Civ4 : Planet Roanoke

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Version 0.148f

by: Padmewan
on: 6/19/2006 1:11 am

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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

Roanoke0148f.rarRoanoke0148f.rarRoanoke0148f.rar