Sid Meier's Civilization V

Sid Meier's Civilization V

Exploration Continued Expanded (BNW)
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Update: 20 jan 2016 om 23:26

  • Inca now begin with a free Mint in cities that are settled on Mountains (it did NOT want to put Gold on the tile :lol:)*
  • Added new Ancient Ruin bonuses from the CBP (Production, Tiles, and Golden Age Points) - they were originally in the CP but taken out.
  • Resolved (I think) an incompatibility between ExCE and Tarcisio's Mehmed V, by disabling TSL. This is not a permanent solution, but I'm stumped - especially because no one has reported the same issue with Mercs. and Mehmed's Turks.
  • Fixed an issue wherein Jungle-based resources would not spawn (there was a seemingly needless "Is this plot impassable" check).
  • Recon Units may now cross Mountains and Ice from the start (basically, anything with Ignore Terrain Penalty). So, if you want to capture an Incan city, you'll need one of these.
  • Intrepid promotion, somewhat in compensation of the above, now gives recon units double movement in Marsh, in addition to Forest and Jungle.
  • Updated Resources and Buildings for the latest CBP (let me know if there's something I've missed).

Update: 12 jan 2016 om 21:11

Update: 12 jan 2016 om 17:29

  • CBP support is now automatic. You no longer need to turn on the settings.
  • Added CID support for Feathers viz. Towns/Villages.
  • You may now set the max amount of XP a Scout gains from exploring in the User Settings file. Also, how much is gained from discovering a Natural Wonder, and the chance of gaining XP per tile.
  • Bumped up the max amount of XP a Scout can gain from exploring to 60.
  • Inca may now move (and settle) on Mountains. Can be switched off in User Settings.
  • Added option for Sun God to increase the food of Ginger. Off by default.
  • Added option for Caravels to gain XP from exploring Fog of War. Off by default (because this seems way OP).
  • Fixed a conflict with CID.
  • Added missing 16x16 for added promotions.

Update: 27 dec 2015 om 12:48

Update: 8 dec 2015 om 2:06

  • Removed reference to choosing ancient ruin bonus in the strategy text for the Great Recon units (it occurs to me that you can't actually access this, as they don't appear in the tech tree nor pedia :lol:)
  • Added Belem Tower audio, thanks to Nichlenm. (could someone please confirm whether this is working. I dunno why, but all my wonder audio has stopped, including speech (and yes, I have the volume right :p Tech quotes work...))
  • Fixed an issue wherein Feathers could not be improved.
  • With CBP, Great Scout us unlockable at Trapping (to fix the error heinous_hat brought up, at least partially). This only affects your being able to purchase them.

Update: 21 nov 2015 om 14:56

Update: 21 nov 2015 om 0:15

  • Free Harbours from Maritime Infrastructure removed and replaced with +20% Production toward Harbours, Seaports, and Lighthouses.
  • With EE, added Drydocks to Maritime Infrastructure.
  • Fixed an issue wherein Resources could not be improved.

Update: 20 nov 2015 om 0:11

  • Added the option to turn off either or both of the Recon Units and Great Recon Units (this was not fun! Obviously disabling Recon Units will disable the Great Recon Units, but the reverse is not true).
  • Added the option to turn off the new recon-specific promotions (disabled with CBP).
  • Fixed an issue wherein the Tactical Reconnaissance was allowing units to cross mountains and ice.
  • Fixed an issue wherein the Mint, Monastery, Factory, and Granary text did not update to reflect the resources that they now support (Copper and Bison, respectively).
  • Changes to Mint and Granary are now disabled if using CBP.
  • Belem Tower now grants extra Sight and extra Defense to ALL embarked units (up from just Recon). But grants only 1/2/1 Great Admiral/Explorer/Great Explorer.
  • Recon Units now upgrade along their tech path, instead of to their Great variant, if by Goody hut.
  • Fixed issue with CBP support vis-a-vi Recon Unit upgrades.
  • Updated Resource visibility according to the CBP's settings.
  • Exploration Finisher now grants the extra workable tile. Vicegentry gives +2 Happiness on Harbours, which is changed to on Colonies with CC&C.
  • Maritime Infrastructure now gives a free Harbour in your first 3 cities. These changes were done to make compatibility between Vanilla, ExCE, C&C, H&P, and CBP less of a headache.
  • Various code tidying to try and squeeze out stability.
  • Fixed an error which may have prevented the True Location function for YnAEMP maps from working for the new resources.
  • Belem Tower is now disabled with Policy changes disabled or CBP support on.
  • Added support for Enlightenment Era. EE Explorer and Surveyor removed (hidden, not deleted!), and Explorer, Belem Tower moved to Exploration, Adventurer moved to Natural History.
  • Added missing descriptions for new unit combat classes.
  • Fixed an issue wherein Resources would re-spawn on reloading the game.
  • Thanks to Gazebo, the method of making Jungle impassable has been improved, and, to boot, the AI now understands this.
  • Added indication to the Optics tech (Mathematics in CBP) that it enables units to cross Jungle.
  • Ginger is now a luxury resource. Added +1 Gold to the base yield of Ginger.
  • Health & Plague support is now automatic.
  • Great Recon Units no longer appear in the Tech Tree. They're still unlocked beside their non-Great counterpart.
  • Great Recon outside friendly lands bonus reduced to 20% (from 25%), but their base combat strength is now +2 on that of their non-Great counterpart.
  • Scout and Great Scout moved to Trapping (of course you can disable this! Don't pelt me with mushrooms!)
  • Fixed an issue wherein the added Beliefs did not produce their effect.
  • Added new Belem Tower splash screen.
  • Great Recon units no longer begin with the 'Native Tongue' promotion.
  • Explorers/Great Explorers now have +3 Moves and Adventurers/Great Adventurers now have +4 Moves, instead of the +2 whilst embarked. Airships/Great Airships (teehee) still have +6.
  • Added Resource_JFD_ContinentReplacements table. This will replace one resource with another in a specified continent (can be disabled in User Settings). This doesn't work quite as well as I'd hoped, or as it sounds, because for

    whatever reason America is Europe and Europe is Graeco-Rome and God knows what else on the Earth maps (on YnAEMP its a bit better, but there's already an option to filter unwanted luxuries out).
    • Cow is replaced with Bison in the Americas, otherwise Bison is replaced with Cow.
    • Spices are replaced with Vanilla in the Americas, otherwise Vanilla is replaced with Spices.
    • Gems is replaced with Obsidian in the Americas, otherwise Obsidian is replaced with Gems.
    • Silk is replaced with Dye anywhere other than Asia.
    • Incense replaced with Ginge

Update: 1 sep 2015 om 21:20

Fixed issue with YnAEMP resource gen.

Update: 1 sep 2015 om 12:33

Fixed issue with resource graphics not appearing.