A new version of the Apolyton Edition
is ready for testing and playing. It is featuring a new way to upgrade units, an improved AI and a flicker bug fix.
If you want to upgrade units there is now an extra button on the unit order button bank, on the status bar you can see: How many units you can upgrade in the active army. How many units you could upgrade if you had the gold to do it. And the total number of units in the army. Furthermore, you see the gold you need to upgrade all the units you can upgrade and the gold you would need to upgrade all units in the army.
Various fixes have been added to the AI. In addition, the basic AI unit to goal assignment algorithm was redesigned. So that the AI now checks first whether it has enough units for sieging a city, instead of assigning and moving units to a city with canceling the goal if it figures out later that it does not has enough units. Also the AI unit rally algorithm has been redesigned so that the AI can group its units before it sieges cities.
A very nasty bug was a flickering of the tile highlight square that is painted around the tile on that the mouse pointer points. Such flickering draws your attention to it, even if nothing of interest is there, this is very tiring, but now it is removed so that you can play longer without getting tired.
Here is the download link
And here is the list of changes from the readme:
2008-10-08 (Revision 907)
Fixed: The tile highlight square at the mouse pointing position does not not
blink anymore. In general, blinking items draw attention even if
there is nothing important. In that case it was blinking always at
the of the GUI repainting speed, which just makes the player tired.
Fixed: The AI now uses the right settle city bounding rectangle for settling.
Changed: The AI only considers a city in its goal assignment as unexplored if
no tile improvement is visible. That is the same way as a human player
behaves, since if he sees a tile improvement without a city then he
concludes it must be in the dark.
Added: Extra upgrade command for the order button bank. The upgrade command
has to be enabled before the game start from special rules screen.
The upgrade command button is only visible if an army is active
that contains an upgradable unit.
Fixed: The AI does rebuild its capitol if it has lost its capitol.
Fixed: The ration, workday, and wages sliders now add happiness, even if
the overall slider happiness is positive. This behavior is the
expected one, even if the programmers capped the total increase,
Changed: Cities are now watchful for seven turns like in Cradle, so that
slavers go more to other cities.
Changed: If the AI build for offense it builds city walls first. Makes its
defense stronger and protects from slavery.
Fixed: Slaves do not go to cities if those cities are at the population
Fixed: Slave raid failure message now displays the target city correctly.
Fixed: Slavers do not go to cities with walls.
Fixed: The AI does not consider boats with cargo as defenders although
the cargo cannot defend. (e.g. Slavers)
Changed: Cleaned up various AI code files to improve code reliability and
Fixed: The game does not crash anymore if a new civilization has the same
player number that was used by a civilization killed previously.
Fixed: A crash while the game checked whether a unit can settle.
Changed: Instead of moving units first to a goal and then canceling the goal
if it has not enough units when the units were already moved, it now
does not send its units to those goals at all.
Changed: The AI now considers all goals on the base of nearby units.
Changed: The AI uses an algorithm for rallying troops that works.
Fixed: Slavers now go to cities with at least to population points.
Fixed: Some problems in multiplayer, but not all.
Changed: Some settings in goods.txt and DiffDB.txt for the Apolyton Edition Mod.
Fixed: A crash with missing population assignment data.
Fixed: The AI can now settle more than one city per turn.
Fixed: A potential crash in the char window.
Fixed: A bug caused by adding new civilisations during the game.
Fixed: The AI strategy is restored after a game reload, this fixes the AI's
settling behavior for instance.
Fixed: A bug that makes the game crash if a unit is killed after a reload
before it had its turn.