Civ4 : Planet Roanoke |
Civ4 - Planet Roanoke |
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Version 0.148f
0.148e
(Work by Jenks)
- gave probes the flat movement characteristic
- done some work trying to advance the lifeform spreading 'prophets'... unfinished, couldnt find the dendrite building to put as the prereq for cyneid prophet...
- made the cyneid and mutagen units/prophet require the cyneid religion as a prerequisite to building
- roaming psionic energy pulses AI changed to 'Attack' (hopefully more aggressive)
- adjusted pulse dampener to +100% vs other psionic units (now has a bonus against all pulses, including lattice-roaming pulses)
- redistributed the Borg / Cyneid / Mutagen specific units out of the species combat_classes
- added another species-type promotion, 'Native'
- removed the 'native' promotions tree, made all the native units 'psionic' unit combat types with the new native promotion
- introduced Airborne as a unit combat category (added probe / zeppelin)
- introduced Fibersea as a unit combat category (added Fibersea Explorer)
- added a 'Artillery' combat class, its empty at the moment but figured we will have some seige or artillery units at some point
- removed all redundant unit categories (gunpowder / archery / naval / mounted / helicopters etc.)
- tidied up the code spelling-wise so that it always reads CYNEID, I have been commenting on the species as Cyeneid elsewhere as i have been misspelling it!
- changed Vitologist stats again, taken away -ve culture to (4/-1/-2)
- fixed the Seige I, II, III promotions bug for Armored units (they wont accept collateral damage bonuses for some reason on this combat class. seige promotion concept changed to +10% bombardment and +1 first strike per level of I-III)
- fixed the Rover I, II, III promotions for Airborne units (similarly civ wont accept adding withdrawal rate on this combat class. level I now gives 1 first strike chance, II gives +1 visibility, III gives +1 movement) will look into these bugs more ...
- removed Great Person points from the Datalinks so there is (currently) no way to make great people
- removed redundant code for vanilla improvements and worker actions (lumbermill/fallout etc.)
- introduced two python files PyHelpers.py and CvAdvisorUtils.py to remove unwanted 'congratulations on building your first helicopter' popups etc.
- assigned some civ issue icons for the new combat classes
- various XML cosmetic changes (to do with gold - > energy etc.)
- tidying of the civilopedia comments to reflect the changes
(work by ErikG)
- Updated fonts and meshed them with XML files
- Changed screen yield overlay to new iconography
- Added hover image for NH3 resource
0.148f
- Adjusted Pulse Dampener to iCombat = 1, +400% vs. Psi, +50% city defense
- Adjusted Pulse to iCombat = 4
- Restored Applied Physics as prereq for PD
- Adjusted Militia to +25% city defense
- Removed hill defense from Security
- Raised Zeppelin cost to 30
- Changed default AI for Salvage to Great Artist
- Restored Wild Energy AI to "Animal" (otherwise game doesn't seem to create them)
- Changed placement for Wreckage to exactly 2, 3 tiles away from starting location
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