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Rev Age Author Path Log message Diff
1091 141d 22h n4538-e1347 /Trunk/ Fixed Flexible Difficulty/Flexible AI. Difficulty wasn't being changed properly and added some hint in the hover text for suggested frequency used for different gamespeeds. Also min and max AI difficulty can now be set via XML in A_New_Dawn_GlobalDefines.XML tags DEFAULT_FLEXIBLE_DIFFICULTY_AI_MIN_DIFFICULTY and DEFAULT_FLEXIBLE_DIFFICULTY_AI_MAX_DIFFICULTY  
1062 1247d 14h n4538-e1347 /Trunk/ Reverted rev1059 attempt to fix bug with Realistic Corporation which prevents player from building a wonder if a corp HQ pops up in the city and you only have 1 wonder slot left, it was causing CTD
Some pitboss code
1056 1267d 13h n4538-e1347 /Trunk/ Merged Pitboss Mod v7 by Ramkhamhaeng; pitboss will now only work using Pitboss Mod by Ramkhamhaeng
Fixed some OOS in Pitboss and network multiplayer
Improved logging for MP and Pitboss
Human vassals are forced to vote for their master in the same manner as AI vassals are (code by DarkLunaPhantom)
Meteor and Volcano dark age events are enabled only when Strategic Events is checked
Reduced number of turns in autoplay during a revolution in multiplayer games (32 turns on eternity, 4 turns on blitz)
Fixed color for unmet players in wonder tab
1054 1321d 13h n4538-e1347 /Trunk/ Fixed date displayed after 2200AD when reloading the game
Barbarians don't build trade caravans anymore
Increased barbarian activity, especially when using Raging Barbarians
Updated links for modmods in the launcher (removed More Dinosaurs and added Chronicles)
1045 1456d 19h n4538-e1347 /Trunk/ Attempt to improve OOS logging
Fixed text being displayed incorrectly when population is employed
Attempt to fix OOS caused by attitude caching
Attempt to fix OOS in diplomacy caused by a MemoryCount leftover
Fixed attitude being calculated for players and vassals at the same time
Dark age event (meteor/volcano) disabled in MP since it's causing a CTD
1038 1491d 21h n4538-e1347 /Trunk/ Fixed date when starting from advanced eras
Fixed CTD when using Flexible Difficulty starting from advanced eras
Fixed Realistic Timescale when starting from advanced eras
Early balancing work for advanced starts
1036 1498d 17h n4538-e1347 /Trunk/ Possible fix for OOS in Pitboss caused by Flexible AI Difficulty
Possible fix for OOS in Pitboss "AI Target City Value"
Added iStateReligionHealth tag and removed Health from Monasteries when using Church
Removed Inflation text from very old revisions
Changed text for Improvement growth rate
Fixed text for Village Hall line buildings displaying "stability in every city" instead of stability in the city where it's built, same for Tax Office
1033 1522d 02h n4538-e1347 /Trunk/ Slight adjustment to tech speed for huge maps
Initialized a bunch of variables in the dll, might help prevent OOS problems
1027 1562d 14h n4538-e1347 /Trunk/ Added evasion chance for nukes based on launch position - target distance (the closer the distance, the higher the evasion chance)
Attempt to fix bug with terraforming improvements (partially reverted changes from rev 213)
Fixed PBEM (partially reverted rev930)
1008 1694d 14h n4538-e1347 /Trunk/ Fixed Gold bug with Free Trade Agreement
Increased Animal spawn rate when Raging Barbarian is ON
Added code in tech help for Improvements upgrade/pillage
992 1855d 00h dbkblk /Trunk/ - The barbarian invasions update -

At the begining, you might think it is over. You won't survive. But. Where there is life, there is hope. Some civilizations have collapsed before, and you can survive. Just remember: they were here before you existed.

- Major overhaul of the raging barbarian (RB) option, standard option is mostly untouched.
- RB: Huge production boost (XML setting).
- RB: Increased spawn in the fog (XML setting).
- Attack bonus against barbarians have been rebalanced. From 40% to 5% bonus for the three harder difficulty levels. AI bonus have been slightly decreased.
- RB: Balanced city defense to be more offensive.
- RB: Greatly improved behavior. Barbarians will float into wild regions. If enough of them are in the region, they will try to gather to form a small army. Then, they can walk to overtake the nearest city OR gather even more to make a large barbarian invasion.
- RB: Increased probability for barbs to build a unit instead of a building.
- RB: Fix the flexible difficulty compatibility. RB isn't dependent of difficulty anymore (when disabled, it still works as before), only the bonus against them is variable.
- Enable city flip when a barbarian city revolts with no unit to protect it.
- Fix: Barbarians will also use city defense units to attack. Of course, they will leave a minimal defensive stack at home :)
- Fix: gSavedSigns was used before to be initialized.
977 1966d 14h n4538-e1347 /Trunk/ Fixed barbarians getting techs first (including religions, which were not being founded, great people, free techs, etc)
Palace of Potala now correctly reduces War Wearness (was mistakenly increasing it)
Fixed BUG options tab not being displayed when cheatcode or Debug mode are active
Fixed a misspelled tag in Hereditary Rule (civicinfos)
Conscription increased Overcrowding Unhappiness reduced from 100% to 50%; also increased military production from 50% to 75%
Divine Cult reduce Overcrowding Unhappiness by 50% + sone other modifiers slightly tweaked to make DC more useful
972 1985d 21h n4538-e1347 /Trunk/ [*]Average score calculation for Flexible Difficulty doesn't count small civs in later eras anymore if Revolution is ON (civs with 1 city after Medieval era) because it was throwing handicap calculation off balance
CTD fixed when using xUPT limit
Partially reverted rev953 changes by Afforess because they were causing AI not to attack at all when at war
Tweaked some revolution values, AI has predefined values now but you can manually select an offset for human players making revolutions for humans easier or harder
Scaled for gamespeed revolution Index and number of turns of disorder
Resized some units (carriers, fast battleship and nanite cloud)
Reduced a bit Ancient Era techs cost
945 2039d 10h afforess /Trunk/ Restore food yields properly after a Dark Age
Add unhappiness from the number of cities
Revert Era Info Regarding Tech Costs
938 2042d 19h dbkblk /Trunk/ Fixed a critical error preventing to load pre936 savegames
Fixed a GFC control error in interface during loading
936 2043d 04h afforess /Trunk/ Fix religions not auto-founding on later era starts
Fix automated workers not building improvements
930 2045d 10h afforess /Trunk/ Add Athletic's tech icon (was mistakenly deleted)
Enable experimental city AI improvements by default
Fix mis-ordered UNITAI_HUNTER in Enums
Minimize AI turns improved
928 2046d 15h n4538-e1347 /Trunk/ Restored Rise of Mankind Config.ini (Enhanced tech conquest mod)
Fixed text that displayed Increasing Difficulty while it was correctly Decreasing Difficulty
Increased by 1 number of national wonders on most advanced cultural levels.
921 2054d 01h n4538-e1347 /Trunk/ Partially reverted changes in rev918 about FlexibleAI (not working correctly yet)  
918 2056d 13h n4538-e1347 /Trunk/ Tweaked some Revolution factors (experimental)
Added customizable Flexible AI difficulty (max/min)
Lowered number of cities required for Warhead Factory

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