Changelog for Call to Power II
2011-06-12 (Revision 1111)
Fixed: The game does not crash, if a city is supposed to be converted and the
converting unit was killed the turn before.
Fixed: The AI does not try to disband settlers anymore.
Fixed: After a reload, the correct strategy is loaded for the AI.
Fixed: The AI does not use units for garrison if they are not needed. This
frees troops for other tasks.
Fixed: Thread and power calculation have been corrected so that the AI does
not waste ressources to fullfil its tasks.
Fixed: The AI does not hunt enemy units far away from home, just because one
has been seen by a spy.
Fixed: The AI uses the nearest unit as rally point for rallying troops. This
way the AI does not get distracted.
Fixed: When the AI is rallying armies, it marks all armies as being used,
even so they are not used. This prevents the AI from assigning those
armies to other tasks, so that the original task can still be
Fixed: The AI ungroups stealth units from non-stealth units if their goal
is a stealth goal.
Fixed: The AI does not move ships before all passangers are on board.
Fixed: The AI does not use units for beach assault that cannot beach assault.
Fixed: The AI unloads cargo helicopters if they reached land, and there is
only land up to the target.
Fixed: Finished the Oceanforming tab for modders.
Changed: Reduced memory requirements for the AI and sped up the AI.
Fixed: Fixed inccorect calculation of ZOC.
Fixed: The AI unloads its cargo from helicopters in front of the target city
instead of flyring there with the helicopter.
Fixed: Fixed city happiness calculation so that it depends correctly on crime
and pollution. This way the numbers are the same if an entertainer has
been added and then removed.
Changed: The AI waits with building wonders until it has four cities or no
space for more cities.
Changed: The userprofile options crash logging, show city production, civ flags,
enemy health, and new combat have been enabled by default. The
userprofile option scroll delay has been disabled by default.
Changed: The difficulty were renamed to classic civ difficulty names.
Updated: The AE mod to the current state of the Apolyton Edition.
Changed: The AI reconsideres the plans for its units like their paths if they
reveal foreign units.
Fixed: The calculates the strengths of its units correctly even if they are
Changed: The AI is more likely to conquer cities that are on another continent
but on another side of a strait the AI has access to.
Changed: The AI does not try to use its transporters as attackers, so that
their goal does not fail.
Fixed: The AI recalculates the needed numbers of transporters for it goals
after a process match cycle, this prevents the goal from failing.
Fixed: The AI continues on a goal even after grouping in a city.
Fixed: Fixed city support cost calculation.
Added: Added /beginscheduler command to the chat window. This way the AI
unit movement can be tested without waiting on the other AIs.
Fixed: When the AI steps on an invisible unit it is revealed to the AI so
the Ai can bypass this unit or kill it.
Fixed: Fixed the AI desire war calculation.
Fixed: If a slave raid fails, because the slaver has not enough movement
the victim does not hear that.