIVIC_HEREDITARY_RULE or CIVIC_DESPOTISM to Smuggler's Shanty and Pirate's Cove.
- ---------------------
- r1604
- Fix the schema for Zebra and sabretooth.
- ---------------------
- r1603
- Move Snow Castle of Kemi to tourism tech.
- ---------------------
- r1602
- Fix so Zebra and sabretooth can be subdued. Butcher subdue animals D-G.
- ---------------------
- r1601
- Fix spelling and move San Macro wonder.
- ---------------------
- r1600
- Fixed spelling error for Tlaloc's Altar.
- ---------------------
- r1599
- Added Steampunk Culture Wonder.
- ---------------------
- r1598
- Fixed crash when a stack of not-full health subdued animals reaches the safety of the owner;s borders
- ---------------------
- r1597
- Modified city build AI logic to more directly cope with unhappyness
- ---------------------
- r1596
- Fixed small bug in Sevopedia link (hero part).
- ---------------------
- r1594
- Added font symbols for properties (need better icons for the existing two properties). Property symbols are added to the TGAs after the corporation symbols (one free row) in the same order as they appear in the XML. Property display in game...
- ---------------------
- r1593
- This is for now just a test map for Gigantic Map made by Acularius re-designed by me, SO.
- ---------------------
- r1592
- Add resources Almond, Mango and Papaya
- ---------------------
- r1591
- Fix movement for subdue animals.
- ---------------------
- r1590
- Adjusted spawn rates for amount of wilderness remaining Fixed potential memory allocation issues with different allocator/deallocator being used
- ---------------------
- r1589
- Corrected minor grammar issue with a BUG hint
- ---------------------
- r1588
- New C2C FPK for steampunk btns for tech tree
- ---------------------
- r1587
- Fixed broken effect info for canoe
- ---------------------
- r1586
- Applied Steampunk resource to related buildings.
- ---------------------
- r1585
- - Added a Steampunk resource.
- ---------------------
- r1584
- Added Building based on steampunk1880's ideas. They include ... - Traction Engine Workshop - Panopticon Prison - Mad Scientist's Castle - Coal Fired Dynamo - Wood Fired Dynamo - Peat Fired Dynamo Note: These are experimental and may be chan...
- ---------------------
- r1583
- corrected spelling in steampunk pedia txt oops
- ---------------------
- r1582
- Added TXT for and Pedia except for Retro Space could not find anything??
- ---------------------
- r1581
- Added steampunk1880's Steampunk mod.
- ---------------------
- r1580
- Fixed spelling error for Steampunk tech.
- ---------------------
- r1579
- Had to make the Ambusher more attractive to use, maybe the AI will then take off from the normal beelining path??
- ---------------------
- r1578
- Butcher mission now available on subdue animals A-C inclusive.
- ---------------------
- r1577
- Fixed miscalculation of bonuses on recalc of an existing plotGroup Removed a spurious assertion
- ---------------------
- r1576
- Static LH Smoke Jaguar
- ---------------------
- r1575
- Fixed broken movement code from yesterday's update
- ---------------------
- r1574
- Static LH Atotoztli added
- ---------------------
- r1573
- Static LH Dido
- ---------------------
- r1572
- added STATIC Logan, just to see if it works ok.
- ---------------------
- r1571
- Fixed Elephant Riding tech.
- ---------------------
- r1569
- Fixed a bug in unit tooltip with no unit selected.
- ---------------------
- r1568
- Fix the spelling of three of the Great Prophets names so that their picture displays correctly.
- ---------------------
- r1567
- [*]Tweaked turn profiler to work correctly when the human player is not player 0 [*]Large performance improvement in certain rare map situations (courtesy SO's save game) [*]General performance improvement at scale (number of units worldwid...
- ---------------------
- r1565
- Outcome action results are now displayed in the tooltip of the action. The mouseover of units shows the possible outcome results if the currently selected unit does the kill.
- ---------------------
- r1564
- Extended the action outcome example (button added to the butchering mission, different outcomes based on neutral or friendly territory or city, texts added).
- ---------------------
- r1563
- Merge AIAndy and my changes to subdue animal unit infos.
- ---------------------
- r1562
- Restructure the folder for the wonder Alamut.
- ---------------------
- r1560
- Added first version of the DLL part of subdued animal actions. Rudimentary example: Butchering of subdued bear (no proper icon or texts yet). There is no AI for it yet. Added several tags to outcome info that control on which plots the outc...
- ---------------------
- r1559
- Gave Blue Boy a unique setting in great people area.
- ---------------------
- r1558
- New Techs and some changes:
- ---------------------
- r1557
- Fixed Charcoal Burner, Fire Pit and Imu due to a charcoal gap.
- ---------------------
- r1556
- Update my schema files. Make Loki Fist a national unit.
- ---------------------
- r1555
- Fix movie definition for the Cure for cancer project.
- ---------------------
- r1554
- Added dependency tags to spawn info schema (untested if they work properly)
- ---------------------
- r1553
- Bonus spawned outcome message fixed.
- ---------------------
- r1552
- ---------------------
- r1551
- Fix early religion tech icons.
- ---------------------
- r1550
- Fix bad graphics for the new female missionaries. Add female Voodoo missionary.
- ---------------------
- r1549
- Finish moving all the religion movies into the core area.
- ---------------------
- r1548
- Tech icons where a religion is founded should now have a small religion icon in the corner rather than the religion icon replacing the tech icon.
- ---------------------
- r1547
- added a NEW FPK for taking out the animated part of the LH's.
- ---------------------
- r1545
- Added some more profiling Speedups of unit scheduling (how the group selection cycle is handled)
- ---------------------
- r1544
- Fixed Alpaca Farm.
- ---------------------
- r1543
- had the wrong line for dds on Selassie should be: <Button>Art/interface/LeaderHeads/Selassie.dds</Button>
- ---------------------
- r1542
- Added a Static Folder for LH's, i need help on "WERE" to place them all, Please!!
- ---------------------
- r1541
- raised the Heroes in the Heroes "module" section up 2 str
- ---------------------
- r1540
- Ensure Zebra units require Zebra Trainer
- ---------------------
- r1539
- Applied new resources to buildings.
- ---------------------
- r1538
- Added 5 new Resources; Sausages, Candy, Ice Cream, Chocolate and Vanilla.
- ---------------------
- r1537
- Added 5 new buildings.
- ---------------------
- r1536
- Updated my FPK.
- ---------------------
- r1535
- Rebuild of the DLL that appears to cure crashes due to a probable mis-build last time Dynamically load yeild symbols for plot to reduce memory usage
- ---------------------
- r1534
- Add in the new wonders from Vokarya Alamut and Field of Gold.
- ---------------------
- r1533
- Remove th last bits of teh python version of Subdue Animals.
- ---------------------
- r1532
- Slight change to MusicUpdate.py to be more resilient towards music file names (Spaces in the file name work now, other special characters might work as well).
- ---------------------
- r1531
- [*]Reworked the plot group system (trade networks) to use less memory. Also reduces the size of save games somewhat and (in most circumstances) runs a bit faster [*]Modified settler AI to make sure settlers get escorts more promptly, so yo...
- ---------------------
- r1530
- Fix the Slavery promotion so that it points at the correct button.
- ---------------------
- r1528
- Move religion wonder movies and cut scenes into core area. Move religion movie definitions into core area. Since a multitude of movie define files seems to cause missing movies.
- ---------------------
- r1527
- pre-release is NOW 21
- ---------------------
- r1526
- Made sure all wild animals have default AI of UNITAI_ANIMAL.
- ---------------------
- r1525
- Took the Units that was added (in core) and placed it in the FPK, getting ready for v20, soon.
- ---------------------
- r1524
- Took the Structures that was added and placed it in the FPK, getting ready for v20, soon.
- ---------------------
- r1523
- Update some art in my FPK. Elephant and Mammoth herd now produce Ivory.
- ---------------------
- r1522
- Took the Interface that was added and placed it in the FPK, getting ready for v20, soon.
- ---------------------
- r1521
- Tweaked Nubian and Ethiopian culture wonders.
- ---------------------
- r1520
- All the new tech tree buttons for the religions.
- ---------------------
- r1519
- Use the new button for the tech Astronomy when Andean religion has not been funded.
- ---------------------
- r1518
- Changed Max Comp Saves to 1 to save each turn, just seeing if there is NOW a real difference on lower end PC's or not, PLEASE let me know, thx.
- ---------------------
- r1517
- changed the button provided by Hydro for the Horse Crossbowman, you will get a pink one till i again make a new FPK for the interface.
- ---------------------
- r1516
- added tmbgIstanbul to the Opening Menu for C2C
- ---------------------
- r1515
- Fixed the Venezulean culture wonder to give the right free resource.
- ---------------------
- r1514
- Fixed a small bug in AI move-to-borders code that could cause it to not spot the best border area to move towards Removed consideration of forts when the AI is evaluating improvements to build (except in the explicit fort building part of t...
- ---------------------
- r1513
- Added new MusicUpdate Python mod which does two things when it runs (which happens whenever BUG calls the init functions: 1) It changes menu music to a random music file in Assets/Sounds/soundtrack/Title. 2) Any music file that is added to ...
- ---------------------
- r1512
- Allow balloons to attack other balloons Fix map reviel on 5 subdued animals
- ---------------------
- r1511
- Remove duplicate Sharpshooter unit class definition.
- ---------------------
- r1509
- Fixed an OoS issue due to the CityAcquiredAndKept Python event sometimes reported from local code but used to make game state changes in Python. Inserted a message so CityAcquiredAndKept will trigger properly on all computers.
- ---------------------
- r1508
- Bonus Lobster now provides +1 health to harbour building and its upgrades.
- ---------------------
- r1507
- Fixed Llama and Alpaca Farms to require Llama resource. Also added Llama resource to the Zoo.
- ---------------------
- r1506
- Fix the terrain audio errors
- ---------------------
- r1505
- Fix the spelling of cPickle in C2C_Planet_Generator_0_68.py. Not that it matters much since it was loading Pickle if it could not find cPikcle.
- ---------------------
- r1504
- The rest of the problems Wddi pointed out.
- ---------------------
- r1503
- Fix some of th problems pointed out by Eddi
- ---------------------
- r1502
- ---------------------
- r1501
- Fix probable cause of CTD encountered by SO Fix inability to use old-style save format (oops)
- ---------------------
- r1500
- Modified pathing slightly to prevent exaggerated zig-zags Small amount of memory footprint low hanging fruit work on plot groups
- ---------------------
- r1499
- Update autologEventManager python checkStuff function.
- ---------------------
- r1498
- removed viper.
- ---------------------
- r1497
- Subdued Walrus can build Master Hunter. Tin and Fine Clay resource placement adjusted.
- ---------------------
- r1496
- Fixed automated hunt behaviour in many early game circumstances where it got trapped within your borders
- ---------------------
- r1495
- Applied Ivory and Feathers to buildings.
- ---------------------
- r1494
- Added a new Ivory Resource.
- ---------------------
- r1493
- Updated my FPK.
- ---------------------
- r1492
- - Terracotta Army and NASA removed from my mods folder. - Movie tags added to the Olympic Games, Foundling Hospital and Iron Works.
- ---------------------
- r1491
- Fix differences between versions of Terracotta Army and NASA.
- ---------------------
- r1490
- Tweaked Metro Admin so it cannot be built in the same city as the Palace.
- ---------------------
- r1489
- Changed Fire Brigades to Upgrade to Fire Station and go obsolete at Fire Suppression tech.
- ---------------------
- r1488
- Fixed Fire Hydrants to Require a Water Pumping Station.
- ---------------------
- r1487
- Update herd buildings so they don't give wool. Finish removing excess XML from core buildings.
- ---------------------
- r1486
- Changed the name of "Ivory" resource to "Elephants".
- ---------------------
- r1485
- Changed the name of "Ivory" resource to "Elephants".
- ---------------------
- r1484
- Changed Mammoth Trainer so it gives a free "Carcass" resource.
- ---------------------
- r1483
- - Added Goat Herd, Llama Herd, Mammoth Herd and Musk Ox Herd to the Shearing Bar Requirements. - Added Goat Herd, Cow Herd and Buffalo Herd to the Dairy Barn Requirements.
- ---------------------
- r1482
- Added "force overwriting" to the District Courthouse and Supreme Court.
- ---------------------
- r1481
- Added Tablet, Scroll, Paper or Books to the NationalLibrary requirements.
- ---------------------
- r1480
- Fixed route build action hover text to correctly report the CHANGES this rout build will make
- ---------------------
- r1479
- Pathing performance improvements Upgrade performance improvements (take 2!) Fixed terrain defense being ignored on tiles with features also Profiler enhancements
- ---------------------
- r1478
- Second part of removing over written XML.
- ---------------------
- r1477
- Fix partisans error. First part of removing buildings Hydro is force overwriting in his mods.
- ---------------------
- r1476
- removed some of the specialist from certain Heroes, not done yet, need more ideas of what they actually were????
- ---------------------
- r1475
- Subdues sea creatures can now enter ocean as long as they don't reveil the map.
- ---------------------
- r1473
- Feature unhealthiness has no effect on very small cities up to two population and limited effect on cities up to size 6 (increases in steps of 20%). Barbarian players are now exempt from player wide unhealthiness. Both these changes require...
- ---------------------
- r1472
- merge improvement times for improvements into core.
- ---------------------
- r1471
- Barbarian Civ changed to NONE for the Military Heroes
- ---------------------
- r1470
- Adjust Jain cathedral. Add Vokarya's wonders Pearl harbour and Scapa Flow.
- ---------------------
- r1469
- deleted the audio 2D for Huns
- ---------------------
- r1468
- Changed the Barbarian Civ to NONE for all of the Elite Hero units so that the barb's can use them any longer, will do the same for the Hero units also, just wanted to keep each one separate in the SVN, for further usage maybe.
- ---------------------
- r1467
- Move the art from the heroes and slaves modules into core files ready for putting into the FPK.
- ---------------------
- r1465
- Added text message for outcomes.
- ---------------------
- r1464
- ---------------------
- r1463
- Small tidy up of a movie for Royal Tomb.
- ---------------------
- r1462
- Changed the Lion to a more Flesh tone
- ---------------------
- r1461
- Tweaked Forge, Foundry and Steel Mill.
- ---------------------
- r1460
- Fixed Aluminum Factory.
- ---------------------
- r1459
- Add Great Doctor pop-up art.
- ---------------------
- r1458
- Fix monastery science production. Add some animal pedia entries.
- ---------------------
- r1457
- Fix subdued jaguar movement. Prepare Heroes art for move into FPK.
- ---------------------
- r1456
- Added DLL & PDB archive for use with minidumps Fixed (probable cause of) player stacks goign to sentry mode after an action
- ---------------------
- r1455
- Turn off the subdue animals python.
- ---------------------
- r1454
- Update animals and subdued animals to use the new outcome system. Update my unit schema files.
- ---------------------
- r1453
- Merge Giant Squid into core. Minor fixes to make wild and subdued animals comparable. Half of the subdued animals now use the outcomes XML.
- ---------------------
- r1452
- Spawn rules can be restricted by longitude with the tags iMinLongitude and iMaxLongitude. Longitude values are from -180 to 180. You can specify from 70 to 170 but 150 to -115 is also valid (-145 would be in that range but not -20).
- ---------------------
- r1451
- Animals now have the bonus outcome defined.
- ---------------------
- r1450
- All animal information moved to core (not including text or subdued animals). Subdue outcome of animals included but not resource placement.
- ---------------------
- r1449
- Add in outcome XML for core animal units.
- ---------------------
- r1448
- Outcome system uses absolute chances in percent now if the sum is below 100.
- ---------------------
- r1447
- Update the hunting and bear infos for the outcome system.
- ---------------------
- r1446
- Update my building schemas. Tidy up subdued animals XML.
- ---------------------
- r1445
- Added first version of the Outcome system (exemplary outcome entries added to UNIT_BEAR in CIV4UnitInfos.xml but not removed from SubdueAnimals.py). No messages yet. Changed loading order for second pass XML reading so first pass module rea...
- ---------------------
- r1444
- checking to make sure its the Viper causing those "laser" junk
- ---------------------
- r1442
- deleted the OpeningSlideshow from the Era's. hopefully that is what was causing the sound problems???
- ---------------------
- r1438
- Move Vokarya's stuff. Update movie definitions.
- ---------------------
- r1436
- move to correct place
- ---------------------
- r1435
- Move to correct place
- ---------------------
- r1434
- C2C extras - long movies
- ---------------------
- r1433
- Add the extra leader heads to optional folder
- ---------------------
- r1432
- Fixed occasional WFoC Reduced performance overhead of great commanders game option
- ---------------------
- r1431
- Fix tortoise subdue.
- ---------------------
- r1430
- New wonders from Vokarya.
- ---------------------
- r1429
- ADDED NEW civ: Lower Sioux (close to my home tribe is why) deleted Israel, but it still works if anyone still wants it.
- ---------------------
- r1428
- changed Horse Crossbowman KFM to Cuirassier, BUT it still does not work, its a RED blob yet?????????????
- ---------------------
- r1427
- Allow some lakes to build canoes or early ships. Restrict reptiles entering permafrost. New birds.
- ---------------------
- r1426
- Fix marsupial buildings and art.
- ---------------------
- r1425
- Added in Forestry and Damaged Land mods by Modifieda4. Fix Haast Eagle so it appears in the southern hemisphere only.
- ---------------------
- r1424
- Circus Maximus now goes obsolete at "Tournaments" tech instead of "Humanism" tech.
- ---------------------
- r1423
- WARNING WARNING, for some reason, I canNOT get this unit to work correctly, i need someone to find out the "Major Flaw" here???????
- ---------------------
- r1422
- Adjust combat strength of the modern frigate. OV pirate ships now require he same civic choices as the privateer.
- ---------------------
- r1421
- New buildings Fur Farm, Marine Institute and some new enclosures/cages.
- ---------------------
- r1420
- Added 20 new Culture Wonders.
- ---------------------
- r1419
- Added background text for some of the cannons. The subdued marlin unit now has the correct name.
- ---------------------
- r1418
- Updated all Solar related Power Plants to require "Solar Power" tech.
- ---------------------
- r1417
- Fix partisan message when they capture a siege unit. Fix sea serpent sound.
- ---------------------
- r1416
- Add Modifieda4's basic solar panal improvement for flat deserts. Temple of Ptah goes obsolete at Printing Press like the School of Scribes it provides. Fixes to subdue animal buildings.
- ---------------------
- r1415
- Added tech and unit buttons to units that will be made later
- ---------------------
- r1414
- New Unit FPK added in some new units that will be made into Elite Units. In the XML soon, this way its out of the way and done till i get started on the XML
- ---------------------
- r1413
- misspelled solor to solar, thx DH for finding that.
- ---------------------
- r1412
- Fix subdued gazelle and musk ox herd.
- ---------------------
- r1411
- Just changed Spartacus to Great General only
- ---------------------
- r1410
- changed 300 Spartan, Spartacus and Gladiator specialist area.
- ---------------------
- r1409
- added tech: Solar Power Req Tech: Electronics AND Modern Physics Location: X68 Y15 Required For: Satellites, Ecology
- ---------------------
- r1408
- just changed the loading sound is all, making it different is better (IMHO)
- ---------------------
- r1407
- changed Swiss pikeman to it real dds file
- ---------------------
- r1406
- - Zoo, Aquarium and Petting Zoo now never go obsolete. - Brewery, Winery and Distillery now never go obsolete and each give +1 food.
- ---------------------
- r1405
- Fixed the text for the Mayan and Mongolian resources.
- ---------------------
- r1404
- just an updated copy of the Main interface stuff in FPK
- ---------------------
- r1403
- Changed the Heroes to the correct resource, thx Hydro
- ---------------------
- r1402
- Added 20 new culture resources. 1. Armenian 2. Austrian 3. Berber 4. Ceylonese 5. Chola 6. Goth 7. Hun 8. Hungarian 9. Jivaro 10. Masai 11. Minoan 12. Moroccan 13. Nubian 14. Phoenician 15. Polish 16. Swahili 17. Turkmen 18. Uighur 19. Vene...
- ---------------------
- r1401
- Updated my FPK.
- ---------------------
- r1400
- remove the Interfaith project.
- ---------------------
- r1399
- All animals can now be subdued and build stuff.
- ---------------------
- r1398
- Fix the capture or destroy wonder text.
- ---------------------
- r1397
- - Inca Culture Wonder now requires Llamas instead of potatoes. - Mayan Culture Wonder now requires Jae instead of Cotton.
- ---------------------
- r1396
- Missing schema.
- ---------------------
- r1395
- The bits I missed in the last update.
- ---------------------
- r1394
- New female missionaries. New Subdue Animal buildings. Plus fixed the problem where you could not build the sea myths if your capital was not on the coast.
- ---------------------
- r1393
- added the Sioux and Lower Sioux underneath the Native American in CvCultureLinkInterface.py
- ---------------------
- r1392
- Changed loading song to the Munsters
- ---------------------
- r1391
- Put in kill hammers etc missing animals.
- ---------------------
- r1390
- added attack tank to Grenadiers also
- ---------------------
- r1389
- I liked to have a unit (Grenadier) to have some attack vs Early Tank, just incase like me i am soooo far behind.
- ---------------------
- r1388
- Fix subdued squid so it acts like other subdued sea creatures.
- ---------------------
- r1387
- added in BuildingClassNeeds: PALISADE for the Walls.
- ---------------------
- r1386
- added the btn provided by hydro for the Ironwood Clubman
- ---------------------
- r1385
- Fix for a MP OoS bug involving the AI strategy rand.
- ---------------------
- r1384
- Fixed Carthage and Mayan culture resource flags since they had Celtic and Mongolian by mistake.
- ---------------------
- r1383
- Added CIV4OutcomeInfos.xml as first step to implementing subdueing and subdued animal actions in DLL. The file is read but not used yet.
- ---------------------
- r1382
- added 2 Earth maps one random starting locations (by GreatLordofPie)(reedited by me) and the other has 28 Historical locations (reedited by me).
- ---------------------
- r1381
- Removed all Golden Ages from buildings Achievement
- ---------------------
- r1380
- Streamlining of schema names in the main folders to C2C_XXXSchema.xml, merging of some schemas (where more than one was present).
- ---------------------
- r1379
- deleted all Android Specialist and added the Promotion Leader in two different area, dont know for sure what does which, so mainly just testing now.
- ---------------------
- r1378
- changes made to the Great Farmer that had some minor errors by Flinx
- ---------------------
- r1377
- Added Great Generals to mostly all Civs. New unit FPK
- ---------------------
- r1376
- Changed PROJECT_ENCYCLOPEDIE from Tech Share 5 to 2, i personally will still change it to 5, "when i am winning." LOL
- ---------------------
- r1375
- changed back the Ranger to str 5, didnt know DH changed it to Tech Falconry, so i just undid what i did, if that makes any sense???
- ---------------------
- r1374
- Clicking on a specialist on the city screen emphasizes that specialist (so it is assigned more often by the automatic citizen assignment) similar to the food/production/etc emphasize. There is no visual representation yet.
- ---------------------
- r1373
- added the new content for the Great Farmer, cant remember who did it for "us." sorry
- ---------------------
- r1372
- Point the terrain buttons at the correct folder(s)
- ---------------------
- r1371
- Minidump mod component included. On a crash a MiniDump.dmp file will be created where the BtS exe is. This should be uploaded for easier debugging. If there is a significant performance loss, report. Bug with AI civic choice fixed (was actu...
- ---------------------
- r1370
- Deactivated instant building commerce updating from religion spread as a workaround to make Interfaith religion spread end in finite time.
- ---------------------
- r1369
- Third installment, got rid of all the stuff in the SVN art folder and placed them in the core FPK's
- ---------------------
- r1368
- Second Installment LeaderHeads, Structures and Terrain FPK
- ---------------------
- r1367
- Heres the first installment of the Unit.FPK
- ---------------------
- r1366
- NEWER Units FPK again, sorry, but its because of the CivCheck by DH, and many many thx DH.
- ---------------------
- r1365
- added the art that was put into the art folder into the core unit art now for a new FPK
- ---------------------
- r1364
- Fix art defines for improvements Plant Bamboo and Plant Savanna.
- ---------------------
- r1363
- Bug fixed in reading of the civic info XML (SetYields used at some places where SetCommerce should be used resulting in a too short array and unpredictable espionage variables).
- ---------------------
- r1362
- Fixed a bug with AI civic look ahead not restoring the proper civics after trying out the value of other civics in the near tech future.
- ---------------------
- r1361
- Game text for tortoise shell worker.
- ---------------------
- r1360
- Fixed two bugs in automated upgrade. "Most expensive" setting now properly kills off the unit and does not produce as many of the upgraded unit as gold allows. "Most experienced" setting now also upgrades units with 0 xp.
- ---------------------
- r1359
- Fix art defines for tortoise shell workers hut.
- ---------------------
- r1358
- Merges the various naval units into one mod before moving them into the core. Includes the recent Cog, Decareme, Galleass, merchant Fleet (event and unit), Modern Frigate, Paddle Steamer and Quinwuereme (not siege).
- ---------------------
- r1357
- Changed Arsonist from Bonus type to PreqBonus of Alcohol
- ---------------------
- r1356
- OK heres the change:
- ---------------------
- r1355
- New art file. A bunch of new animals and subdued animals plus some buildings.
- ---------------------
- r1354
- Removed the other Civics from my mods now that they are in the core.
- ---------------------
- r1353
- Merge Civics into core. Fix Boxing Kangaroo building.
- ---------------------
- r1352
- Merged game text for the other non-core civics into the core civic text file.
- ---------------------
- r1351
- ---------------------
- r1350
- added Heroes.py fixed by DH whereas the Gladiator is now spawning correctly, so far without an error
- ---------------------
- r1349
- - All Cultures are now wonders and produce 1 culture resource. - Applied culture resources to some UBs.
- ---------------------
- r1348
- Added Khmer, Mongolian and Israeli culture resources since I overlooked them before.
- ---------------------
- r1347
- Add Giraffe Trainer (static) wonder movie.
- ---------------------
- r1346
- Forgot to add Celtic Culture resource. Added it now.
- ---------------------
- r1345
- Add a static movie for Neanderthal Embassy wonder.
- ---------------------
- r1344
- Update Mammoth unit buttons.
- ---------------------
- r1343
- just added a shortcut and a saved game to C2C
- ---------------------
- r1342
- Marsuipials can now be subdued and used to build buildings.
- ---------------------
- r1341
- Fix Sparticus so he creates gladiators. The BUG definition did not have the init function defined.
- ---------------------
- r1340
- Two new mammoth units. Two new ancient ships.
- ---------------------
- r1339
- TXT change from Heroes - Spartacus to just Spartacus.
- ---------------------
- r1338
- added 2 str to each Hero
- ---------------------
- r1337
- Add Static movies for the Foundling Hospital and Neanderthal Culture wonders. Turn guild buildings off if Guilds option is not selected.
- ---------------------
- r1336
- Minor change to the Dragon Ship requirements.
- ---------------------
- r1335
- Move Archamedes workshop movie to core. Subdue sea creature buildings should be on the coast. Default Orion Veteran's piracy mod to on.
- ---------------------
- r1334
- Fix Rock Hopper penguin.
- ---------------------
- r1333
- Adjust upgrade times for improvements. Adjust terrain that animal units can enter especially restrict salt flats. Minor Spawn changes. New giant eagle.
- ---------------------
- r1332
- Spawn changes. make sure all use the Animal_Modifier variable. Minor adjustments to some animals both in rate and spawn range.
- ---------------------
- r1331
- Minor adjustments.
- ---------------------
- r1330
- deleted pic and txt junk from Undis_Minuteman
- ---------------------
- r1329
- NEW Unit FPK: New textures and nifs for the following:
- ---------------------
- r1328
- Move the art from Tsentom1's mods into the core area.
- ---------------------
- r1327
- Tidy up - move movies to core. Move some graphics to core. Add a movie.
- ---------------------
- r1326
- Remove Poultry Farm while I figure what is wrong. Fix mining of new gems.
- ---------------------
- r1325
- Added some lines to the CityLSystem to get camp working correctly again in the beginning.
- ---------------------
- r1324
- added a new Unit FPK
- ---------------------
- r1323
- Zebra trainer static movie.
- ---------------------
- r1322
- Add missing button.
- ---------------------
- r1321
- Three new static movies. Labyrinth and Bull Leaping wonders need Bull Myth but not in the same city.
- ---------------------
- r1320
- Minor subdued animals fix
- ---------------------
- r1319
- Update the spawn details for half of the new animals. Allow some more animals to be subdued. Add some new buildings. Experiment with threat promotions.
- ---------------------
- r1318
- Had Specilist__Citizen should have been only one _
- ---------------------
- r1317
- Had SPECIALIST_SPECIALIST changed to SPECIALIST_
- ---------------------
- r1316
- Changed ALL Heroes to have this:
- ---------------------
- r1315
- Flavor settings for Gov't civics + tweaks to all govts
- ---------------------
- r1314
- Added a new resource for every culture.
- ---------------------
- r1313
- Added more Tips and Hints by Jonaleth.
- ---------------------
- r1312
- Adjust Pirates tech requirements. Add generic Great Doctor screen.
- ---------------------
- r1311
- Fix text for resin resource.
- ---------------------
- r1310
- Moved Dance Hall to "Folk Dance" tech.
- ---------------------
- r1309
- Deer Archer, Giraffe Archer and Zebra Archer can now do ranged bombardment.
- ---------------------
- r1308
- Modify Llama, Poultry and Resin resources.
- ---------------------
- r1307
- Move art from the Promotions folder into the core folders. Make March promotion available to all units.
- ---------------------
- r1306
- Comment out old code in autologEventManager.py.
- ---------------------
- r1305
- Animals new in v18 merged into subdue animals. New animals. New hunters.
- ---------------------
- r1304
- had one line wrong in CityL fixed now.
- ---------------------
- r1303
- Just trying to fix things up, i will be doing these a little at a time, so nothing here, just move on, thx.
- ---------------------
- r1302
- added sounds for Yagan, early/middle/late
- ---------------------
- r1301
- Finish the Resin resource.
- ---------------------
- r1300
- Update my graphics pack (FPK) and Fig and Llama resources.
- ---------------------
- r1299
- Add art for Resin resource.
- ---------------------
- r1298
- New resources Figs and Llama.
- ---------------------
- r1297
- Lunar Megastructures moved over to the right 1 space. Thus X93, Y1.
- ---------------------
- r1296
- - Anti-Air Halftrack - Mobile SAM - ACV - ACV SAM - Jeep - BTR80 - Humvee - High Tech ACP - Mobster Car
- ---------------------
- r1295
- Changed the Automobile Factory to produce "Automobiles" resource.
- ---------------------
- r1294
- Added "Automobiles" resource.
- ---------------------
- r1293
- Updated my FPK.
- ---------------------
- r1292
- added new units:
- ---------------------
- r1291
- Fix other spelling of becon to beacon
- ---------------------
- r1290
- Fixed Villa to never go obsolete like the other houses.
- ---------------------
- r1289
- A subdued land animal will only become a resource if there is no resource of the same kind in an adjcent plot. Sea animals will if there is one or less resources of the same type in adjcent plots.
- ---------------------
- r1288
- deleted sounds that "should" be there already in Civ Warlords/BtS
- ---------------------
- r1287
- Minor text fix becon now beacon.
- ---------------------
- r1286
- Improvement upgrades times changed from zero turns.
- ---------------------
- r1285
- Change Penguin spawn to use the user over ride variable.
- ---------------------
- r1284
- CvModName.py changed to version 20 pre-release
- ---------------------
- r1283
- This is the Official/Original Version 19 release
- ---------------------
- r1282
- Reverted AllUpgradesAvailable method to old implementation.
- ---------------------
- r1281
- Pedia index fixed
- ---------------------
- r1280
- Separate kelp placement by Tectonics map script removed (only the same one as the rest of the map scripts used now).
- ---------------------
- r1279
- Change gathering tech text to reflect that everyone gets a free gatherer. While the first to study the tech gets two. Minor graphic fix for subdue animals.
- ---------------------
- r1278
- deleted stuff in the art folder and transfered them to:
- ---------------------
- r1277
- Update schema.
- ---------------------
- r1276
- Fix Interfaith Project. Minor spawn fixes. Stop Narwals and Beluga Whales from getting stuck in the ice.
- ---------------------
- r1275
- Forgot basic test.
- ---------------------
- r1274
- Adjust the OV P51 to fit with C2C planes better
- ---------------------
- r1273
- Adjusted core animals for new terrains. Animal resources wont be placed in salt flats by Subdue Animals mod.
- ---------------------
- r1272
- Force obsolete gatherer, worker, thief, rogue, assassin, ambusher and town watchmen so they don't reappear as available to build in the modern era.
- ---------------------
- r1271
- Remove building art for National Library Service. Replace movie art for Odin's Sanctuary.
- ---------------------
- r1270
- Fix text for build bamboo and savanna.
- ---------------------
- r1269
- Fix the Sikh religion buildings so that the shrine can be built by a Great Prophet and the Temple of Djenne reduces the cost of the Sikh cathedral like the other religions cathedral.
- ---------------------
- r1268
- Fix movie and a couple of small resource icons.
- ---------------------
- r1267
- Fix unit combat class on all extra religion missionaries.
- ---------------------
- r1266
- Minor changes to python, including probable fix th stop religion spreading to a city that you raise. Fix pedia so that culture building goes to jaguar warrior not the animal unit. Force obsolete wanderer to stop it appearing in the build li...
- ---------------------
- r1265
- Switched to a stable sort algorithm for unit and building list sorting.
- ---------------------
- r1264
- nothing NEW just trying some stuff here to see if it works better.
- ---------------------
- r1263
- Fix badger spawning.
- ---------------------
- r1262
- A checksum of all assets is now calculated. If you load a savegame that was saved with a different DLL or different assets you will get a popup asking you if you want to recalculate modifiers (similar to Ctrl-Shift-T). Fixed some entries in...
- ---------------------
- r1261
- Fix game text for caves and build nature preserve. Change resource icon for common clay.
- ---------------------
- r1260
- Walls, Towers and Traps returned to a flat -1 gold.
- ---------------------
- r1259
- Fixed NSF.
- ---------------------
- r1258
- Fix latitude values for southern hemisphere animals. More game fonts for new resources.
- ---------------------
- r1257
- Fix caribou and beaver spawning.
- ---------------------
- r1256
- Add some of the old goods to the game font file so they show as resources.
- ---------------------
- r1255
- New terrain feature cave.
- ---------------------
- r1254
- Game font fixes for resources Pumpkin, Squash, melon, prime timber and wood.
- ---------------------
- r1253
- Fixed city vicinity buildings to include the new resources of Diamonds, Sapphires, Rubies, Jade, Melons, Squash and Pumpkins.
- ---------------------
- r1252
- Add two new improvements. One for fossils and one for rock formations.
- ---------------------
- r1251
- Moved art for new resources into core files. Changed pumpkin, melon and squash so they don't appear on mountains. Changed subdue animals so that Cobra provides 1 hammer and you can subdue the whaleshark.
- ---------------------
- r1250
- Small subdued animal AI fix Cached team endWar value to avoid repeated recalculation in the same turn
- ---------------------
- r1249
- Added the FPK for Israel.FPK
- ---------------------
- r1248
- took out white space in folder for Tower_of_David
- ---------------------
- r1247
- added new building req for Sheriff
- ---------------------
- r1246
- NEW C2C FPK added dds techs for skyroads and derivatives
- ---------------------
- r1245
- Added Platinum Mine, Sheriff's Office, Police Academy, Neighborhood Watch Ordinance and Youth Curfew Ordinance.
- ---------------------
- r1244
- Updated my FPK.
- ---------------------
- r1243
- AI tweaks for hunting and subdued animal behavior Fix to a bug with attack stacks thinking they need to defend
- ---------------------
- r1242
- Delete jpeg file from movies directory.
- ---------------------
- r1241
- Added more -gold to Law, Fire, Garage, Water and Health buildings.
- ---------------------
- r1240
- Science buildings now give proportionally as much -gold as they do +science.
- ---------------------
- r1239
- Walls, Towers and Traps now have increasing higher -gold.
- ---------------------
- r1238
- Fix Scout so does not require Advance Diplomacy and obsoletes when the explorer is available. Fix Myth of mermaid and unicorn. Extra resources 3 mining and three agricultural. The gems may be better as manufactured rather than map resources...
- ---------------------
- r1237
- Fix to a bug in PerfectMongoose and PW2. Also removed the try/except that prevented proper error messages (and instead displayed a popup with a generic error message.
- ---------------------
- r1236
- Some more CheckSum code for assets (not yet active).
- ---------------------
- r1235
- removed some excess junk bak files
- ---------------------
- r1234
- Moved the paths in the makefile to a separate file.
- ---------------------
- r1233
- Performance tweak to trade deal establishment/disestablishment
- ---------------------
- r1232
- Deleted the map scripts which are not yet converted to the new terrains as they are likely to cause problems now if someone tries to use them.
- ---------------------
- r1231
- Fixed a wrong sign in building REV stability evaluation Added REV stability factors evaluation to AI civic choices
- ---------------------
- r1230
- Zooming to the city instead of opening a production popup is now a BUG option in the C2C tab.
- ---------------------
- r1229
- Major overhaul of the market buildings.
- ---------------------
- r1228
- Changed the name of "Clay" to "Common Clay".
- ---------------------
- r1227
- Add ability to plant bamboo and savanna. Extend ability to plant forest and jungles to new terrains.
- ---------------------
- r1226
- Fix spelling error.
- ---------------------
- r1225
- Fixed Clay Pit.
- ---------------------
- r1224
- Fixed Hide Tent and added Honey to Apiary.
- ---------------------
- r1223
- Added Honey Resource.
- ---------------------
- r1222
- Updated all my schemas.
- ---------------------
- r1221
- replace goods with resources in the subdue animal mod.
- ---------------------
- r1220
- Removed most of the "goods" now that they are not needed.
- ---------------------
- r1219
- Small fix: copying of non default was missing for the new tag.
- ---------------------
- r1218
- Use new tags for multiple bonuses from a building.
- ---------------------
- r1217
- Added evaluation in the AI for new building extra free bonuses Large improvement in scaling of performance of building evaluation with number of defined bonus types
- ---------------------
- r1216
- Added ExtraFreeBonuses tags to buildings info.
- ---------------------
- r1215
- Replace good with resource in Zebra files.
- ---------------------
- r1214
- Added AI to evaluate properties on buildings
- ---------------------
- r1213
- Fix another attitude loop in autolog event manager. Better placement of subdued animal.
- ---------------------
- r1212
- took out the wrong movies, i needed the era movies back in, DUH!
- ---------------------
- r1211
- Performance increase in first time drawing the tech screen (which usually happens during game load).
- ---------------------
- r1210
- Fixed broken regular saves
- ---------------------
- r1209
- deleted file tht were in the added Art files by DH and placed them in three separate FPK now, as requested So normal files are now in C2C.FPK, Leaderheads/Structures and Terrain are in LST.FPK, and units are in the Units.FPK (Testing to see...
- ---------------------
- r1208
- Deleted Goods Nanobots and made then Bonus_Nanobots
- ---------------------
- r1207
- Remove Goods from Subdue Animals
- ---------------------
- r1206
- Fixed even more stragglers that I missed before.
- ---------------------
- r1205
- Removed "Goods" from the core files.
- ---------------------
- r1204
- Fixed straggler goods to resources that I missed before.
- ---------------------
- r1203
- Added Furs and Hide resources.
- ---------------------
- r1202
- Applied the NEW Lobster resource to buildings.
- ---------------------
- r1201
- Converted Transportation, Trapping, Tweaks, Water and Wonders buildings to the resource system.
- ---------------------
- r1200
- Converted spiritual, sports and towers buildings to the resource system.
- ---------------------
- r1199
- Force obsolete older Noble units.
- ---------------------
- r1198
- Move Warlord art to core files and tidy up the XML.
- ---------------------
- r1197
- Move art from Custom_Units Noble and Promos into core files.
- ---------------------
- r1196
- Remove cold0 and warmth0 since they have been replaced by specific animal promotions. Reduce which promotions animal units can earn.
- ---------------------
- r1195
- Add Lobster resource. Tidy up Medieval naval units cog and gaellass. Including moving art to core area.
- ---------------------
- r1194
- added new FPK
- ---------------------
- r1193
- Art for all units in the Modules/Units folder have been moved to core files. Fix text for torpedo boat and Uboat.
- ---------------------
- r1192
- Converted science and seafood buildings to the resource system.
- ---------------------
- r1191
- Fixed these errors:
- ---------------------
- r1190
- Converted palace and pets buildings to the resource system.
- ---------------------
- r1189
- Forgot the compiled DLL.
- ---------------------
- r1188
- Default state of the hide unbuildable filter is now determined by the respective BUG settings. Building schema extended for extra free bonuses (no code to read or execute it yet though). Production popup can be avoided by setting the global...
- ---------------------
- r1187
- Converted law and military buildings to the resource system.
- ---------------------
- r1186
- Fixed display of game's save version number Fixed build progress wrapping in plot progress storage Fixed incorrect processing of specialist commerce
- ---------------------
- r1185
- simple error
- ---------------------
- r1184
- Converted housing and hunting buildings to the resource system.
- ---------------------
- r1183
- Converted fossils and health buildings to the resource system.
- ---------------------
- r1182
- fixed TXT was Coyote is now Coyote Runner
- ---------------------
- r1181
- - Converted entertainment and farming buildings to the resource system.
- ---------------------
- r1180
- Convert blimps, barrage balloons and airships to using resource hydrogen not good.
- ---------------------
- r1179
- Converted crops and electricity buildings to the resource system.
- ---------------------
- r1178
- Fixed bug with initialization of attitudes between civs which didn't take account of which player ids were actually alive
- ---------------------
- r1177
- Fixed Arsonist and Flamethrower.
- ---------------------
- r1176
- Converted cranes and crime buildings to the resource system.
- ---------------------
- r1175
- Added version info to save games Display version info in lag hover text Updated mod major version text
- ---------------------
- r1174
- Fixed save game compatibility issues when the number of improvement types changes Fixed crash due to infinite recursion in build availability determination
- ---------------------
- r1173
- Move last of the new resource art into core area. Remove rock formations when terraforming.
- ---------------------
- r1172
- Move most resource art into core files. More still to be done. Minor fix to improvement infos XML. Add improvement for poultry resource.
- ---------------------
- r1171
- Adjust Boar spawning for trade improvement. Adjust Duck, Nile Monitor and Marlin spawning for ecology.
- ---------------------
- r1170
- Fix to a bug caused by the new spawn system tags. Added the first part of checksum calculation for assets (not active yet).
- ---------------------
- r1169
- Converted most Craft mod building to require resources. (Warning! Breaks Many Building Chains)
- ---------------------
- r1168
- changed all Initial Civic in the CivInfo file to:
- ---------------------
- r1167
- changed all units that had Building_goods_tires to NONE and replaced them with Bonus_Tires
- ---------------------
- r1166
- More resource conversion for minerals, gems, jewelry, smithing and bullion related buildings.
- ---------------------
- r1165
- Converted Poison buildings to the resource system.
- ---------------------
- r1164
- Converted Rubber Factory, Rubber Plant, Tire Factory and Automobile Factory back to resources.
- ---------------------
- r1163
- Added Carcass, Raw Meat, Raw Fish, Shellfish, Pelts and Drugs resources.
- ---------------------
- r1162
- Added Sculptures, Poison, Gemstones, Flowers and Bullion resources.
- ---------------------
- r1161
- deleted the Jivaro Civ
- ---------------------
- r1160
- Terraform all land types.
- ---------------------
- r1159
- made some dds changes i messed up on
- ---------------------
- r1158
- Added Nuts, Berries, Fruit, Vegetables and Seasoning resources.
- ---------------------
- r1157
- Fixed loss of some trait bonuses on modifier rebuild
- ---------------------
- r1156
- Update schemas. Allow Hawks to spawn in peaks and crocadilians to spawn on rivers and fresh water lakes in the tropics. Note may be spawning near oasis also.
- ---------------------
- r1155
- Added bFreshWaterOnly (only spawn on fresh water plots) and bPeaks (spawn on peaks) tags to spawn info XML. Production increases for specific domains do not count as full production increases for "actual hammers" display or building sorting...
- ---------------------
- r1154
- Fixed potential hang in hunter automation Fixed potential crash when accessing off the start of an array Tweaked performance of best route build evaluation
- ---------------------
- r1153
- ---------------------
- r1152
- NEW FPK Added Coast Guard, Folk Dance, Folk Music, and Piracy to tech tree dds, made by Hydro
- ---------------------
- r1151
- Forgot to add the new source code files.
- ---------------------
- r1150
- Unit filtering/grouping/sorting added similar to same for buildings.
- ---------------------
- r1149
- Added units: Inuit Harpooner Unit Type: Melee Building: Culture (Inuit) Req Tech: Spear Fishing AND Hunting Upgrades to: Spearman OR Archer Strength: 4 Movement: 1 Cost: 20 Special Abilities +50% Wild Animals +50% Mounted Units ...
- ---------------------
- r1148
- Move art into FPK. Add Orion veteran's Merchant and Piracy units as merged to C2C by mcookie83.
- ---------------------
- r1147
- Raised each of the below by 2 each, because of the now Prehistoric and Galactic Wonders that were added to the game:
- ---------------------
- r1146
- Two new animals and a new building in Subdue Animals.
- ---------------------
- r1145
- deleted Macabre per Hydro, (double unit)
- ---------------------
- r1144
- Added Bone, Bamboo, Flint, Parts and Stone Tools resources.
- ---------------------
- r1143
- Minor spawn changes.
- ---------------------
- r1142
- DOH
- ---------------------
- r1141
- Dang forgot the building culture
- ---------------------
- r1140
- Changed old UU to new system NO UU's
- ---------------------
- r1139
- Fixed some more modifier rebuild issues
- ---------------------
- r1138
- Added Toys, Bicycles, Jewelry, Beads and Perfume resources.
- ---------------------
- r1137
- Fixed year built text
- ---------------------
- r1136
- Slavery civic changes
- ---------------------
- r1135
- added Custom_Civ Israel
- ---------------------
- r1134
- Added Charcoal, Clay, Sand, Fossils and Tar resources.
- ---------------------
- r1133
- Added Grain, Flour, Bread, Eggs and Wax resources.
- ---------------------
- r1132
- Ordering or canceling a building properly invalidates the building list now (with unbuildable filter active that should remove or add the building to the list).
- ---------------------
- r1131
- Fixed a very old bug in the modular XML loading code that could not deal with a comment as the last sibling on certain levels (which Dancing happened to have in the MilitiaPromotion XML). Since this bug caused memory corruption, it can be r...
- ---------------------
- r1130
- Added Cheese, Milk, Hats, Shoes and Clothing resources.
- ---------------------
- r1129
- added five fire events
- ---------------------
- r1128
- Better graphics for poultry
- ---------------------
- r1127
- - Changed Poultry button. - Last Update I added Paper, Book, Bricks, Leather and Wood resources.
- ---------------------
- r1126
- ---------------------
- r1125
- Remove Ibex Chariot until I can fix it. Add Amber a map resource. Add cloth a manufactured resource.
- ---------------------
- r1124
- - Alcohol - added to Meeting Hall. Cannery, and Brewery
- ---------------------
- r1123
- Added Copper Wires, Fiber Optic Cables, Tablets, Scrolls and Tires resources.
- ---------------------
- r1122
- Changed recalculateModifiers to be triggered by a message for multiplayer synch.
- ---------------------
- r1121
- added back resources:
- ---------------------
- r1120
- Added Hydrogen, Olive Oil, Rope and Sails resources.
- ---------------------
- r1119
- Allow subdued dugong to enter oceans at optics.
- ---------------------
- r1118
- Building-Or-Requirements for units are now properly displayed in the mouseover and in the pedia. Also exposed to Python for that.
- ---------------------
- r1117
- Added Baskets resource.
- ---------------------
- r1116
- Fixed loss of guild presence on modifier rebuild Fixed loss of foreign trade routes on modifier rebuild Fixed domain movement modifier recalculation on modifier rebuild
- ---------------------
- r1115
- Updates PerfectMongoose and PW2: Python random is used for multiplayer as well now, but seeded from map rand. ShuffleList work is now done by shuffle from Python library. This should hopefully fix the rare error there and it is also faster....
- ---------------------
- r1114
- Reduced the vertical size of the filter button container. Slightly moved the drop down boxes up.
- ---------------------
- r1113
- Fix to the limited resource problem. Bonuses should not interact with the position of the generic symbols in the large game font any more.
- ---------------------
- r1112
- deleted useless Diplo files.
- ---------------------
- r1111
- deleted all the Private Maps that were made before all the NEW terrain, will have to fix them one by one until DH can get me the Terrain-AddOns again uptodate. So Custom Scenario maps "for now" are gone.
- ---------------------
- r1110
- Converted Arsonist and Flamethrower to require "Goods" instead of "Resources".
- ---------------------
- r1109
- Fix maruarder promotion in the python.
- ---------------------
- r1108
- Better icons for the subdue animals/terrain damage promotions. Wild duck added.
- ---------------------
- r1107
- Added Poultry to Petting Zoo and other minor stuff.
- ---------------------
- r1106
- Add Initial Military Promotions. Fix Ray subduing. Adjust Titanium resource. Tidy up Caveman2Cosmos python.
- ---------------------
- r1105
- Change reviel tech for titanium. Change all remaining cathedrals to require temple and city council in the city. Allow rays and beluga whales to be subdued.
- ---------------------
- r1104
- Applied new resources to city vicinity buildings; poultry, tin, titanium, papyrus, flax and opium.
- ---------------------
- r1103
- Fix Platinum resource.
- ---------------------
- r1102
- Add resources Fine Clay, Flax, Opium, papyrus, Platinum, Poultry, Tin and Titanium.
- ---------------------
- r1101
- Mouseover help for the filter buttons and drop down boxes added. Several additional filter buttons added. If not enough horizontal resolution for the full building filter bar is there, the filter buttons will appear in a second row with sma...
- ---------------------
- r1100
- ctrl-shift-R (or T for some people) now rebuilds AI unit lists (which a recently fixed bug is likely to have corrupted in most games) Subdued animals will no longer feel the need to heal before constructing their buildings. Similarly they ...
- ---------------------
- r1099
- Added PrereqOrBuildings tag to unit info XML.
- ---------------------
- r1098
- Made the Galley require the Shipwright. Not sure why this was not already that way.
- ---------------------
- r1097
- added Tech Coast Guard and TXT
- ---------------------
- r1096
- Fix to the rabbit, walrus and seal resource icon problem. Added some more filter buttons (the button graphics are definitely not final).
- ---------------------
- r1095
- Converted many (but not all) building requirements of Steel resource to Good (Steel).
- ---------------------
- r1094
- Using a building filter, sorting or grouping now automatically changes the display to the beginning of buildings. Added the rest of the sortings to the dropdown box.
- ---------------------
- r1093
- Fixed the bug in the sorting and activated the code. Added buttons and drop down menus to the main interface to select filtering, sorting and grouping. Still needs some proper button graphics and there are a lot of other filters that are no...
- ---------------------
- r1092
- Fixed broken TECH_MOTORIZED_TRANSPORTATION requirement
- ---------------------
- r1091
- deleted chemicals from the BonusInfos file and the unit Flamethrower.
- ---------------------
- r1090
- - Removed references to Chemical resource in the core.
- ---------------------
- r1089
- - Converting Chemicals resource into Good (Chemicals).
- ---------------------
- r1088
- removed Biofuel from the BonusInfo's file
- ---------------------
- r1087
- removed alcohol bonus from BonusInfo plus the unit Arsonist.
- ---------------------
- r1086
- Removed references to Biofuel resource in the core.
- ---------------------
- r1085
- - Converting Biofuel resource into Good (Biofuel). - Applying more "goods" to buildings.
- ---------------------
- r1084
- Removing Alcohol resource references from the core file.
- ---------------------
- r1083
- Most cathedrals should require the City Administration building. Extra religions done. Mormon religion changed to replace unhappiness from resources to making those resources not available in that city.
- ---------------------
- r1082
- Converted Alcohol resource to Good (Alcohol) for buildings.
- ---------------------
- r1081
- Removed Alcohol resource references from Mormon buildings.
- ---------------------
- r1080
- Change order of modules loading so that Alt Timelines is loaded after DancingHoskuld.
- ---------------------
- r1079
- - Made Smuggler's Shanty and Pirates Cove require Piracy tech. - Made Parts Plant require Advanced Metallurgy tech. - Took out Maintenance from Water Treatment Plant. - Applied more "Goods" to buildings.
- ---------------------
- r1078
- Forgot the Python for Subdued Animals.
- ---------------------
- r1077
- All subdued animals now have UNITAI_SUBDUED_ANIMAL. Subdue Animals don't suffer terrain damage if that option is on.
- ---------------------
- r1076
- Fixed save game loads that could crash due to uninitialized data in the new building filter mechanism Started work on REV stability control in the AI Added UNITAI_SUBDUED_ANIMAL and UNITAI_HUNTER
- ---------------------
- r1075
- added TXT for Piracy/Folk music and dance.
- ---------------------
- r1074
- Piracy Req Techs: Naval Warfare AND Fermentation Location: X27 Y1
- ---------------------
- r1073
- Fixed some bugs with the filtering and grouping of buildings. Sorting deactivated for now (causes exception for unknown reason). Added widget types for this functionality. Rename CvMainInterface_TestFilters.py to CvMainInterface.py to activ...
- ---------------------
- r1072
- changed req for Iron Frigate and Biological Warfare Missile to Bonus_Iron only.
- ---------------------
- r1071
- Applying the new "Goods" to buildings. (still have more to go).
- ---------------------
- r1070
- Changed order of terrain to have the terrains that are not really terrains but rather plot types to the end of the file. This should fix the WB problems and I removed the hack from the Python WB screen code.
- ---------------------
- r1069
- - Added 15 new "Goods". - Tweaked # Gorge Dam and Fusion Power Plant. - Tweaked Caesium Mine.
- ---------------------
- r1068
- Updated my FPK.
- ---------------------
- r1067
- Forgot to add the new source code files for the building lists.
- ---------------------
- r1066
- Added the DLL part of building list filtering, grouping and sorting and exposed it to Python.
- ---------------------
- r1065
- Add Orion Veteran's Aviation mod as converted by mcookie83.
- ---------------------
- r1064
- remove Immigration Mod until I get t working properly.
- ---------------------
- r1063
- Too save on size i deleted all the "war" diplo sounds for the civs that were added along time ago So had to correct CIV4LeaderHeadInfos Audio/AudioDefines.xml
- ---------------------
- r1062
- New [B]FPK[/B] . . .
- ---------------------
- r1061
- Allow Beckon and Lighthouse to be built on coral. Minor spawn changes.
- ---------------------
- r1060
- Added Badger and Emu.
- ---------------------
- r1059
- Fixed bug in code that was supposed to stop city founding when the empire is over-expanded
- ---------------------
- r1058
- made the Jeep <fScale>0.5</fScale>\ made the Navajo Rifleman <fScale>0.32</fScale>
- ---------------------
- r1057
- Fixed false placement of bonuses in forests by PerfectMongoose.
- ---------------------
- r1056
- Fix subdued vulture so it can enter all terrain.
- ---------------------
- r1055
- Minor spawn changes
- ---------------------
- r1054
- Tweaks to Divine Cult (with climat's approval)
- ---------------------
- r1053
- Forgot the DLL in the last rev - this is it
- ---------------------
- r1052
- Removed some spurious asserts Fixed bad AI unit counting (which leads to settler over-production)
- ---------------------
- r1051
- Added "Parts Plant".
- ---------------------
- r1050
- Updating my FPK.
- ---------------------
- r1049
- Fix AI for subdued ostrich
- ---------------------
- r1048
- Adjustments to spawn rates and locations. Added Koala. Hippos can now be subdued.
- ---------------------
- r1047
- Subdued animals can not revel the map.
- ---------------------
- r1046
- Fixed specialists from GPs joining cities being lost on modifier rebuild Corrected a minor grammatical error in a help text
- ---------------------
- r1045
- Minor graphics updates to Myth buildings.
- ---------------------
- r1044
- Added property prereqs to event triggers and property changes to event results.
- ---------------------
- r1043
- Caribou now not subdued as deer. Minor spawn adjustments.
- ---------------------
- r1042
- Applied the 10 new "Goods" to buildings.
- ---------------------
- r1041
- Forgot one change to Barter
- ---------------------
- r1040
- Changes to Divine Cult civic and minor tweaks to Communalism and Barter
- ---------------------
- r1039
- The city vicinity mines now produce the 10 new "Goods".
- ---------------------
- r1038
- Make burning and chopping Bamboo possible
- ---------------------
- r1037
- Added 10 new "Goods".
- ---------------------
- r1036
- Graphics fix for Subdue animals
- ---------------------
- r1035
- Drain peat bog.
- ---------------------
- r1034
- Last of the new terrain stuff moved to core files.
- ---------------------
- r1033
- Okapi, Iguana and Gharial can now be subdued and build interesting buildings.
- ---------------------
- r1032
- Fixed event trigger ids not being remapped correctly
- ---------------------
- r1031
- Define the utils for the Immigration mod.
- ---------------------
- r1030
- changed the Ranger to <iCombat>7</iCombat> because 6 was a non-existent importance unit then.
- ---------------------
- r1029
- Added building yield modifier cache in CvCity Added a few more profiling hooks
- ---------------------
- r1028
- Changed Ivory, Fur and Prime Timber to never go Obsolete. Not sure why they would if you can use them for ecotourism.
- ---------------------
- r1027
- Fixed replay of city events on modifier rebuild Improved existing handling of event resetting for city events Added <YieldModifiers> and <BuildingCommerceModifiers> tags to events
- ---------------------
- r1026
- More more art into my FPK file.
- ---------------------
- r1025
- Reinstate Orion Veteran's Immigration mod.
- ---------------------
- r1024
- Minor graphics updates to Subdue Animals.
- ---------------------
- r1023
- New terrain and sea improvement definition and art definitions moved to core files.
- ---------------------
- r1022
- New terrain definitions and text moved to core files.
- ---------------------
- r1021
- Fixed an original BtS code which caused AI workers to sometimes act based on city improvement evaluations that are obsolete.
- ---------------------
- r1020
- Removed a major performance bottleneck. (ported from K-Mod. Untested in C2C, sorry.)
- ---------------------
- r1019
- Moved the art defines for the new terrains into the core files
- ---------------------
- r1018
- Added AIScaleType, iOperationalRangeMin, -Max to PropertyInfo, removed iAICategory.
- ---------------------
- r1017
- Fixed crashing bug in unit help text generation. AIScale enum added.
- ---------------------
- r1016
- Fix world builder problem with features.
- ---------------------
- r1015
- Fixed Trading Post.
- ---------------------
- r1014
- Fixed Firepit and Charcoal Burner.
- ---------------------
- r1013
- Don't obsolete animal enclosures.
- ---------------------
- r1012
- Pasted in description of tags for quick reference.
- ---------------------
- r1011
- Replace most cages with enclosures and require carnival or zoo.
- ---------------------
- r1010
- Store the alternate graphics for mud path and terrains on the SVN.
- ---------------------
- r1009
- Added more +/- Crime to buildings.
- ---------------------
- r1008
- Added +/- Crime to buildings.
- ---------------------
- r1007
- Fixed National Fire Service, Ordinance - Fire Code and Ordinance - Smoke Detector.
- ---------------------
- r1006
- Updating all my Building Schemas.
- ---------------------
- r1005
- Added PropertiesAllCities tag to buildings. This property change is applied to all cities when the building is finished.
- ---------------------
- r1004
- Update my Read Me.
- ---------------------
- r1003
- Tweaked The Oracle and Temple of Artemus.
- ---------------------
- r1002
- - Tweaked Sun Tzu's Art of War.
- ---------------------
- r1001
- Tweaked Heroic Epic and National Epic.
- ---------------------
- r1000
- Tweaked Plato's Academy.
- ---------------------
- r999
- Tweaked Bath House.
- ---------------------
- r998
- Merge and update terrain feature game text.
- ---------------------
- r997
- Tweaked Gladiator School.
- ---------------------
- r996
- Tweaked Arena, Coliseum, Ball Court, Hippodrome, Jousting Tournament, Fencing Academy, Olympic Games and Circus Maximus.
- ---------------------
- r995
- Tweaked Drama School and Music School.
- ---------------------
- r994
- ---------------------
- r993
- All new terrain features now in core files.
- ---------------------
- r992
- Make Mammoth and Rabbit increase food with Scavenging Camp like other animal resources.
- ---------------------
- r991
- Moved mammoth and rabbit resources into core files.
- ---------------------
- r990
- Fix Ibex buttons. Move coral art to main art folder.
- ---------------------
- r989
- - Added National Fire Service, Ordinance - Fire Code and Ordinance - Smoke Detector.
- ---------------------
- r988
- Updating my FPK.
- ---------------------
- r987
- ok ok, i changed back to the "square" btn for civs.
- ---------------------
- r986
- Tweaked Carpool Ordinance.
- ---------------------
- r985
- some building fixes
- ---------------------
- r984
- Fix to property prereq check.
- ---------------------
- r983
- changed Jivaro/Jivaro_CIV4ArtDefines_Unit.xml Horsearcher and Rifleman to "ActAsRanged"
- ---------------------
- r982
- Property Prereqs can be added to buildings now. Added some different display texts to PropertyInfo.
- ---------------------
- r981
- Update my graphics FPK. New buffalo worker. Some new animals plus some work on existing animals.
- ---------------------
- r980
- Delete Xtra/FlightlessBirds
- ---------------------
- r979
- added missing text for Free Enterprise Event
- ---------------------
- r978
- Try to update animals again.
- ---------------------
- r977
- changed added stone Spearman to upgrade path for Incan Que
- ---------------------
- r976
- Minor textual grammar fix Fixed incorrect unit obsoleting Fixed REV failure when setting up new faction Fixed bad assertion about project availability
- ---------------------
- r975
- Added new functions to get the maximum number of wonders buildable in a city and exposed them to Python. City UI uses those functions now. Exposed properties of buildings, cities and players to Python.
- ---------------------
- r974
- CvProperties class moved to a separate file. Ctrl-Shift-T triggers modifier recalculation now in addition to Ctrl-Shift-R (which caused a graphics restart on some computers).
- ---------------------
- r973
- Game text fix for Xtra
- ---------------------
- r972
- Yet more animals can now be subdued. Fix bird myth game text.
- ---------------------
- r971
- Numerous minor bug fixes in building xml files.
- ---------------------
- r970
- changed Militia Ren and Modern Units to "Act as Ranged"
- ---------------------
- r969
- Added +/- Flammability to buildings.
- ---------------------
- r968
- Remove hawk and eagle since they are now the birds folder.
- ---------------------
- r967
- Merge the bird units allowing all to be subdued. Extend the Ibex to allow it to be subdued and build some alt time line buildings.
- ---------------------
- r966
- Make Nomadic Herd increase yields with cow, pig, horse, sheep.
- ---------------------
- r965
- galactic era text fix bt Sleeper.
- ---------------------
- r964
- Fixed issue with attacker not advancing when last defender killed
- ---------------------
- r963
- Fixed bug with loading and saving of the building property values.
- ---------------------
- r962
- added quicksand event
- ---------------------
- r961
- - Updated all Building Schemas. - No more obsolete techs for Market type buildings.
- ---------------------
- r960
- Fix Aluminium and Bauxite to be traidable at the same time. Adjust healing promotions and the promotions health care units can get Merge the reptiles and adjust their spawn data.
- ---------------------
- r959
- Put Sea creatures back in.
- ---------------------
- r958
- Update Zebra and Coral art. Remove Sea creatures from subdue animals for reinstall since there appears to be some corruption somewhere there.
- ---------------------
- r957
- - Re-Fixed Silk Road - Fixed Courthouse to require city size 6.
- ---------------------
- r956
- - Tweaked all Market buildings to have +5% War Weariness. - Tweaked all Traps, Towers and Walls to have -1 Gold. - Tweaked Zoo, Aquarium and Petting Zoo. - Tweaked Farm Supply, Fairgrounds and Greenhouse. - Tweaked Animal Testing Lab.
- ---------------------
- r955
- Generic building properties are now possible and are summed up for the city and for the player. For existing save games recalculation of the modifiers is needed before the values are correct. Properties are shown in the mouseover of buildin...
- ---------------------
- r954
- Improved profiler output Tweaked Great Commander performance slightly Improved AI bonus evaluation performance and accuracy
- ---------------------
- r953
- Silk Road now requires Bazaar or Market
- ---------------------
- r952
- Fixed crash when animal subdued and base (killed) animal has no other valid plots
- ---------------------
- r951
- changed Lara Croft to add building Museum to req
- ---------------------
- r950
- Added 'safety valve' to turn off all spawning when the remaining number of barbarian units in play starts to get seriously reduced
- ---------------------
- r949
- New FPK added Cheyenne Rider Comanche Horse Archer Mapuche Iron Clubman Changed alot of civilization buttons to round rather than square.
- ---------------------
- r948
- corrected a few typos in events I introduced (those that should expire will do so now) changed the healing plants event to require herbalism tech changed the game (deer) migration event to require scavenging tech and some more (see events t...
- ---------------------
- r947
- New sea critters - Manta Ray, Dolphin and Beluga Whale.
- ---------------------
- r946
- Fix Elephant sound. New terrain feature coral.
- ---------------------
- r945
- Update clone and android work rate.
- ---------------------
- r944
- Added button art for new Zebra units.
- ---------------------
- r943
- Geothermal factory can now only be built on the Geothermal resource.
- ---------------------
- r942
- Settings for Tech Androids
- ---------------------
- r941
- Settings for Tech Androids quote
- ---------------------
- r940
- Text quote for Tech Androids
- ---------------------
- r939
- MP3 file for Tech Androids
- ---------------------
- r938
- Removed <CivilizationNames> fro units since they no longer have their own UUs.
- ---------------------
- r937
- Added Bamboo to Woodsman I, II and III promotions.
- ---------------------
- r936
- Fill out the Zebra unit upgrades. Three new zebra units added.
- ---------------------
- r935
- Change the name of "Ray" to "Eagle Ray" to distinguish from the "Manta Ray".
- ---------------------
- r934
- FreeSpecialTech tag added to Buildings XML. It gives a named technology to anyone building that building.
- ---------------------
- r933
- Remove encoding from comment in the building infos for Mesopotamian religion and Louvre wonder. Move text out of Louvre wonder and into game text file.
- ---------------------
- r932
- Added commerce modifiers to events
- ---------------------
- r931
- Changed damage to adjacent units from city defenses to have a 1-in-4 chance of hitting each such unit each turn, instead of it being a certainty
- ---------------------
- r930
- Moved the art work for the Neanderthal unit and the Rabbit bonus into the core area.
- ---------------------
- r929
- Minor animal spawn changes.
- ---------------------
- r928
- Adjusted variables in GameSpeed doc to be proportionally correct across the different speeds. Did NOT adjust number of turns or increments because of risk to save games.
- ---------------------
- r927
- Revised Aardvark spawn rate. Updated Zebra art defines.
- ---------------------
- r926
- Revised Neanderthal spawn settings.
- ---------------------
- r925
- Spawn density limit for any barbarian unit and for the same unit type are now separate tags. iGlobalTurns is now 100 times as strong (so to get the same effect as before, divide your values by 100). Neanderthals spawn now based on iGlobalTu...
- ---------------------
- r924
- Modified fixed borders to not hold on to territory unconditionally, but rather to resist cultural erosion until the would-be-owner has at least twice the FB owner's culture in a tile
- ---------------------
- r923
- wired fsacling of the zebra, had to have it set to 4.65 and fInterfaceScale>6.0
- ---------------------
- r922
- changed fscale to .65 on Zebra?
- ---------------------
- r921
- change zebra NIF to zebra was donkey
- ---------------------
- r920
- Move more art into my FPK. All sea creatures are now able to be subdued and have buildings.
- ---------------------
- r919
- changed UnitClass for Ballista and Bombard Elephant to <iMaxPlayerInstances>-1 <iInstanceCostModifier>0 removed iron as a preqbonus also
- ---------------------
- r918
- Neanderthal Adjustment
- ---------------------
- r917
- Fix schema in beaver.
- ---------------------
- r916
- Fixed River Port obsolete tech.
- ---------------------
- r915
- Fix to Labyrinth wonder. Adjustments to Aardvark and Cassowary spawn rates. Beaver can now be subdued
- ---------------------
- r914
- Adjusted City Growth speed in Era XML. Prehistoric 50% faster and then all other values a slower reduction in that speed. Ancient and Classical will be a bit slower than now.
- ---------------------
- r913
- Fixed total area density setting overwriting local density setting Made total area density that of the specific unit type the spawn defines Fixed the global defines override being set to 0 crashing instead of fully inhibiting the spawn
- ---------------------
- r912
- - Added Pinball Arcade - Tweaked Video Game Arcade, Theater and Movie Theater.
- ---------------------
- r911
- Updated my FPK.
- ---------------------
- r910
- Minor changes to some spawn rates. Set the over ride to ANIMAL_SPAWN_MODIFIER.
- ---------------------
- r909
- Fixed Hydro's WFoC which is caused by a unit not being on the update list! Underlying cause still unknown but the game now self-heals that condition Fixed issue whereby some units seemed to wind up (unknown how) with no unit AI - it now re...
- ---------------------
- r908
- Fix to months before Year 0 (you can have timesteps of less than a year before Year 0 now). Instead of 3 times Year 1 AD there is now 2 times Year 0 AD (1 with no December) and 1 times Year 1 AD.
- ---------------------
- r907
- Update schema and remove old ostrich
- ---------------------
- r906
- The rest of phase 1 of getting the new animals into subdue animals. They now provide food or hammers when killed.
- ---------------------
- r905
- Two of the new animals are now subdued, plus some spawn and environment improvements.
- ---------------------
- r904
- Tweaked Bird Strength
- ---------------------
- r903
- Tweaked Animals Strength ...
- ---------------------
- r902
- All the new animals.
- ---------------------
- r901
- Fixed badly formed help hover texts and some messages (which would occasionally also result in rashes)
- ---------------------
- r900
- Start of fixing Great people names so the images appear correctly.
- ---------------------
- r899
- Fix the harvest kelp and whale ships improvements
- ---------------------
- r898
- Removed lingering AI weight for some civics. Some anarchy length adjustments
- ---------------------
- r897
- All spawn system features are available both with and without threading activated now.
- ---------------------
- r896
- Minor Tweak.
- ---------------------
- r895
- corrected typo in cock fights event changed music of gods event quite a bit streamlined the eventinfos file in my module added one more check to the aginganimals module
- ---------------------
- r894
- Tweaking Tablets, Scrolls, Paper, Books and related buildings.
- ---------------------
- r893
- Further Neanderthal spawn tweak using new variables
- ---------------------
- r892
- Fix Asatru movies and allow Great Prophet to build Jain Shrine
- ---------------------
- r891
- PerfectMongoose: Should fix the swamp in sea problem. Added river and resources options (to increase or decrease the amount of rivers/bonuses).
- ---------------------
- r890
- adding (default off) aging animals module
- ---------------------
- r889
- Adjusted Monarchy Civic
- ---------------------
- r888
- Modified formatting of bonuses in civic help
- ---------------------
- r887
- Fixed whale text.
- ---------------------
- r886
- Update the Civics screen to allow enough room for text.
- ---------------------
- r885
- Made sure that (new) game options not defined in save games assume default values on loading those save games
- ---------------------
- r884
- Tweaked the way modifiers operate on negative base commerce
- ---------------------
- r883
- changed Coyote iCombatLimit from 0 to 100, DUH!
- ---------------------
- r882
- Made fixed borders a game option Removed some unused code
- ---------------------
- r881
- Added code to fix broken animal AIs that are left over from a bug in some older assets
- ---------------------
- r880
- remove old schema
- ---------------------
- r879
- Missspelt cassowary in the subdue animals code
- ---------------------
- r878
- Fix where Rays were spawning as sharks.
- ---------------------
- r877
- Fixed occasional CTD when new civs spawned due to contract broker not being properly initialized
- ---------------------
- r876
- Corrected some grammatical errors in hint texts
- ---------------------
- r875
- Add snake charmer and snake pit.
- ---------------------
- r874
- Update Subdue Animals to latest unit schema
- ---------------------
- r873
- Removed incorrect strategy text for Civics, which were based on old settings. Holder text put in place for time being.
- ---------------------
- r872
- Updated combat stats for subdued animals.
- ---------------------
- r871
- Tweaked AI city founding decisions when city limit unhappiness is occurring slightly Fixed minor textual bug in specialist hover helps Fixed duplication of some resources and slightly incorrect trade route yield calculations after ctrl-shif...
- ---------------------
- r870
- latest Subdue Animals code.
- ---------------------
- r869
- Minor text fixes.
- ---------------------
- r868
- Oops - accidentally deleted the makefile - returning it!
- ---------------------
- r867
- Added global define to inhibit load-time rand seed re-randomization
- ---------------------
- r866
- Fixed cargo auto-unload on move into coastal land plot not working
- ---------------------
- r865
- Reversed Volcano Features in the Volcano events - so that an active volcano now has an active graphic and a dormant volcano has a dormant graphic...
- ---------------------
- r864
- Fix unit schema for Zebra units.
- ---------------------
- r863
- Forgot to delete the interface btn i already put into the new FPK
- ---------------------
- r862
- All new art in my FPK file. Zebra units merged and now more like other megafauna units. Minor fixes to text. Vulture unit added to experimental.
- ---------------------
- r861
- Combat strength fix for hawk and Eagle units. Text fix for Arc de triumph
- ---------------------
- r860
- Adjustments to animals in base Units/CIV4UnitInfos.xml Does not include native terrain type changes. Only base attack and move.
- ---------------------
- r859
- Civic Tweaks : WW, Chiefdom, Despotism, Pacifism
- ---------------------
- r858
- Fix fake good distribution on herd buildings. Remove non working Labyrinth and Bull leaping wonders.
- ---------------------
- r857
- Gorilla sound file and animal spawn global variable (still need to add it to spawn files)
- ---------------------
- r856
- Fixed crash due to corrupted names from bug in Rev fix (see below) Fixed an incorrect fix to a rev fix when minor civs are founded (leads to the corrupted names trapped above) Ported K-mod fix for settlers getting lost Ported K-mod bombard ...
- ---------------------
- r855
- Made multi-threading runtime switchable
- ---------------------
- r854
- Fixed missing text for Towers and Traps (I hope).
- ---------------------
- r853
- Corrected load/save of event ids in max compat saves where new events had been added since the save Fixed bad messages being produced by minor civ creation Fixed CTD caused by error in upgrade cache code
- ---------------------
- r852
- wrong artdefine for Btn Coyote
- ---------------------
- r851
- NEW FPK Added Zapotec Lightning Warrior Added Toltec Coyote Runner Added Navajo Rifleman
- ---------------------
- r850
- Finish fixing all the custom religion and animal sounds.
- ---------------------
- r849
- Partial fix of the sevopedia.
- ---------------------
- r848
- Fix Hawk and Sea Serpent sounds.
- ---------------------
- r847
- Fix sound for horse, gorilla, and elephant.
- ---------------------
- r846
- Fix female missionary sounds.
- ---------------------
- r845
- Fix Mormon sounds
- ---------------------
- r844
- Make all subdued animals have a default unit AI of ENGINEER.
- ---------------------
- r843
- Show all subdued animals in the pedia so that people can see what they can build.
- ---------------------
- r842
- checked to make sure the whitespace is correct in CultureLink
- ---------------------
- r841
- Unscrambled for strategyonly again now that Koshling re-scrambled it again.
- ---------------------
- r840
- Fixed black screen when starting new game
- ---------------------
- r839
- Fix for the reading of the cultural ages info xml (missing function implementation needed for 2 pass reading).
- ---------------------
- r838
- Corrected a bug that caused potential crashes and the message ' has declared war on you' when minor civs are spawned in revolutions
- ---------------------
- r837
- Fix mermaid trident attack.
- ---------------------
- r836
- deleted partisans units, is the same unit as AK47 marine one.
- ---------------------
- r835
- changed partisan NIF to AK47 one.
- ---------------------
- r834
- Fix Ishtar Gate
- ---------------------
- r833
- Stop divide by zero occurring in RevEvents.py
- ---------------------
- r832
- increased eventchanceperturn for Ancient Era from 2 to 3 and for Galactic Era from 12 to 20 to bring them in line with the neighboring eras.
- ---------------------
- r831
- Tried to unscramble for strategyonly.
- ---------------------
- r830
- added AIAndy to the SDK designer list
- ---------------------
- r829
- Remove second Ishtar Gate.
- ---------------------
- r828
- Fixed typo that prevented DENUG version from building
- ---------------------
- r827
- Fix requirements for Ishtar Gate
- ---------------------
- r826
- Modified id allocation slightly to slow progression through id space Improved performance of max compat load and save Improved performance of unit upgrade path calculations
- ---------------------
- r825
- Move Partisan mod art into main area to fix pink icon on event.
- ---------------------
- r824
- New XML files added: CIV4CulturalAgeInfos.xml and CIV4PropertyInfos.xml. They are read as new info classes but the info is not yet used.
- ---------------------
- r823
- Fixed HUGE bug in AI city founding evaluation
- ---------------------
- r822
- volcano event triggers now only fire if plot is visible.
- ---------------------
- r821
- Fix teat for Cassowary
- ---------------------
- r820
- corrected the music of gods event so that it works now...
- ---------------------
- r819
- Tweaked Great Bombard and Mortar.
- ---------------------
- r818
- Disabled originak Volcano event. Added new Volcano events. Added Music of Gods event.
- ---------------------
- r817
- Yet more animals - hawk, eagle and sea turtle.
- ---------------------
- r816
- Fix the init.xml
- ---------------------
- r815
- Minor changes to sea animal sizes and names in preparation for new subdue animal handling of sea critters.
- ---------------------
- r814
- Fix link between cassowary and bird myth building
- ---------------------
- r813
- Fix the Great Doctor and Doctor specialists.
- ---------------------
- r812
- Finish removing BuildingBonuses. Remove cassawary from my extras. Merge The_J's mods python into one module.
- ---------------------
- r811
- Added Refining tech requirement to Shale Plant.
- ---------------------
- r810
- Shale Plant now requires Coal AND Stone.
- ---------------------
- r809
- Removed building bonus Python
- ---------------------
- r808
- A few minor bug fixes Changed bonus providing buildings to the XML method rather than Python Changed the Cobra to have animal AI
- ---------------------
- r807
- Tweaked Language Civic to 0, 5, 10, 20, 40, 80 science +%.
- ---------------------
- r806
- Fixed shadow bug for Shark and Tuna.
- ---------------------
- r805
- Topkapi Palace fix.
- ---------------------
- r804
- New animals, plus promotion fix Mojliner
- ---------------------
- r803
- Minor tweaks.
- ---------------------
- r802
- i still have an error on the unit upgrade civlipedia??
- ---------------------
- r801
- Forgot to add the TXT for the Pedia Category
- ---------------------
- r800
- iMaxAreaTotalDensity added to spawning system. It can be used to deactivate a spawning rule when a specified density of barbarian units is exceeded in an area.
- ---------------------
- r799
- This is a TEST TEST version of the new Heroes python added
- ---------------------
- r798
- Add a new gatherer improvement to use horses now that they are available earlier.
- ---------------------
- r797
- Small fix for the profiler in threaded sections.
- ---------------------
- r796
- Profiler disabled for threaded sections (increase gi_ProfilerDisabled before entering and decrease it afterwards).
- ---------------------
- r795
- A bit too enthustic with the delete.
- ---------------------
- r794
- Added Shark. Moved more art to the FPK from my and Orion Veteran's mods. I think this has the last of the ones which are too long for Steam.
- ---------------------
- r793
- Log message for valid plots moved to non threaded part.
- ---------------------
- r792
- Usage of multiple threads added to spawn system. This is mainly an experimental usage as gain in this part of the code will probably not be that large (other parts though might gain quite some speedup from using multiple cores). The way the...
- ---------------------
- r791
- Restrict river crocs movements and remove resources from seal and walrus hunter camps.
- ---------------------
- r790
- Lowered Ranger STR to 6. Way too OP compared to other units.
- ---------------------
- r789
- Fixed potential CTD when military-builds-use-food count is negative
- ---------------------
- r788
- changed LABARNA/MURSILI from Crib to Hittite Embassy, thx Hydro.
- ---------------------
- r787
- Now have active and dormant volcanoes. Minor fixes to bull myth wonders.
- ---------------------
- r786
- Fixed CTD recently introduced Protected against CTD when OPython passes bad arguments Added modifier regeneration command (ctrl-shift-R)
- ---------------------
- r785
- Changed another file so Cities can found on Sword Grass
- ---------------------
- r784
- ---------------------
- r783
- removed Iditarod trigger from python switched Iditarod to Sled Dogs Added Sheriff event
- ---------------------
- r782
- Added 4 new crafting buildings.
- ---------------------
- r781
- Removed Hunting tech requirement from Impi unit.
- ---------------------
- r780
- changed SevoPediaMain.py add a line for Heroes, see if it works?
- ---------------------
- r779
- Removed Hunting tech requirement from Quechua unit.
- ---------------------
- r778
- Changed Stone Spearman and Stone Axeman to no longer require Hunting tech.
- ---------------------
- r777
- Changed Horse and Camel resources to be revealed at Scavenging tech.
- ---------------------
- r776
- Changed it so Cities can found on Sword Grass.
- ---------------------
- r775
- Just fix glitches, remove unnecessary tags, increase gold from pilaging lumbermill
- ---------------------
- r774
- Fix potential crash when assets add new civics mid game
- ---------------------
- r773
- changed Heroes.py, it wasn't working correctly so re-did some of it, should work now?? RoMHelp Text changed Appretice2 (deleted)
- ---------------------
- r772
- Added 5 New Goods.
- ---------------------
- r771
- Updating my FPK.
- ---------------------
- r770
- Slightly lowered iTurns for Neanderthal wave3 to decrease numbers a bit.
- ---------------------
- r769
- Added functionality to calculate and store the national culture based on the culture cities create.
- ---------------------
- r768
- Fixed crash with custom leaderhead pack
- ---------------------
- r767
- Fixed crash bug in yesterday's changes when civs have 0 cities Fixed crash in no-state-religion evaluation code
- ---------------------
- r766
- Remove the terrain mods we are no longer using since they are now in the map scripts.
- ---------------------
- r765
- Minor text fixes.
- ---------------------
- r764
- New national wonder - Bull Leaping requires Myth of the Bull. New medieval ship units between the classical an age of ships units.
- ---------------------
- r763
- When i did the UnitCombat_Naming in the python i forgot about the Config file, so here's the update on that
- ---------------------
- r762
- Giving Transportation buildings -gold.
- ---------------------
- r761
- Minor change to sabretooth spawn (I forgot the - on the end date). Name fixes for some Great Doctors.
- ---------------------
- r760
- Giving Garbage buildings -gold.
- ---------------------
- r759
- Slight tweak for a minor increase in Neanderthal spawning
- ---------------------
- r758
- Giving Science buildings -gold.
- ---------------------
- r757
- Moved quotes from the three Stone Age files to RoM GameText and erased any duplicates.
- ---------------------
- r756
- Giving Science buildings -gold.
- ---------------------
- r755
- Balancing negative gold.
- ---------------------
- r754
- Updated Neanderthal Spawn files. Provides a more even spread across the map.
- ---------------------
- r753
- Moved "Sled Dog Trainer" obsolete tech from "Motorized Transportation" to "Globalization".
- ---------------------
- r752
- Improved algorithm that chooses when to change civics Improved civic evaluation Removed AI weights form civic defs Fixed bug in city extra happiness calculation Improved evaluation of buildings with growth threshold modifiers Inhibited foun...
- ---------------------
- r751
- UnitCombat__HERO added to BugUnitNameOptionsTab.py BUGOptions_RoMGameText.xml Unit Naming Options.xml
- ---------------------
- r750
- added python function for Iditarod event trigger.
- ---------------------
- r749
- Cock Fights and Snake Oil events now show the city they trigger in Iditarod event now triggers through python
- ---------------------
- r748
- Re-Balancing Housing buildings.
- ---------------------
- r747
- Law buildings now give - Gold.
- ---------------------
- r746
- Added a "Volcanology Lab" and "Meteorite Lab" buildings.
- ---------------------
- r745
- Added a "Tar Pit" building.
- ---------------------
- r744
- Give custom religions the same benefits from civics as the standard religions. make the Voodoo units more integrated with their normal counterparts.
- ---------------------
- r743
- Added a "Seaweed Farm" building.
- ---------------------
- r742
- Updating my FPK.
- ---------------------
- r741
- Allow gatherers to build jungle camp.
- ---------------------
- r740
- Neanderthals spawn on mammoth resource as requested.
- ---------------------
- r739
- Remove old reptile buildings.
- ---------------------
- r738
- added Iditarod sled dog event
- ---------------------
- r737
- Fixed bad myth building ref
- ---------------------
- r736
- Fixed crash when promoting a barb civ to minor when a player it had already met had been totally wiped out at that point
- ---------------------
- r735
- NEW FPK Deleted the Hun Civ Added the Jivaro Civ Added these Heroes: HUITZILOPOCHTLI ITZCOATL MANCO_CAPAC TUPAC_YUPANQUI THOMAS_JEFFERSON PATTON ROMULUS SCIPIO_AFRICANUS ODYSSEUS LEONIDAS KHAEMWASET THUTMOSE_III EL_CID HERNAN_CORTES HENR...
- ---------------------
- r734
- added the random events module Mods/C2C_SVN/Assets/Modules/ori edited Mods/C2C_SVN/Assets/Modules/MLF_CIV4ModularLoadingControls.xml to load the module added Cock Fights event added Snake Oil event
- ---------------------
- r733
- Moved more art into my FPK file.
- ---------------------
- r732
- Forgot the Water Treatment Plant.
- ---------------------
- r731
- - Replaced Water Buildings maintenance cost with -Gold. - Replaced Fire Buildings maintenance cost with -Gold.
- ---------------------
- r730
- [QUOTE=Dancing Hoskuld]OK, I have done a bit more digging. The name used is the one in the text file which is referenced by the TXT_KEY_GREAT_PERSON_ST_PATRICK [B]or[/B] if the name is just in the place of the TXT_KEY then it is used. It h...
- ---------------------
- r729
- Replaced Power Plant maintenance cost with -Gold.
- ---------------------
- r728
- Adding 5 new Sports Buildings.
- ---------------------
- r727
- Updating my FPK.
- ---------------------
- r726
- Add missing game text for work boats to create whaling ships.
- ---------------------
- r725
- CIV4UnitArtStyleTypeInfos for South America had 2 Axeman, made it the Incan2 one.
- ---------------------
- r724
- Ngai movie was crashing so I removed it.
- ---------------------
- r723
- Text document that contains a list of all the Bonuses, Features, and Terrain in C2C.
- ---------------------
- r722
- change some of terrain feature on "my" maps i play
- ---------------------
- r721
- Fix for the killer rabbit problem.
- ---------------------
- r720
- added adventurer btn to retinue folder
- ---------------------
- r719
- Give yield changes to coconut, date and prickly pear farms.
- ---------------------
- r718
- Art for Labyrinth.
- ---------------------
- r717
- Put in Achievement Eventtrigger and Info
- ---------------------
- r716
- deleted dds swamp was put into core FPK
- ---------------------
- r715
- fixed MLF on Lara Croft was LaUra made Dangers_Of_The_Deep default 0
- ---------------------
- r714
- turned off Mermaids by default in MLF also.
- ---------------------
- r713
- turned off Extra's in MLF for DH's module
- ---------------------
- r712
- NEW FPK changed Heroes.py Achievement Buildings added to ArtDefinesBuildings CIV4BuildingClassInfos.xml CIV4BuildingInfos.xml moved some audio scripts around added NEW TXT for Heroes.py added to RoM Help: for new buildings in Help area A...
- ---------------------
- r711
- Forgotten schema files.
- ---------------------
- r710
- Added back in my extras and a new wonder for reducing war weriness.
- ---------------------
- r709
- Bit of tuning on the river crocs.
- ---------------------
- r708
- Increased the max wonder numbers at each culture level a bit.
- ---------------------
- r707
- Culture level governs the max number of wonders in a city now. Change CIV4CultureLevelInfo.xml to adapt (numbers are not tweaked yet).
- ---------------------
- r706
- Add civic change event for Python consumption
- ---------------------
- r705
- Ported a memory leak fix from K-mod Ported a change to happiness building assessment from K-mod
- ---------------------
- r704
- Small change to syntax and spacing of Nomadic Lifestyle quote.
- ---------------------
- r703
- ---------------------
- r702
- added to EACH civ their OWN Diplo Wardrums War music
- ---------------------
- r701
- Small change to allow using a feature in a spawn rule without featureterrain.
- ---------------------
- r700
- Fixed crash with toroidal maps
- ---------------------
- r699
- Fixed a bug in civic evaluation that likely lead to more common switching
- ---------------------
- r698
- changed all old UU from <iMaxGlobalInstances>15</iMaxGlobalInstances> to <iMaxPlayerInstances>15</iMaxPlayerInstances>
- ---------------------
- r697
- Fix cobra extra first strikes.
- ---------------------
- r696
- allow gatherers to gather cotton etc.
- ---------------------
- r695
- Neanderthal City Attack reduced to -75% and set Free Promotion boolean off. Early rushes still to powerful for AI on Raging Barbarians.
- ---------------------
- r694
- Reduced chance for subdued animals to produce a resource. Can now subdue Sabretooth Tigers. New wild animals Cobra and River Crocodiles. They can be subdued. New reptile buildings for subdued animals to build.
- ---------------------
- r693
- Might fix the marsh feature in ocean problem.
- ---------------------
- r692
- Updated the DLL to match the merged source (oops - last one didn't)
- ---------------------
- r691
- Improved id allocation algorithm Runtime memory footprint reduction
- ---------------------
- r690
- Added latitude restrictions to spawn system. Goody Island spawn below ice fixed. Added spawn latitudes to several animals (penguin -> southern hemisphere, ...). Changed some animal spawning rules.
- ---------------------
- r689
- Stuck in Swamp event image got lost.
- ---------------------
- r688
- Fix combat strength of subdued Zebra to match it wild version.
- ---------------------
- r687
- Added Heroes folder to modules/strategyonly changed MLF there also deleted folder that were placed in Art folder and placed in NEW FPK added Config file Heroes changed config file init to reflect Heroes load changed Config python folder stu...
- ---------------------
- r686
- Fix Abandon City.
- ---------------------
- r685
- MLF file for religion changes.
- ---------------------
- r684
- added quill18 to Artist and General GP
- ---------------------
- r683
- Move all the graphics files that were causing problems with Steam installation into FPK file. Did all the others in my religion area as well.
- ---------------------
- r682
- Reduced chance on the example spawn rules to very low (so they only show what can be done but have no big influence yet).
- ---------------------
- r681
- Double file one already ingame, so deleted the one in my name
- ---------------------
- r680
- Now see if the Great Person is Pink or not?
- ---------------------
- r679
- Fixed a bug with spawn info XML reading. Added group spawning and flatland/hills restriction to CIV4SpawnInfos.xml and an example rule for each (pack of multiple wolf units, bison spawning on flat plains but not on hills).
- ---------------------
- r678
- Put back the Partisan even code and xml with zero probability of occurring. Added the Stuck in swamp event by Arian.
- ---------------------
- r677
- Added the Sabretooth Tiger to Alt Time Lines.
- ---------------------
- r676
- Added 14 new cultures.
- ---------------------
- r675
- Updated my FPK.
- ---------------------
- r674
- Band of homo sapiens and Tribe will give gatherer when they are captured.
- ---------------------
- r673
- Correct some insignificant mistakes
- ---------------------
- r672
- New buttons for the fruit and plant gathering improvements and worker actions.
- ---------------------
- r671
- Use correct art for the early whaling boats. was using the modern art.
- ---------------------
- r670
- Coconut, Date Palm, Bamboo, Savanna will be removed when improvements (Grain Gatherer, Farm, Shaft Mine, Modern Mine, Cottage etc.) are built.
- ---------------------
- r669
- Increase gold from pillaging later-era improvements and glitch fix
- ---------------------
- r668
- Set Neanderthal City Attack to -25% (both wild and creatable unit versions)
- ---------------------
- r667
- Tweaked war weariness so that battle contribution is based off lost health percentage
- ---------------------
- r666
- Extended CIV4SpawnInfos.xml features: Units can now spawn from terrain/feature combinations instead of only resources. Example spawn rule for bear spawning from forest added.
- ---------------------
- r665
- Added culture distance to Bamboo.
- ---------------------
- r664
- forgot i had to delete first
- ---------------------
- r663
- changed name from terain to terrain
- ---------------------
- r662
- Food wastage system added
- ---------------------
- r661
- Fix pedia and combat strength of the mermaid.
- ---------------------
- r660
- Fixed a bug in river map generation of PerfectMongoose that could cause an infinite loop. PerfectMongoose considers the Usable Mountains game option now.
- ---------------------
- r659
- Dangers of the Deep, Leviathan (default off) and Mermaid (default on) now released into Alt Time lines. Zebra combat strength reduced.
- ---------------------
- r658
- Fixed crash when a shadowing unit loses the unit it's shadowing
- ---------------------
- r657
- Oops - added missing source files
- ---------------------
- r656
- New prehistoric improvement whaling boats.
- ---------------------
- r655
- Fix to a couple of the improvements.
- ---------------------
- r654
- New improvements for the Coconut, Date and Prickly Pear terrain features. Also includes Climat's changes to those features.
- ---------------------
- r653
- Misc updates to shorten path names and minor game text changes.
- ---------------------
- r652
- Reduced iron placement.
- ---------------------
- r651
- Fixed bonus placement on mountains.
- ---------------------
- r650
- Improvements to the speed of PerfectMongoose. Fixed the starting plot finding of PerfectMongoose in C2C. Bonus placement in PerfectMongoose for C2C improved. Added jungle to lemons and cotton bonuses as forest tends to be hard to find in th...
- ---------------------
- r649
- As was the wagon unit graphics for the industrial worker.
- ---------------------
- r648
- The new worker buttons were missed when making the release and FPak file.
- ---------------------
- r647
- Make explorer and adventurer special_units so they can board caravels.
- ---------------------
- r646
- NEW FPK add BACK the GP modules in my folder and took the Art stuff that was added by DH and put them in the FPK
- ---------------------
- r645
- Converted Mirror and Pangaea map scripts.
- ---------------------
- r644
- Move the Great People screens so that they can be put in the Pak file
- ---------------------
- r643
- remove duplicate entries in CIV4BuildInfos.xml
- ---------------------
- r642
- Added in a couple of event images from Arian's latest releases.
- ---------------------
- r641
- Remove (comment out) the Partisan event code to try and get rid of the ENUM error.
- ---------------------
- r640
- Converted Hemispheres and Inland Sea map scripts.
- ---------------------
- r639
- Converted Custom Continents and Islands map scripts.
- ---------------------
- r638
- Move the worker upgrades into the core files so that they work properly.
- ---------------------
- r637
- Return to old placement of subdued animals until I can make a better one. Prepare for releasing the river crocodilians.
- ---------------------
- r636
- A leftover from when cultures were resources.
- ---------------------
- r635
- Removed faster production of Shrine of Bab for Culture (Israeli) since you can only make it via Great Prophet.
- ---------------------
- r634
- Convert all my custom wonders to use the FPak file for the art work.
- ---------------------
- r633
- Ensure modularity of religions in the buildings files (core, Hydro/Embassy and Hydro/Tweeks)
- ---------------------
- r632
- Fixed a major bug in the PerfectMongoose land generation. Improved performance of starting plot finding in PerfectMongoose slightly. Kelp and reefs are no longer placed in lakes now.
- ---------------------
- r631
- Update new worker units to include new art.
- ---------------------
- r630
- Added Climat's Update - Wood Gatherer, Lumberjack, Lumbermill can be built with Bamboo, Savanna. - Workers can remove Sword Grass (requiring Slash and Burn). No from removing. - Improvements remove Sword Grass when they are built.
- ---------------------
- r629
- Skirmisher This should be more like a javelineer than an archer.
- ---------------------
- r628
- Fix fruit picker as per bug reported.
- ---------------------
- r627
- Fix Zebra Knight so it does not need horses. Improve new worker upgrades.
- ---------------------
- r626
- Map scripts using the standard FeatureGenerator will now place varieties of features (currently that is not used but could be used for the rock archs or when there are multiple good graphics for a certain feature).
- ---------------------
- r625
- Move some of my art into a FPak file. Mostly those causing install problems.
- ---------------------
- r624
- Tweaked some cultures.
- ---------------------
- r623
- Added Tlaloc's Alter.
- ---------------------
- r622
- Tweaking Sacrificial Alter.
- ---------------------
- r621
- Move terrain art to core files and add in worker upgrades and improvements.
- ---------------------
- r620
- Converted Planet Generator map script
- ---------------------
- r619
- Tectonics map script converted
- ---------------------
- r618
- Quechua Upgrade To: Axeman
- ---------------------
- r617
- Minor animal spawn adjustments.
- ---------------------
- r616
- Update the tech that obsoletes the various Druid and Shaman buildings.
- ---------------------
- r615
- Converted RoM_Archipelago.py to new C2C terrain
- ---------------------
- r614
- Move stuff from CvEventManager into RoMEventmanager
- ---------------------
- r613
- Tweaked the Landforms so they show up.
- ---------------------
- r612
- New FPK (New Mountains/Grasslands/Plains/Desert etc
- ---------------------
- r611
- Landmarks, Tar Pits and Fossils now generate on the new terrain.
- ---------------------
- r610
- Remove current Partisan event now that we have the Partisan mod.
- ---------------------
- r609
- Added Forest to Scrub and Flood Plains to Dunes.
- ---------------------
- r608
- Tweaked more Bonus generation for new terrains.
- ---------------------
- r607
- C2C map scripts spawn walrus/seal now Several map scripts adapted to new terrain Caveman2Cosmos.ini changed to disallow public maps
- ---------------------
- r606
- Fixed Mammoth for snow.
- ---------------------
- r605
- Rabbit and Mammoth resources now generate on the new terrain.
- ---------------------
- r604
- Updated the Resources to generate in new terrains.
- ---------------------
- r603
- Welcome Pop-Up.
- ---------------------
- r602
- re-did the OLD UU and put back the upgrade to each (what i could find i might have missed one or so?) Also took out all the ForceTech deletes on each also
- ---------------------
- r601
- deleted the partisans dds already the same btn as guerrilla also changed the btn area of the ArtDefine in the modules area
- ---------------------
- r600
- Adjust combat odds for alt time line units for new terrains.
- ---------------------
- r599
- Expand Partisans to have the chance that they capture siege and armour units.
- ---------------------
- r598
- - Added Wetland Combat I, II and II. - Added Rugged Combat I, II, III. - Added New Buttons for Arctic Combat 0 and Arctic Combat III. - Added New Buttons for Desert Combat 0 and Desert Combat III. - Removed Mars Benefits from Fieldsmen I, I...
- ---------------------
- r597
- Updating my FPK.
- ---------------------
- r596
- Update combat strength of partisan unit and add in the text for the promotions.
- ---------------------
- r595
- Tweaking City Guarding units.
- ---------------------
- r594
- added mapscripts that WILL now included biger than Huge map for Mongoose PerfectWorld 2f PerfectWorld
- ---------------------
- r593
- Add partisan mod by GIR
- ---------------------
- r592
- Further changes to Duid and Shaman religions now that they are not auto spreading.
- ---------------------
- r591
- Tweaking Berry Bushes, Termite Mound and Nut Cracking Stone.
- ---------------------
- r590
- AIAndy's fix for Volcanoes only on flat ground.
- ---------------------
- r589
- More AIAndy PW maps.
- ---------------------
- r588
- Added C2C_PerfectWorldf which hs both new terrain and terrain features.
- ---------------------
- r587
- AIAndy's python thingy moved to the correct folder.
- ---------------------
- r586
- AIAndy's fix for the graphics error of Barren to Scrub and Permafrost to Dunes.
- ---------------------
- r585
- Removing since in the wrong location.
- ---------------------
- r584
- Fixing a tag error for text.
- ---------------------
- r583
- Adding AIAndy's Python thingy that adds the new terrains with several standard scripts.
- ---------------------
- r582
- Made a new texture for the Barren terrain.
- ---------------------
- r581
- updated more C2C regular scenario's
- ---------------------
- r580
- Tweaked Growth Rates ...
- ---------------------
- r579
- 1. Added climat's Improvements for the new terrain. - Farm and Cottage can be built in Lush, Scrub, Muddy terrains. - Fort can be built in all new terrains. - Rock gatherer, mine, shaft mine, modern mine can be built in Rocky terrain (You c...
- ---------------------
- r578
- Fixed crash in odd circumstance where a city has no owner plot group
- ---------------------
- r577
- got rid of the useless bak files i could find plus some names of UP
- ---------------------
- r576
- Zebra fix and stop auto spread of first three religions.
- ---------------------
- r575
- Added AIAndy's CvMapGeneratorUtil.py so the new terrains show up correctly in World Builder.
- ---------------------
- r574
- Changed KFM for the Zebra to: Art/Units/Charlemagne_HeavyCavalry/HeavyCavalry.kfm
- ---------------------
- r573
- Fixed missing leaders/civs of players that exist in the game turn history but have been wiped out
- ---------------------
- r572
- Moved Smokehouse to Cooking tech.
- ---------------------
- r571
- Fixed potential crash on city capture in new trade-route connected free buildings code
- ---------------------
- r570
- CIV4GameText_ImpTerFeaPedia.xml Civ4lerts_CIV4GameText.xml Prehistoric_CIV4GameText.xml
- ---------------------
- r569
- new FPK
- ---------------------
- r568
- had to change a few map again, mainly due to NEW features added.
- ---------------------
- r567
- changed feature_bones to feature_fossil on these maps
- ---------------------
- r566
- Click on the New Terrain so people will not get promotion errors from lack of terrain types.
- ---------------------
- r565
- - Added Arctic Combat III, Arctic Combat IV, Desert Combat III, Desert Combat IV Promotions. - Tweaked Mammoth Rider and War Mammoth - Tweaked Camel Rider, Camel Archer, Camel Knight, Camel Gunner and Mamaluke.
- ---------------------
- r564
- added Suikoden map 17 civs
- ---------------------
- r563
- Linked Crops to new Terrain Features.
- ---------------------
- r562
- Updated all Good producing buildings to use <FreeTradeRegionBuilding>.
- ---------------------
- r561
- Updated all my Building Schemas.
- ---------------------
- r560
- release Zebra units. Remove duplicate graphics from the Zebra file.
- ---------------------
- r559
- Added new building tag <FreeTradeRegionBuilding>
- ---------------------
- r558
- Tweaking Sports Buildings.
- ---------------------
- r557
- Add in zebra and subdued zebra plus buildings so that Zebra units can be built.
- ---------------------
- r556
- Forgot the button definition needed changing.
- ---------------------
- r555
- Remove terrain feature BONES (now FOSSILS). Add two types of volcano.
- ---------------------
- r554
- Fixed small maintenance calculation bug Recalculate food growth/threshold modifiers each turn
- ---------------------
- r553
- changed the line in Colony Acology : German: Colony Arcology is an arcology which holds an entire space colony within it. Found by ThoricFrame
- ---------------------
- r552
- Tweaked Scrub not to give Terrain Damage.
- ---------------------
- r551
- Tweaked Scrub Terrain.
- ---------------------
- r550
- Reduced sized of Barren terrain button to 64x64.
- ---------------------
- r549
- Rename the feature BONES to Fossil.
- ---------------------
- r548
- As requested by DH, changed FEATURE_BONES to FEATURE_FOSSIL for fosiil related buildings.
- ---------------------
- r547
- Moved Earth Wall from Stone Building to Megalith Construction.
- ---------------------
- r546
- Added quotes for: Modern Warfare Mountaineering Shelter Building Basketry Tool Making Prehistoric Dance Flint Knapping Trapping Carving Boat Building Bone Working Deep Sea Exploration Surrealism Wormhole Communications Drug Trade Poison Cra...
- ---------------------
- r545
- Fixed terrain stats and added a new barren terrain button.
- ---------------------
- r544
- Added Marsh text.
- ---------------------
- r543
- New C2C Terrain text.
- ---------------------
- r542
- Fixed building replacement
- ---------------------
- r541
- Added in the new terrains we are working on.
- ---------------------
- r540
- make crater terrain improvement impassable
- ---------------------
- r539
- Minor tidy up to correct misleading numbers
- ---------------------
- r538
- Fixed city maintenance (values and display)
- ---------------------
- r537
- same thing again
- ---------------------
- r536
- looked again at the poison arrow and the word "Mod" was left off he TAG
- ---------------------
- r535
- Poison Arrow changed to: <UnitCombatType>UNITCOMBAT_HUNTER</UnitCombatType> <bUnitCombat>25</bUnitCombat>
- ---------------------
- r534
- Minor graphical improvement
- ---------------------
- r533
- Fixed missing prison mesh.
- ---------------------
- r532
- Phased out the NIMBY mod.
- ---------------------
- r531
- Forgot to add the inquisitions to the Huns LH, DUH!
- ---------------------
- r530
- Changed food growth threshold to the multiplicative method (and in the process fixed broken values in save games)
- ---------------------
- r529
- Towers now give damage to units outside the city.
- ---------------------
- r528
- Converting the Dun into Earth Wall.
- ---------------------
- r527
- Fixed regular format save game bug
- ---------------------
- r526
- Traps now give damage to units outside the city.
- ---------------------
- r525
- Tweaking Loading Order for my mods.
- ---------------------
- r524
- Restored Free Granary in every city for the Strategic Grain Reserve.
- ---------------------
- r523
- Food % stored restored to original stats for Colony Arcology, Launch Arcology, Storage Pit, Ice House, Warehouse, Granary and Modern Granary.
- ---------------------
- r522
- latest animals spawn attempt.
- ---------------------
- r521
- Remove extra terrain stuff while I figure out a better solution.
- ---------------------
- r520
- Small rev fix
- ---------------------
- r519
- changed Hunter Promotion (was +1 food, should be +1st Strike) found by Dancing Hoskuld, thx.
- ---------------------
- r518
- GameText fixed for: by ls612
- ---------------------
- r517
- Fixed another Great Commanders crash Changed food storage to treat modifiers multiplicatively
- ---------------------
- r516
- new resources added to some of the maps
- ---------------------
- r515
- added BUILD_BURN_FOREST to the Gatherer
- ---------------------
- r514
- Fixed Text Error.
- ---------------------
- r513
- Adjust the hurry production modifiers on the slave and caravan units to be more consistent.
- ---------------------
- r512
- Increased food % stored by Colony Arcology and Launch Arcology.
- ---------------------
- r511
- Removed Free Granary in every city for the Strategic Grain Reserve.
- ---------------------
- r510
- Reduced food % stored by Granary and Modern Granary.
- ---------------------
- r509
- Reduced food % stored by Warehouse.
- ---------------------
- r508
- Reduced food % stored by Storage Pit and Icehouse.
- ---------------------
- r507
- Reduced food % stored by Colony Arcology and Launch Arcology.
- ---------------------
- r506
- Fixed breakage to Great Commanders AI speedups for target city determination
- ---------------------
- r505
- tech invention is tech alchemy, my bad
- ---------------------
- r504
- Fix error in Subdue Animals
- ---------------------
- r503
- Tweaked All Housing.
- ---------------------
- r502
- Fix resource placement if capture animal.
- ---------------------
- r501
- - Removed "Slash and Burn" Civic. - Added "Subsistence Agriculture" Civic.
- ---------------------
- r500
- Remove Mormon religion movie for now.
- ---------------------
- r499
- Added tha cactus and prickly pear to the map. Slightly better spawn of animals and moved work mule to sedentary lifestyle.
- ---------------------
- r498
- Added a new Civic.
- ---------------------
- r497
- Fixed Great Commanders crash when commanders killed with units using them still nearby
- ---------------------
- r496
- Install new post map script for new terrain all generated map scripts.
- ---------------------
- r495
- Fix another dead-player-in-alliance crash Minor speedups
- ---------------------
- r494
- added NEW FPK
- ---------------------
- r493
- deleted all the stuff that was put into the core by DH
- ---------------------
- r491
- New terrain features.
- ---------------------
- r490
- didnt see you already did it, ma bad
- ---------------------
- r489
- Replace the art files for City Guard that I thought were duplicates.
- ---------------------
- r488
- changed upgrade of City Guard to Sheriff
- ---------------------
- r487
- - All Crafting buildings (that gave goods) now only gives Free Goods on the same continent. - All Goods buildings (that gave goods) now only gives Free Goods on the same continent. - All Pet buildings (that gave goods) now only gives Free G...
- ---------------------
- r486
- Remove duplicate definition of icons.
- ---------------------
- r485
- Hopefully i took out the pink area of the National_Library_Service, ie: Library of Alexandria
- ---------------------
- r484
- UnitCombat fix plus Mammoth pedia entry.
- ---------------------
- r483
- Remove duplicated of herd buildings in subdue animals, update unit combat in core files
- ---------------------
- r482
- Performance fix for Great Commanders Some performance tweaks to movement generally
- ---------------------
- r481
- Removed this since it was conflicting with DH's files.
- ---------------------
- r480
- Fixed CTD when dead players were party to diplomatic votes
- ---------------------
- r479
- removed some whitespace in the unitinfo file, seeing if that helps?
- ---------------------
- r478
- Move button files into correct folder
- ---------------------
- r477
- Update missing file in Subdue Animals
- ---------------------
- r476
- Updating the Herd buildings for Good (Carcass).
- ---------------------
- r475
- Missed file for subdue animal unit classes
- ---------------------
- r474
- Fixed mis-assessment of free area buildings by AI Fixed WFoC when worker tries to improve an adjacent tile that has an enemy unit on it
- ---------------------
- r473
- Remove some more duplicates.
- ---------------------
- r472
- Add in but not "release" Alternate Timeline units Zebra Cavalry. Plus release the Kraken (in subdue animals).
- ---------------------
- r471
- get rid of duplicate subdue animal buildings.
- ---------------------
- r470
- ---------------------
- r469
- Animals now use new spawn method. All wild (but not subdued) animals are now in the core files.
- ---------------------
- r468
- New animal unit buttons from Hydro.
- ---------------------
- r467
- Update the game text for the merchant/caravan units strategy.
- ---------------------
- r466
- hide buildings that require non-available in-vicinity resources in city screen, even if show unconstructible turned on
- ---------------------
- r465
- Missing game texts for trade units
- ---------------------
- r464
- New game option to allow city limits to be turned off
- ---------------------
- r463
- Migrated missing UNITCLASSES for trade units into core defs
- ---------------------
- r462
- added some blood effect, hopefully.
- ---------------------
- r461
- - All Crop buildings (that gave goods) now only gives Free Goods on the same continent.
- ---------------------
- r460
- Merge Canoes, Trade Caravan extensions and Fortification units into the core files.
- ---------------------
- r459
- Added in a standard BtS tag I use often but is not in the base unit schema.
- ---------------------
- r458
- Remove duplicate animation files.
- ---------------------
- r457
- Fix the missing art for lesser research.
- ---------------------
- r456
- added an N to Artstyle Asia, shouldn't be there
- ---------------------
- r455
- remove duplicate buttons and put the hunter buttons in the correct place.
- ---------------------
- r454
- Added soft city limits, with happyness penalty for exceeding
- ---------------------
- r453
- - All Fossil buildings now only gives Free Goods on the same continent. - All Pet buildings (that gave goods) now only gives Free Goods on the same continent. - All Mineral buildings (that gave goods) now only gives Free Goods on the same ...
- ---------------------
- r452
- Changed the Artstyle of Huns to Asian lowered the volume of Poetry
- ---------------------
- r451
- - All Trapping buildings now only gives Free Goods on the same continent.
- ---------------------
- r450
- - All Hunting buildings now only gives Free Goods on the same continent.
- ---------------------
- r449
- Grand Central Station now only gives Free Railroad Stations on the same continent.
- ---------------------
- r448
- Continue to move art files into core.
- ---------------------
- r447
- Move the unit art files into the core files.
- ---------------------
- r446
- And remove the module.
- ---------------------
- r445
- Move Scotland Yard fix into core files. Spy units get 3 exp.
- ---------------------
- r444
- Move all the processes from the modules into core files. Espionage, Idle, Meager and Lesser.
- ---------------------
- r443
- Allow Voodo dog unit to upgrade to the normal dog units.
- ---------------------
- r442
- Updating all my building schemas.
- ---------------------
- r441
- changed back the city limits to: 3, 7 ,12, because of the new dll with barbarians
- ---------------------
- r440
- Made barbarians immune to city limits Added <FreeAreaBuilding> tag to BuildingInfo
- ---------------------
- r439
- changed volume of Audio file fro Ancestor Worship
- ---------------------
- r438
- Added more refined controls over spawnInfos
- ---------------------
- r437
- lowered the volume of Sed Lifestyle
- ---------------------
- r436
- changed iassets and ipower on a few units
- ---------------------
- r435
- made building for Huns Culture European
- ---------------------
- r434
- Fix art for Sea Improvements.
- ---------------------
- r433
- changed: [B]Stone Thrower[/B] - Add +25% Hill Defense - Changed Accuracy to [B]15[/B] [B]Spearman[/B] - Change Strength to 5 - Add 50% vs Wild Animals [B]Pikeman[/B] - Add 50% vs Wild Animals
- ---------------------
- r432
- Update BUG Unit Naming so Hunter units are named correctly.
- ---------------------
- r431
- add Huns to CvCultureLinkInterface.py
- ---------------------
- r430
- removed the slinger and stone thrower range of one DCM
- ---------------------
- r429
- forgot to change Custom Civ to Custom_Civ
- ---------------------
- r428
- WARNING WARNING
- ---------------------
- r427
- Fix to quick attack sleeping all but one unit Fix to hung end-of-turn Optimization of city capture/plot group recalculation Fix to incorrect weighting of CIVIC_ANARCHISM
- ---------------------
- r426
- had to change the NIF on the Outlaw, the horse didnt work
- ---------------------
- r425
- changed btn for Sheriff and Outlaw and KFM (hope this one works)
- ---------------------
- r424
- took out city limits, got to test it more now. . . .
- ---------------------
- r423
- Clubman can upgrade to ... - Stone Axeman - Stone Spearman
- ---------------------
- r422
- Modularise the religions in Hydro's mods.
- ---------------------
- r421
- Modularise the religion information in Hydro's education pack.
- ---------------------
- r420
- tech invention is supposed to be ALCHEMY
- ---------------------
- r419
- Clubman can upgrade to ... - Stone Axeman - Stone Spearman
- ---------------------
- r418
- changed iCombatLimit for Organ Gun, Gatling Gin, and Rib . . . to 100 not 0, see if that works?
- ---------------------
- r417
- Added swamp to C2C Perfect world map.
- ---------------------
- r416
- Fix art for barrage balloons.
- ---------------------
- r415
- replaced old Gem map 30 civs with new one
- ---------------------
- r414
- left out an artdefines
- ---------------------
- r413
- changed stats for new cannons
- ---------------------
- r412
- Fixed City Guard to have 1 First Strike like the other Police-like units.
- ---------------------
- r411
- make Propaganda Net wonder require the Propaganda Civic.
- ---------------------
- r410
- Tweaked the Farmscraper I, II and III.
- ---------------------
- r409
- Added new textures of Mountains, looks more realistic
- ---------------------
- r408
- Fixed Native Culture (European) to give free Culture (European).
- ---------------------
- r407
- Tweaked the River Port, River Authority and Steamboat Port.
- ---------------------
- r406
- Fix so you can capture crocs. Increased the chance of fossils slightly. Added DuneWar terrain features to desert and polar regions.
- ---------------------
- r405
- Obsolete Hunting Instruction later so that early ships get a chance against crocs.
- ---------------------
- r404
- Chang AirShip to require good hydrogen.
- ---------------------
- r403
- Fix strength of balloon units.
- ---------------------
- r402
- Mammoth herd now provides mammoth resource.
- ---------------------
- r401
- barrage balloons and Blimps now need Good Hydrogen
- ---------------------
- r400
- Changed Mob Car to Require BONUS_DEISEL instead of BONUS_OIL like the other wheeled units do.
- ---------------------
- r399
- Add the crater terrain feature
- ---------------------
- r398
- Add balloon units.
- ---------------------
- r397
- Deleted Ice_House building/class
- ---------------------
- r396
- Fixed the cost of Culture (Persian).
- ---------------------
- r395
- Fixed AI not attacking with stacks next to cities Changed city 'real' populations displayed to be more realistic
- ---------------------
- r394
- - Bead Maker now goes obsolete at Currency.
- ---------------------
- r393
- Paper Maker now goes obsolete at Industrialism.
- ---------------------
- r392
- Acupuncturist now requires Asian Culture.
- ---------------------
- r391
- Removed Barter Post req from Early Merchant.
- ---------------------
- r390
- Removed Bazaar as a req for the Caravan Post.
- ---------------------
- r389
- Fixed the Lighthouse and Feitoria.
- ---------------------
- r388
- took the whitespace out of LongRangeForcasting and CloudPatterns
- ---------------------
- r387
- Allow subdued deer to build master hunter.
- ---------------------
- r386
- Fixed crash due to >100% food threshold reduction
- ---------------------
- r385
- Fixed Market and Hypermarket. War Weariness and Trade Route values were swapped by accident
- ---------------------
- r384
- Further debug and profiling support Turn end speed ups Fixed crash with air unit movement
- ---------------------
- r383
- Move Kelp harvesting to marine Biology
- ---------------------
- r382
- changed Mob Car to KFM Tank plus UnitCombat Wheeled
- ---------------------
- r381
- Move improvement to corect tech.
- ---------------------
- r380
- added new FPK Added Mobster Car/TXT deleted artdefines movie from fishmonger changed artdefine feral to cycborg2 changed Zepplelin AndPreq from Hot Air to Warfare Ballooning
- ---------------------
- r379
- Tech changes: [B]Caste System[/B] Req Techs: Mysticism AND Slavery Location: Move Back to X23 [B]Priesthood[/B] Req Techs: Sedentary Lifestyle AND Caste System [B]Writing[/B] Req Techs: Trade AND Priesthood [B]Monotheism[/B] Req Techs: ...
- ---------------------
- r378
- Added in the units area with any XML at this time: 10 -13 cannons
- ---------------------
- r377
- Add sea improvements for reefs and kelp.
- ---------------------
- r376
- Forgot to give the hunter the hunter I promotion.
- ---------------------
- r375
- Continuing Hunter fixes. This time to the subdued crocs.
- ---------------------
- r374
- Fixed crash/errors when getting tech help
- ---------------------
- r373
- Anarchism (3) - Chiefdom (7) - Despotism (12) Monarchy (unlimited) - Republic (unlimited)
- ---------------------
- r372
- forgot the unitclass_cancer also to take out.
- ---------------------
- r371
- Found a few odd characters showing up in a few quotes. Removed them.
- ---------------------
- r370
- Removed Building Cure for Cancer, Project is already there that replaces it.
- ---------------------
- r369
- A minor text fix.
- ---------------------
- r368
- Reduced mode memory usage
- ---------------------
- r367
- More Tech Audio Clips
- ---------------------
- r366
- Sound Clip for Tech Weaponized Disintegration
- ---------------------
- r365
- Tech quotes
- ---------------------
- r364
- Tech quotes
- ---------------------
- r363
- Audio clip changes
- ---------------------
- r362
- Audio settings for quote clips
- ---------------------
- r361
- Make adjustments to Subdue Animals and the hunter units as discussed.
- ---------------------
- r360
- deleted the resources that DH directly put in , i forgot i had these put in the core FPK, Duh!
- ---------------------
- r359
- Changed FLight Preq to Warfare Ballooning
- ---------------------
- r358
- Fixed CTD on mod load with assets that define non-existent default civics Fixed inability for max compat loads to deal with non-existent bonus types in extant deals More memory tracking debug support
- ---------------------
- r357
- New FPK, some said they had problems with old one??
- ---------------------
- r356
- Updated the Dig Sites to use the new Bone/Fossil terrain feature.
- ---------------------
- r355
- Anarchism (4) - Chiefdom (8) - Despotism (12) Monarchy (16) - Republic (20) (Keep the x4 multiplicator)
- ---------------------
- r354
- Added Sneak Promotion to The_J area plunders espionage
- ---------------------
- r353
- New Crime Buildings ...
- ---------------------
- r352
- just changed some GP names is all
- ---------------------
- r351
- Accidentally had coast requirements for the new hunting building. I removed the requirement.
- ---------------------
- r350
- Fixed it so Closed Borders don't allow Foreign Corporations in.
- ---------------------
- r349
- Fixed minor problems with Hunting buildings.
- ---------------------
- r348
- Fix handling of 0 spawn rate modifier Extra debug support for memory leak tracking Fixed AI's nonsense naval builds
- ---------------------
- r347
- change civic happiness for first four civics, lower, to get rid of the red face
- ---------------------
- r346
- ok added back in Bones and Tar Pit, lets see if they work ok.
- ---------------------
- r345
- Partly done Crime buildings.
- ---------------------
- r344
- Updating my FPK.
- ---------------------
- r343
- removed lobster, bones, tar pit from the resources folder, and changed the MLF to add back the resources folder
- ---------------------
- r342
- changed city limitations close to posted thread
- ---------------------
- r341
- Converted the Culture Resources back into Goods.
- ---------------------
- r340
- removed the resources folder COMPLETELY
- ---------------------
- r339
- Removed Lobster Resource dependency.
- ---------------------
- r338
- Change the strategy in the civopedia for the Neanderthal unit to explain how to change the spawn rate.
- ---------------------
- r337
- fixed the schema to include the 'iDepletionRand' element from AND
- ---------------------
- r336
- Fixed CTD when spies trigger nukes Various minor code tidy-ups Added debugging support for tracking memory leaks
- ---------------------
- r335
- Missing file
- ---------------------
- r334
- New Techs Hot Air Balloon, Balloon Warfare, and Zeppelins Also changed Unit Zeppelin to Hot Air Balloon for tech req. TXT changed also included, will be pink btn till i get a new FPK ready.
- ---------------------
- r333
- Updated to the new Lobster, Rabbit and Mammoth Resources.
- ---------------------
- r332
- Updating my FPK.
- ---------------------
- r331
- Turn on the rabbits.
- ---------------------
- r330
- Missing schema from last revision
- ---------------------
- r329
- New Terrain Features (Bones and Tar Pit) and new Resources (Lobster, Mammoth and Rabbits)
- ---------------------
- r328
- Removed ref to Neanderthal Spawn in the init.xml
- ---------------------
- r327
- Fixed load time crash for remapped extant projects Fixed hang due to fort ZOCs overlapping cities
- ---------------------
- r326
- Fixed incorrect display of maintenance modifier actuals on buildings Fixed incorrect bonus yields after city capture Added new XML-driven unit spawn mechanism and utilised for Neanderthals
- ---------------------
- r325
- Added NEW Civic options to Apache Civ
- ---------------------
- r324
- Some minor tidying up.
- ---------------------
- r323
- Set the correct latitude restrictions in GiraffeArcher_CIV4BuildingInfos.xml
- ---------------------
- r322
- Adding 4 new civics.
- ---------------------
- r321
- Adding text files for the new Civics.
- ---------------------
- r320
- Updating my FPK.
- ---------------------
- r319
- Missed the timber bonus for making the sloop
- ---------------------
- r318
- Moved all the modules from the Modules/Resources folder into the core files.
- ---------------------
- r317
- Adjustments to Seal placement, bonuses from buildings and subdued animals.
- ---------------------
- r316
- Fixed Ger and Riding School.
- ---------------------
- r315
- Fully fix Voodoo sounds.
- ---------------------
- r314
- TXT changes for the new techs that were added and pedia/strategy's also.
- ---------------------
- r313
- Corrected silly error in last night's fix which caused further end-of-turn-hangs
- ---------------------
- r312
- Fixed an end of turn hang due to confusion over good defensive plots near the city but actually separated by water
- ---------------------
- r311
- Added 5 new buildings ...
- ---------------------
- r310
- Updating my FPK.
- ---------------------
- r309
- Added 5 new "Goods".
- ---------------------
- r308
- Moved Universal Translator civic to Universal Translator tech.
- ---------------------
- r307
- Received a parsing error when trying to load with the CIV IV XML editor. Turned out to be some small text glitch in the description for Apache Cavalry's Civilopedia entry.
- ---------------------
- r306
- Added needed changes for new tech sounds: Warfare and Ancestor Worship
- ---------------------
- r305
- Added needed changes for new tech sounds: Warfare and Ancestor Worship
- ---------------------
- r304
- ---------------------
- r303
- Tech folder to hold MP3s for audio tech quotes and 2 MP3s to start: Ancestor Worship and Warfare.
- ---------------------
- r302
- Additional quotes for tech. Grand War listed twice, so removed blank one.
- ---------------------
- r301
- Fixed Maccabee unit.
- ---------------------
- r300
- Tweaked the Art Gallery.
- ---------------------
- r299
- Moved Bicycle Shop to Bicycle tech.
- ---------------------
- r298
- Fix the Holy Shrines so that they are not world wonders.
- ---------------------
- r297
- Major tweaking and fixing of the new techs.
- ---------------------
- r296
- CTD from some Python event using bad parameters CTD on empire splits CTD in some rarish AI move cases Improved AI assessment of inflation in civics Reworked the way inflation is applied so that civic switches change the rate of cost increas...
- ---------------------
- r295
- Used old FPK now updated
- ---------------------
- r294
- Made a few more changes to the tech tree and added a few:
- ---------------------
- r293
- Fixed Culture Resource amounts from unlimited to 1.
- ---------------------
- r292
- Changed Scout and Explorer to required 1.
- ---------------------
- r291
- Tweaking the new Culture Units.
- ---------------------
- r290
- Adding climat's Great Doctor spawns for Medical techs.
- ---------------------
- r289
- Updating my FPK.
- ---------------------
- r288
- added Great General (Sioux) for the Apache Civ, looked weird with a regular general appearing.
- ---------------------
- r287
- Added units for Culture continents:
- ---------------------
- r286
- Converted Culture Goods into Culture Resources.
- ---------------------
- r285
- Fixed potential crash when Python calls with bad parameters Modified the way inflation works to better model reality
- ---------------------
- r284
- Fixed crash resulting from certain AI worker calculations
- ---------------------
- r283
- [B]Plastic Electronics[/B] Req Tech: Wearable Computers AND Wireless Electricity [B]AND[/B] Micromechanics
- ---------------------
- r282
- Fixed crash when founding a religion that has no free unit
- ---------------------
- r281
- Biological Warfare Req Tech: Organic Chemistry AND Electronics AND Guerrilla Warfare
- ---------------------
- r280
- Fix the audio defines for Voodoo. Note this does not fix anything by itself until the sounds are recompiled.
- ---------------------
- r279
- Fixed Big Ben and Sydney Opera House.
- ---------------------
- r278
- Changed the Smokehouse/Butchery with a goods
- ---------------------
- r277
- More changes AFTER 15.1:
- ---------------------
- r276
- Abandon building list now alpha-sorted
- ---------------------
- r275
- Prevent barbarian units from spontaneously appearing if they have building requirements
- ---------------------
- r274
- Climate Models Tech Req: 3D Modeling AND Computer Networks AND Ecology AND Long Range Forecasting
- ---------------------
- r273
- Fixed turn hang Provided option to sort buildings alphabetically in the city screen
- ---------------------
- r272
- Changed a few maps around again
- ---------------------
- r271
- Added in the Custom_Units folder Noble and Promo
- ---------------------
- r270
- Took out the Native Language and Trade Language buildings since there is a whole civic for that stuff now.
- ---------------------
- r269
- Changing (with permission) Myth buildings to require the Palace instead of Native Language, because Native Language being taken out.
- ---------------------
- r268
- Remove Universal Translator in the Project area, due to Hydro's Language Civic
- ---------------------
- r267
- Added a new Language Civic.
- ---------------------
- r266
- Updating my FPK.
- ---------------------
- r265
- changed size of Apache new explorer . Scout_Apache
- ---------------------
- r264
- Fixed aqueduct buildings and updated the embassies with the new wonders.
- ---------------------
- r263
- Moved the Valley of the Kings over to the Wonder Mod.
- ---------------------
- r262
- Needed to load the new Wonder Mod.
- ---------------------
- r261
- Adding some new Wonders.
- ---------------------
- r260
- Updating my Read-Me.
- ---------------------
- r259
- Updating my FPK.
- ---------------------
- r258
- Fixed rare turn hang Fixed possible gatherer stall Addressed AI non-reaction to attack in its defense posture
- ---------------------
- r257
- Changed Sacajawea to unitClassInfo Scout and changed the current Apache Scout in the modules area to Explorer, just makes better looking units this way. Plus i changed the explorer to a ONE unit looks weird as two units??
- ---------------------
- r256
- didnt see the other Smart map, so deleted this one.
- ---------------------
- r255
- Made the max compat loading slightly more forgiving of removed unit types
- ---------------------
- r254
- Increased prevalence of seafood somewhat
- ---------------------
- r253
- Fixed inability of AI and player automated work boats that are in cities to actually DO anything
- ---------------------
- r252
- Fixed a bug that could cause AI workers to 'stall' Fixed AI evaluation of corporations (it was WAY too high) Fixed grant of settlers instead of tribes from goody huts on Chieften
- ---------------------
- r251
- Changed Ballista Elephant to be more like the Horse Archer or Camel Archer. Thus reducing strength to 9 and tech requirements from Engineering to Mounted Archery.
- ---------------------
- r250
- Just changed some maps around
- ---------------------
- r249
- Change Sacajawea size, and only 1, also changed the btn
- ---------------------
- r248
- Fixing culture buildings to give faster production of wonders from their home cultures.
- ---------------------
- r247
- Fixing Law Enforcement units (part 2).
- ---------------------
- r246
- Fixing Law Enforcement units and added promotions for them.
- ---------------------
- r245
- Added TXT for Australia_CIV4GameText.xml
- ---------------------
- r244
- changed Town Guard to upgrade to Riotpolice changed Riotpolice to tech Marxism changed Police Dog to tech Marxism
- ---------------------
- r243
- Fixed Meso-American Monastery.
- ---------------------
- r242
- Fixed Florist.
- ---------------------
- r241
- Fixed the Pavilion.
- ---------------------
- r240
- Fixed Power Lines.
- ---------------------
- r239
- Fixed Australia civ to have "Culture (Oceanian)" as their unique building instead of the "Sports Complex".
- ---------------------
- r238
- Fixed Cherokee Calvary, Apache Rifleman, Battle Elephant, Praetorian, Olmec Eagle Warrior and Phak'ak.
- ---------------------
- r237
- Miscellaneous small fixes to loads from older assets Increased value of research in specialist/yield calculations
- ---------------------
- r236
- Fixing the Terrace, Great Chinampa and Rice Terrace.
- ---------------------
- r235
- changed settler to band in Australia
- ---------------------
- r234
- Added Australia to core Civs(Needed an Oceania Civ),
- ---------------------
- r233
- Tweaked Culture (Israeli) to require Monotheism rather than Slavery tech.
- ---------------------
- r232
- Added Native Explorer, Changed Bear Rider (no pink), added Apache Civ (modular)
- ---------------------
- r231
- Updating the Read-Me.
- ---------------------
- r230
- Adding 7 new Cultures ...
- ---------------------
- r229
- Updating with new culture button/icons.
- ---------------------
- r228
- Fixed bug with old-style saves Corrected unit move optimization
- ---------------------
- r227
- Temporarily disabled an optimization that needs more work
- ---------------------
- r226
- Temporarily disabled an optimization that needs more work
- ---------------------
- r225
- Fixed inability to attack Fixed ability to multi-build wonders etc.
- ---------------------
- r224
- Further optimizations of turn time
- ---------------------
- r223
- New FPK
- ---------------------
- r222
- changed btns for Apache Cav, Phak'ak, and Cherokee Rifleman in ArtDefine area
- ---------------------
- r221
- Changed UnitClasses for ASSYRIAN_REDU IROQUOIS_MOHAWKARCHER HITTITES_HITTITE_CHARIOT SIAM_ELEPHANT
- ---------------------
- r220
- Fixed bug with multiple (building) sources of fresh water (including transient case when one replaces another)
- ---------------------
- r219
- removed GP name
- ---------------------
- r218
- Tweaked the Mausoleum.
- ---------------------
- r217
- Tweaking the Mammoths and Elephants.
- ---------------------
- r216
- Siam is War Elephant DUH!
- ---------------------
- r215
- change Battle Elephant to Siam Elephant in the new Phak'ak
- ---------------------
- r214
- Replaced the Khmer Ballista Elephant with the Phak'ak Spearman
- ---------------------
- r213
- Fix to the AI liking resource trades rather too much (aka 'The AI likes apples')
- ---------------------
- r212
- Minor fix to new UNITAI code
- ---------------------
- r211
- More Culture Tweaking.
- ---------------------
- r210
- Got rid of those awful SC mp3's
- ---------------------
- r209
- Fixed WW for Market Buildings.
- ---------------------
- r208
- Crash Fix Optimization of best build calculations
- ---------------------
- r207
- Optimization of best build calculations
- ---------------------
- r206
- Crash fix
- ---------------------
- r205
- WARNING WARNING WARNING WARNNG WARNING WARNING
- ---------------------
- r204
- Fixed hidden nationality units generating influence by their actions Fixed potential crash when pillaging in neutral territory
- ---------------------
- r203
- Fixed hidden nationality units generating influence by their actions Fixed potential crash when pillaging in neutral territory
- ---------------------
- r202
- Just updated some MLF files, nothing to worry about or change, just a name is all.
- ---------------------
- r201
- Newer version of HUD Utility and Readme file, i hope his works ok.
- ---------------------
- r200
- New UnitAI UNITAI_PILLAGE_COUNTER New plot danger history system New inter-unit AI contract brokerage system New AI city area defense posture Fix to city limit changes across load & save for active civics Fix to negative beakers issue Fix t...
- ---------------------
- r199
- New UnitAI UNITAI_PILLAGE_COUNTER New plot danger history system New inter-unit AI contract brokerage system New AI city area defense posture Fix to city limit changes across load & save for active civics Fix to negative beakers issue Fix t...
- ---------------------
- r198
- Re-Fixed Koa, Holkan, Camel Rider, Camel Archer, Camel Knight and Camel Gunner.
- ---------------------
- r197
- Moved Camel Riding tech earlier.
- ---------------------
- r196
- changed EraInfo iTechCostModifier around the defaults suggested
- ---------------------
- r195
- changed Andean wonder Dorado to Art/empty.nif Changed Sharpshooter to correct nif has an extra USA from previous version, DUH!
- ---------------------
- r194
- Add Bombard Elephant (Temporary in art/unit/ will remove when i do FPK again) , Ballistics Elephant (Name from Khmer) changed btn Siege Tower Add HUD color theme (can change it to anyone you want)
- ---------------------
- r193
- Fixed Camel Rider, Elephant Rider and War Elephant.
- ---------------------
- r192
- Fixed Camel Gunner and Camel Knight.
- ---------------------
- r191
- Tweaking Koa, Holkan and Phalanx.
- ---------------------
- r190
- Fixed so the Quechua cannot upgrade into the Stone Axeman or Stone Spearman.
- ---------------------
- r189
- Tweaked the Embassy buildings to be easier to obtain.
- ---------------------
- r188
- Mainly changes to the OLD (NEW) UU and replacing some units within the FPK
- ---------------------
- r187
- got rid of some of the bak files that are useless
- ---------------------
- r186
- changed Nulla to Tech_Scavenging for req
- ---------------------
- r185
- Modified the Civ Info to support the new culture buildings.
- ---------------------
- r184
- - Redone Embassies into a new "Culture System". - Updated the Read-Me. - Fixed the Mammoth Trainer and Mammoth Hunter's Camp.
- ---------------------
- r183
- Updating my FPK with new button/icons.
- ---------------------
- r182
- Oops - corrected Python-is-not-C++ syntax error
- ---------------------
- r181
- Fixed sensor promotion granting
- ---------------------
- r180
- Added the artwork for the walker_mech unit series, the absence of which was causing game crashes once wireless electricity is discovered
- ---------------------
- r179
- removed ALL old UU upgrades
- ---------------------
- r178
- added UserSettings
- ---------------------
- r177
- NEW C2C withOUT VD
- ---------------------
- r176
- deleting old SVN
- ---------------------
- r175
- simple name change is all from beta 3 to 4
- ---------------------
- r174
- Protection against bad params from Python in getCivics()
- ---------------------
- r173
- changed a few City and Plot L system just checking stuff
- ---------------------
- r172
- moved trade to the ANDPreq rather than the ORPreq for Monarchy
- ---------------------
- r171
- Change Monarch Tech around and Construction Tech
- ---------------------
- r170
- added <UniqueName>TXT_KEY_GREAT_PERSON_KOSHLING</UniqueName>
- ---------------------
- r169
- Change TXT name for Peat Bog to Swamp
- ---------------------
- r168
- changed map presets
- ---------------------
- r167
- Changed Democracy limited 20 cities to Republic.
- ---------------------
- r166
- ---------------------
- r165
- changed the FPK around, still trying to figure out the Black Terrain crap.
- ---------------------
- r164
- Fix ability to farm deserts with techs that provide it
- ---------------------
- r163
- Had to change the original TXT for Babylon Bowman, read just Bowman changed it to Babylonian Bowman plus the Gardens to Babylonian Gardens.
- ---------------------
- r162
- moved Cus Civ to the top of the MLF, trying to figure out the Black Terrain, sorry everyone.
- ---------------------
- r161
- Internal UnitAI type registration independent of XML Fix to hall of fame in new save format games
- ---------------------
- r160
- i knew i put the ski patrol btn in the FPK but just forgot that name it in the ArtDefines, DUH!
- ---------------------
- r159
- There are a few National Wonder changed to Great Wonders ...
- ---------------------
- r158
- same
- ---------------------
- r157
- deleted shortcuts, i found out that if you go thru the regular way (i am only guessing here) you will not get all that Black terrain?????
- ---------------------
- r156
- changed all UU to embassy UU
- ---------------------
- r155
- Moved JC to NATUROPATHY
- ---------------------
- r154
- change in a map Aluminum to Bauxite
- ---------------------
- r153
- reveal on aluminum is TECH_MINING even though we dont use it.
- ---------------------
- r152
- Prevented hunting automation getting caught up on AI retreat code Commented out shaman buildings dependent on the as-yet-undefined rabbit bonus
- ---------------------
- r151
- NEW FPK, its a HUGE up/down load, takes a very very long time so hang in there.
- ---------------------
- r150
- see post #3237 just the techs
- ---------------------
- r149
- added C2C earth map
- ---------------------
- r148
- changed TXT from Canine to Canis added Ski Resort for preq building changed riotpolice upgrade to police dog for wardog
- ---------------------
- r147
- changes a few maps around
- ---------------------
- r146
- added Police Dog and Canine Superior units and classes also description for Ski patrol was messed up in ClassInfo
- ---------------------
- r145
- added Pirates Civ to Custom_Civs
- ---------------------
- r144
- changed all camouflage units ie assassin/sharpshooter/HTSniaper to NO capture.
- ---------------------
- r143
- Missunderstod the bNocapture tag on the Unit Infos file.
- ---------------------
- r142
- change cost of Future Tech (Analyze Strings) to <iCost>2904000</iCost>
- ---------------------
- r141
- Option to always use max compat saves added to global defines Minor AI city attack plan tweaks
- ---------------------
- r140
- Minor AI city attack plan tweaks
- ---------------------
- r139
- Option to always use max compat saves added to global defines
- ---------------------
- r138
- added invicinity for walls and made Castles require HIGH walls
- ---------------------
- r137
- Battering Ram <iBombardRate>10</iBombardRate>
- ---------------------
- r136
- I believe i have it right, pls make sure: Battering Ram - Remove "Cause Collateral Damage" - Change Bombard City Defenses to -10% Per Turn
- ---------------------
- r135
- Game text for new shaman buildings
- ---------------------
- r134
- Fixed max compat save format bug that confused building ids with building class ids
- ---------------------
- r133
- Tweak to the Mercenary Stables and Chieftain Hut.
- ---------------------
- r132
- Make all subdued animals defensive only.
- ---------------------
- r131
- Add in temple and monastery buildings for the new huntable resources Walrus and Sea Lions
- ---------------------
- r130
- barbarians from Goody islands in Prehistoric and Ancient were one era latter than they should have been.
- ---------------------
- r129
- Fix the upgrade to Plantation by adding in its prereqtech.
- ---------------------
- r128
- Update the fonts files for Walrus and Sea Lions
- ---------------------
- r127
- Handle free buildings becoming undefined across an assets change
- ---------------------
- r126
- Minor code tidy up
- ---------------------
- r125
- Tweak to handle removal of free buildings that were not registered as there anyway (can happen across an asset change)
- ---------------------
- r124
- Fix size of wild cow
- ---------------------
- r123
- changed <iTilesPer>128</iTilesPer> to <iTilesPer>0</iTilesPer>
- ---------------------
- r122
- Added 15 new Flower Farms, Good (Flowers), Tweaked the Florist and Hanging Gardens and Updated the Read-Me.
- ---------------------
- r121
- Changes to Caveman2Cosmos.xml in Config for the improvements upgrade moving from code to XML.
- ---------------------
- r120
- Fix to message for disabling of require-fresh-water buildings when it goes missing
- ---------------------
- r119
- CHanged placement order of Copper and Iron on map and added 10 to Max latitude
- ---------------------
- r118
- added btns for: in the TechInfos file; changed FLoristry to Floristry and StarGazing to Stargazing in the TXT file.
- ---------------------
- r117
- added techs Gardening and Floristry, i added the dds but will not submit it yet due to the amount of files in the FPK
- ---------------------
- r116
- Updated with new Flower icons.
- ---------------------
- r115
- Fixed wood gatherer upgrade path. It was a dyslexia error.
- ---------------------
- r114
- Remove the python for improvement upgrade from Caveman2Cosmos.py and move the C2C stuff out of The_J's.
- ---------------------
- r113
- Rest of new plant resource improvements. I had forgotten to update with Hydro's changes before doing mine.
- ---------------------
- r112
- Fixed improvement value calculation that was (amongst other things) preventing jungle camps from being built by the AI
- ---------------------
- r111
- Part of update for new plant resource improvements.
- ---------------------
- r110
- Bear Rider - Change formation to have only one unit it it and remove national unit limit.
- ---------------------
- r109
- Research CTD fix
- ---------------------
- r108
- Fixed CTD due to calculation of cost of currently-in-progress-research being 0
- ---------------------
- r107
- deleted cus civ Pirates weird stuff happening to Tech Tree??
- ---------------------
- r106
- Complete Redo of Trade buildings, Fixed Community Garden and Updated Read-Me.
- ---------------------
- r105
- saved sc put back
- ---------------------
- r104
- encoding="utf-8"?> for Buildings/Brewery/Brewery_CIV4GameText.xml
- ---------------------
- r103
- added txt for Pirates/Buildings/Brewery/Brewery_CIV4GameText.xml
- ---------------------
- r102
- brewery, fortress, and Stronghold/Stronghold_CIV4BuildingInfos.xml deleted was extra
- ---------------------
- r101
- added NEW cus civ Pirates
- ---------------------
- r100
- deleting OLD Cus Civ
- ---------------------
- r99
- Cope with removal of in-use civilization from assets across (max comp) save
- ---------------------
- r98
- Cope with removal of in-use civilization from assets across (max comp) save
- ---------------------
- r97
- Update the buttons for Bison rider, Giraffe Archer and Rhino Rider.
- ---------------------
- r96
- Remove Arctic promotion from Giraffe Archer
- ---------------------
- r95
- Add in the new graphics for the animal Camel.
- ---------------------
- r94
- Finalized version of AI tech choice algorithm changes
- ---------------------
- r93
- Fresh water tag for buildings Improved AI tech choice algorithms
- ---------------------
- r92
- Misc debugging support
- ---------------------
- r91
- delete Cus Civ Australia added Cus Civ Pirates changed MLF_CIV4ModularLoadingControls.xml changed Python/EntryPoints/CvCultureLinkInterface.py
- ---------------------
- r90
- changed Australia/Australia_CIV4CivilizationInfos.xml UU deleted digger and made building require embassy
- ---------------------
- r89
- deleted "my" user setting
- ---------------------
- r88
- Add the Giraffe Archer to the Mega Fauna units.
- ---------------------
- r87
- Forgot to change the name of the Rhino folder in MLF_CIV4ModularLoadingControls.xml for Mega fauna units
- ---------------------
- r86
- Moved Deer Archer from archery to mounted archery tech.
- ---------------------
- r85
- Changed Australian UU to Embassy Building deleted UU Digger (see above)
- ---------------------
- r84
- Persian Embassy = Immortal Portuguese Embassy = Carrak Roman Embassy = Praetorian Russian Embassy = Cossack Siamese Embassy = Battle Elephant Spanish Embassy = Conquistador Sumerian Embassy = Vulture Viking Embassy = Berserker Zulu Empire =...
- ---------------------
- r83
- Tweaked Housing (Removed -Food, increased -defense, added freshwater tags), Tweaked Clay Pit (added freshwater tag), Updated Read-Me (Embassy Wonders) and Tweaked Ger (removed -Food).
- ---------------------
- r82
- Merge Rhino folders into one folder. Add Rhino Trainer building and make the Rhino units conform to C2C better.
- ---------------------
- r81
- Added More Embassy Wonders (Persian to Zulu, plus extras).
- ---------------------
- r80
- Forgot to remove unit limit now Bison Rider has a building limit.
- ---------------------
- r79
- Make Bison Rider fit better with C2C and add Bison Trainer building.
- ---------------------
- r78
- Fix game text for Bear Rider
- ---------------------
- r77
- Make Bear Rider unit fit in with C2C buildings and add the Bear Trainer building.
- ---------------------
- r76
- deleted a name from the Great General, that had no real template.
- ---------------------
- r75
- Updated FPK with New Embassy buttons.
- ---------------------
- r74
- Updating all Building Schema with the new water requirement change.
- ---------------------
- r73
- Change Jungle Camp to get extra hammer on hills and cumulative route hammer improvements, up to 3.
- ---------------------
- r72
- Added fresh water requirement tag for buildings (bFreshWater) Multiple AI enhancements/tweaks, and fixes for AI technology choice
- ---------------------
- r71
- Add animations to giraffe and cow units in the art defines unit file.
- ---------------------
- r70
- Experimental improvements added to make the plant resources available earlier. No change has been made to the resources. Improvement provides a small boost to food or commerce.
- ---------------------
- r69
- added TXT to persistence hunting
- ---------------------
- r68
- Fix movie definition in Mormon_CIV4ReligionInfo.xml so it does not CTD
- ---------------------
- r67
- Activate The_J's Mods (The_JMods.xml) so Interfaith and real favourite religion happen.
- ---------------------
- r66
- remove duplicate sounds (Galactic folder) already in the soundtrack/galactic folder.
- ---------------------
- r65
- Added http://forums.civfanatics.com/showpost.php?p=10659062&postcount=3051
- ---------------------
- r64
- Extend the deer rider unit to fit better with C2C. Adding the dear archer unit and the deer trainer building. Also allows subdued deer to upgrade to these units.
- ---------------------
- r63
- Update icon for early merchant to new (ugly) one provided.
- ---------------------
- r62
- Workaround for modular loading bug that means you can't make a tech dependent on a religion
- ---------------------
- r61
- forgot the one word BUILDING_ infront of the French Embassy
- ---------------------
- r60
- Removed UU from these and added a new building requirement for each Egyptian Embassy = War Chariot English Embassy = Redcoat Ethiopian Embassy = Oromo Warrior French Embassy = Musketeer German Embassy = Panzer Greek Embassy = Phalanx Hittit...
- ---------------------
- r59
- Fixed Aztec, Mayan and Inca Embassies.
- ---------------------
- r58
- Updated Read Me. :D
- ---------------------
- r57
- Added more Embassy Buildings (Egyptian to Ottoman).
- ---------------------
- r56
- Fixed Mineral National Reserve buildings.
- ---------------------
- r55
- Fixed National Reserves with DH's changes.
- ---------------------
- r54
- Adjust Neanderthal Spawn rate for game speed.
- ---------------------
- r53
- deleted HOPEFULLY all the useless bak files
- ---------------------
- r52
- renamed file
- ---------------------
- r51
- Fix indentation in Topkapi Palace python wonder.
- ---------------------
- r50
- Data moved from experimental to resources
- ---------------------
- r49
- Fix text format by replacing "m" dash with "n" dash.
- ---------------------
- r48
- removed ShantyTwon, Villa, and Estate from BuildingClassInfo
- ---------------------
- r47
- remove folder acciently installed due to dyslexia.
- ---------------------
- r46
- Fix crash when founding the Sikh religion by playing the movie. Have the missionary produced by the temple not the cathedral.
- ---------------------
- r45
- oops - more references to BUILDINGCLASS_MANOR which also needed removing
- ---------------------
- r44
- Removed BUILDINGCLASS_MANOR which was unreferenced but referenced non-existent building BUILDING_MANOR
- ---------------------
- r43
- Potential NO_CIVIC crash
- ---------------------
- r42
- removed <UniqueName>Marc Antony</UniqueName> from the great generals area
- ---------------------
- r41
- Tidied up C2C conditional compilation
- ---------------------
- r40
- Fix emergent city state CTD
- ---------------------
- r39
- Forgot to change the UU's in VD_CivInfo, so here is the change for the Embassy's that Hydro made.
- ---------------------
- r38
- Louvre/Louvre_CIV4BuildingInfos.xml was misspelled
- ---------------------
- r37
- Yest another thing to restore.
- ---------------------
- r36
- Again restoring changes that SO broke.
- ---------------------
- r35
- Restoring this back again.
- ---------------------
- r34
- The Hydro.FPK was changed back by SO in update 21 for I don't know what reason. Restoring it now.
- ---------------------
- r33
- Not sure why this was changed back. Here again is my poison mod update.
- ---------------------
- r32
- Fixed Broken Tag for Arabian Embassy.
- ---------------------
- r31
- Forgot to change the CivInfo on Australia
- ---------------------
- r30
- Changed Leadherheads for Australia from Custom Civ to Custom_Civ
- ---------------------
- r29
- Changed Leadherheads for Australia from Custom Civ to Custom_Civ
- ---------------------
- r28
- Fixed possible CTDs when minor civs emerge
- ---------------------
- r27
- Latest DLL with AI tweaks and CTD fixes
- ---------------------
- r26
- Increased AI weight for TRIBALISM
- ---------------------
- r25
- AI weight changes: increased weight on TRIBALISM decreased weight on building ANIMAL_TOTEM
- ---------------------
- r24
- Numerous AI tweaks Fixed a few potential CTDs
- ---------------------
- r23
- deleted Custom Civ and added Custom_Civ for Australia
- ---------------------
- r22
- ---------------------
- r21
- ---------------------
- r20
- Added DH's C2C Perfect World 2 map (with Kelp and Reef).
- ---------------------
- r19
- Added new Embassy Buildings (American to Dutch).
- ---------------------
- r18
- Re-Did Poison Promotions and Buildings.
- ---------------------
- r17
- Fixed Marble Quarry. Now gives Good (Marble).
- ---------------------
- r16
- Added Good (Poison).
- ---------------------
- r15
- added Topkapi_Palace in the config folder
- ---------------------
- r14
- removed more bak files
- ---------------------
- r13
- Removed alot of the bak files
- ---------------------
- r12
- Removed GEM_OPTION_ADVANCED_DIPLOMACY as a pre-req for scout line units!
- ---------------------
- r11
- Resubmitted Hydro's changed FPK
- ---------------------
- r10
- delete inside C2C
- ---------------------
- r9
- My first test update of my updated FPK file. Should give you pink icons for the poison promotions.
- ---------------------
- r8
- Deleted Custom Civilizations but added Custom_Civilizations
- ---------------------
- r7
- ---------------------
- r6
- Removed Neanderthal ArtsyylesInfo completely
- ---------------------
- r5
- V13 base source (matches AND 1.76 beta 5)
- ---------------------
- r4
- this is what i have uptodate so far
- ---------------------
- r3
- ---------------------
- r2
- Initial import of V13
- ---------------------
- r1
- main branch for releases and main development
- ---------------------
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