3.0
Version 3.0
Major milestone in AI. It now knows how to develop an economy to allow proper colony development as the game progresses. Text has once again been given a major overhaul, making the game generally look more impressive. Backward compatibile with savegames from 2.9.
Improvements/rebalance:
- Learning by doing works faster if there is an expert (teacher) present in the colony
- Learning by doing now remembers the past two professions, allowing to switch to another profession for a turn or two without clearing progress
- Pioneers can now remove roads
- Guarded goodies rebalanced
- Promotions now allow for a bonus modifier for getting gold from defeating animals
- New terrain type: lakes
- Docks now add a bit of warehouse storage space
- Statue of governor now also adds cross production
- Gather boats can no longer trade with natives
- New game option to remove world builder
- The king's requests for gold now depends on multiple factors like population and isn't just a percentage of your stored gold
Fixes:
- Dragging a unit to a plot in the colony screen will no longer fail if it hits the "plot info corner"
- #449 AI units no longer gets stuck while crossing large rivers
- Land units crossing rivers will no longer board transports if there just happens to be one on the plot
- Sail to Europe button is now only displayed if the unit can reach Europe (read: not landlocked)
- Raiding natives can no longer cause negative cargo to be stored
- #472 Natives can no longer sell more cargo than they have causing negative cargo stored in the settlement
- Random events can no longer cause negative food stored in colonies (happened only on game speeds slower than normal)
- Price of settler now considers modifers from game speed, difficulty(AI only) and Founding Fathers
- #465 Barbarian player can no longer conquer colonies and then crash the game as it lacks settings to run colonies
- #466 Destroying a colony now removes all traderoutes to that colony even if feeder service is active
- Units can't leave colonies during unrests (prevents the units from disappearing for a turn)
- Ships in a colony/settlement will no longer defend if attacked by land units
- Ships no longer stop for hostile units if said units are on land
- Fixed plots not updating visibility correctly (for the last time this time... hopefully. Entire code is rewritten)
- Fixed 3 events, which had incorrect xml data, causing them to misbehave (likely fail to trigger when they should)
- European only random events can no longer trigger for natives
- Animals are no longer able to pillage roads or improvements
- The two cargo slows added by EVENT_CARGOSPACE will no longer vanish after saving and loading (won't restore if the slots already vanished in a game)
- #469 tribal villages no longer try to trigger a non-existing effect
- Animal spawning starting time now takes game speed into account
- Big coastal ships can now gain promotions
- Pioneers can no longer plant forests on peaks
- Promotion buttons now provides the promotion you would expect when editing a unit in world builder
- Livestock breeding speed now takes game speed into account
- Fixed issue with events triggering incorrectly because events used map width instead of looking for Europe access plots
- AI will no longer attack with units after they moved and spent all their movement points
- Cached power value for each player is now calculated correctly and is recalculated on load (might affect OOS)
- #399 pressing F10 will no longer trigger an assert due to action not being handled by the DLL (it's handled by python)
- The button to rest until healed is no longer available if healing is negative (like inside a storm)
- Rebel production modifier no longer applies to happiness (that's how it was coded in the GUI, but not game logic)
- EVENTTRIGGER_TRADEFORT3 no longer causes a python error
- The king's diplo events now takes place before the player can trade in Europe (to avoid the player from gaining/losing money before the window pops up)
AI
- New rules for picking which buildings to build makes the AI develop colonies way more than it used to
Performance:
- New building rules replaces old code, which was way slower
- #439 Updating map view while moving weather much faster (typically 90% CPU reduction)
- Natives no longer spends time checking if European only random events will trigger for them
- Lakes are now identified by terrain rather than more complex (slower) code, which takes number of plots into account
Release:
- All files are now placed in Assets, not split between Assets and assets (affects Linux, but not windows)
- MD5 and sha1 checksums provided for release builds
Modding Features:
- InfoArray will now cause compile error if used with incorrect types (like reading a unit from a building array)
- CvPlot can now determine if a certain terrain/feature/plottype/... is within X plots from it (searching for either single value or InfoArray values)
- Some invalid xml assert messages now show up as error messages even if asserts are disabled
- Added more error messages for incorrectly configured xml files (mainly for events/event triggers)
- World Builder will automatically convert between coast, ocean and lakes when closing
- Converts non-ascii to ascii when on non-western European languages (prevents errors/crash)
Checksums WeThePeople-3.0.zip
DM5 c3d3e903b2de102cb22318b08aec0783
sha1 1823bb52dbccf4f0889b22bcbe1dcfd3017cdc7f