Super Power Mod: A Total Conversion Mod for a better late-game experience and modern warfare

Post feature Report RSS 4.1 Update Note(7/26/2014)

Fixed many crash-related Bugs Now working fine with IGE (Ingame Editor) Fixed a bug that AI settlers won’t found cities if starting in non-Ancient eras...

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V4.1 Update


Bug Fixed:

Now working fine with IGE (Ingame Editor) : No longer
"Error" message shown when opening IGE with this MOD on and you are
able to use IGE to edit new resources added in this Mod.

Fixed a bug that AI settlers won’t found cities if starting
in non-Ancient eras.

Fixed a building description text problem in tradition
Chinese language. (Thanks MarbleGargoyle)

Fixed a problem in Civilopedia that may cause CORRUPTED
saved file on some computers.

Fixed a Bug that culture cost for next Policy threshold may
increase abnormally for some civilizations. (Thanks MarbleGargoyle and Maximus)

The “blocking science overflow” function proves to be
defective, which may uncontrollable SCIENCE OVERFLOW. Now it is disabled.

The new specialist rule has been considered to cause CRASH
in AI turns, now it is disabled for the AI, but still functional for human
players (AI will receive a +1 science bonus for all specialists after the human
player entering post-industrial eras for a temporary compensation).

The ranged units attacking city to kill population rule has
been considered to cause CRASH in AI turns, now it is only functional in
battles between human players and AI, temporarily.

The strategic bombers attacking city to kill population rule
has been considered to cause CRASH in AI turns, now it is only functional in
battles between human players and AI, temporarily.

The Mod background image loading function has been changed
to reduce loading time and lower the risk of CRASH.(Thanks the author of
Enhanced User Interface MOD: bc1)

Fixed some problematic Lua events in New Attack Effects.lua
and New Combat Rules.lua which may cause “runtime error” or CRASH.

Replaced some Lua events for some Policies and traits that
may cause CRASH in AI turns. (Thanks eryu)


UI Improvement:

You must use a button called “Move into the City” to order
settlers to join the city. (Thanks far_away_land for the Lua code)

As a result, there will be no “missing settlers” when they
end their turns in a city.



Balanced Tweaks:

Modern Workboat is considered to be useless and cannot be
automated, so it is removed.

Instead, normal workboat will not be consumed after building
naval improvements Fast Minor Turns if researched certain Tech or unlocked
certain policies. However, its cost is doubled and you can only own up to 3
workboats.

Special Forces Unit cannot capture the city if earned the
“Special Ops - Assassinate” Promotion. Now it is replaced by
“Field Combat Survival” which provides +33% Combat Strength in ROUGH terrain
(Hills, Forest, or Jungle)



Super Power Misc Updates:

Unit Automation: when you press the “enter” key, the units
who have scheduled path will no longer be affected to set to “sleep”.

Fast Minor Turns: City States CAN build combat units to
protect them from early barbarian attacks, but up to 6 units only for every CS.

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