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@Nightinggale Nightinggale released this 19 Jun 19:50

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