
A rough summary of changes we made in the TAC-DLL

Version: TAC 2.03

Date: 11-04-2012

Credits: Thx to Ray for helping me to create this document.

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// TAC - AI Assault Sea

	UNITAI_ASSAULT_SEA imported from Better BTS AI. It makes the AI loading military units on a transport ship and send it to an enemy target city. Technically it is working. Unfortunately ingame the AI makes rarely use of it, often failing to provide the prerequisites for a naval invasion.
	

// TAC - AI Assault Sea Fix
	
	This was a vanilla bug with UNITAI_ASSAULT_SEA transports being trapped in Europe forever.


// TAC - AI Attack City

	UNITAI_ATTACY_CITY imported from Better BTS AI. This makes the AI creating stacks of Cannons and Cuirassiers to attack target cities over land.
	

// TAC - AI BTS Groups

	Adds compatibility for processing selection groups from Civ4 BTS. It is needed for importing UnitAIs from Better BTS AI. Groups in Colonization can	now have multiple units, allowing the AI to create stacks.
	

// TAC - AI Buildings
	
	It helps the AI to decide which buildings to build in a settlement.
		

// TAC - AI City Defense

	This is all about defending cities. Vanilla had some bugs I tried to fix.
	

// TAC - AI City Sites

	Some changes to encourage the AI to found new settlements.
	

// TAC - AI Counter Units

	Minor changes to UNITAI_COUNTER.

	
// TAC - AI Economy

	Decides which goods to buy and sell in Europe. Changes the AI behaviour of import and export settings in settlements. Most Yields are transported now to a central habor city (choosen by the AI) before sent to Europe. This is an idea from Kailric's Custom House mod and makes AI sending its ships to Europe more profitable.

	
// TAC - AI Escort Sea

	Simple UnitAI for escorting transports in naval invasions. Ported from Better BTS AI.

	
// TAC - AI Explore from Ship endless loop fix

	A bugfix for AI unloading scouts from transport ships leading to freezes.
	
	
// TAC - AI Feature ignore for improvement previews fix

	Fixes a problem with the preview tooltip for estimating income changes by Farm or Plantage improvements.  
	
	
// TAC - AI Improved Naval AI

	UnitAI improvements for sea units. I fixed some bugs (especially CvUnitAI::AI_transportSeaMove()) and created a basic strategy for transport ships to avoid foreign pirates. 
	
	
// TAC - AI Keep neutral routes fix

	Native units will keep roads in the wilderness intact.

	
// TAC - AI King no Europe trading bugfix

	Disables trading in Europe for king players.

	
// TAC - AI Mauritsstad Bugfix

	This was a CtD bug in TAC 2.02a. The missing "puzzle piece" for fixing that bug was discovered in the AI city of Mauritsstad, hence the name.
	
	
// TAC - AI Military Buildup

	A new strategy (STRATEGY_MILITARY_BUILDUP) to teach the AI to save up money for buying an expensive unit in Europe by cutting all other spendings (e.g. hurry buildings)
	
	
// TAC - AI More Food

	Minor changes to increase the food output in AI settlements
	
	
// TAC - AI More Immigrants

	A cheat that gives free immigrants to the AI in Europe. Can be controlled by iAIImmigration (CIV4HandicapInfo.xml) and iAIImmigrationModifier (CIV4WorldInfo.xml).
	
	
// TAC - AI Native Hammer Bugfix

	An obscure bug that beamed negative hammer outputs to native settlements.

	
// TAC - AI Overflow Sell

	Small AI bonus to sell stored yields in settlements. Settings: iAIOverflowSell (CIV4HandicapInfo.xml)
	
	
// TAC - AI produces FF Points

	AI can choose now to produce Founding Father points inside a city. 
	
	
// TAC - AI purchases military units

	It helps the AI to decide which units to buy in Europe. 
	
	
// TAC - AI Revolution

	New conditions for AI declaring the Independence. It checks now for rebel sentiment and military power of AI player vs. King. Settings: AI_REBELS_FOR_REVOLUTION, UNIT_REVOLUTION_RATIO (GlobalDefinesAlt.xml).
	
	
// TAC - AI Scouts

	Added ability for AI Scouts to attack enemy targets. 

	
// TAC - AI TaxRate

	Introduces a limit for AI player's tax rate. Check iAIMaxTaxrate (CIV4HandicapInfo.xml).
	
	
// TAC - AI Training

	It helps the AI to decide which units to train in a settlement.
	
	
// TAC - AI Wagon Train Cheat

	An AI cheat removing all extra wagon costs (e.g. Horses, Tools and Clothes).
	
	
// TAC - Clear Specialty Fix

	Bugfix for CtD when clearing an unit specialty inside a city screen.
	
	
// TAC - Correct Geographical Placement of Natives

	Places the native tribes from north to south.

	
// TAC - EDUCATION COST SYSTEM

	New education system.
	
	
// TAC - Endlos-Handelsbug Fix

	A bug fixed by NetBandit. I think it was about an exploit being able to sell and resell goods to an AI player making constant profit. English name: "Endless trading bugfix".
	
	
// TAC - FF Picture Popups

	Places an image on top of the Founding Father popup. 
	
	
// TAC - Generic Parameters for Events
	
	Additional parameters for creating XML events.
	
	
// TAC - Goto Menu

	A small menu allowing the player to send an unit to a selected city.
	
	
// TAC - Great General Names

	Unique names for the Great General unit.
	
	
// TAC - Immigration Max Cross Limit

	Introduces a fixed limit for the cross rate generating immigrants in Europe. Settings: IMMIGRATION_MAX_CROSS_LIMIT (GlobalDefinesAlt.xml).

	
// TAC - LBD

	The popular learning-by-doing feature created by Ray.
	
	
// TAC - Messages

	Shows some main log messages about warehouse and education levels.
	
	
// TAC - Military Cargo Ships (Performance Bugfix)

	Fixes a bug by allowing carracks and galleons to enter native settlements.
	
	
// TAC - Multiple Immigrants

	Allows the player to acquire more than one immigrant per turn depending on player's cross rate.
	
	
// TAC - Nature Objects

	Shows images of forrest and wildlife in the early city screen.
	
	
// TAC - No Europe screen access in diplomacy mode

	Prevents the player from access to Europe screen while acting in diplomacy mode.

	
// TAC - Pirates can't enter foreign settlements

	Disabled pirate ships ability to enter foreign settlements.
	
	
// TAC - Price Limits

	Ensures a minimum price for processed goods in Europe. Settings: iBuyPriceMin (CIV4YieldInfos.xml).
	
	
// TAC - Python Export

	Some DLL functions exported to Python. I think it was needed for Ronnar's event toolkit.
	
	
// TAC - Reduced REF Option

	Game option for reducing the size of the royal army (REF) by a given value. Settings: REDUCED_REF_PERCENT, ENABLE_REDUCED_REF_FOR_AI (GlobalDefinesAlt.xml).
	
	
// TAC - RESPAWN Option

	AI players are now removed from the New world if they haven't owned a settlement for xx turns. Settings: KI_RESPAWN_OFF (GlobalDefinesAlt.xml).
	
	
// TAC - Ship Names

	Provides an unique name for each ship unit created ingame.
	
	
// TAC - TAC Interface

	Dll support for the new main interface.
	
	
// TAC - Trade Messages

	Dll support for the trade log table in the Europe screen.
	
	
// TAC - Trade Routes Advisor

	Dll support for the new trade routes advisor.
	
	
// TAC - Unit Art Styles

	Some adjustments of Androrc's Unit Art Styles modcomp needed for TAC.

	
// TAC - Whaling	

	Whaling feature based on Aymerick's Whales and Whalingboat modcomp.
	
	
// NBMOD EDU

	Education component of the NB-Mod.
	
	
// NBMOD REF

	Changes the military buildup of the king player. Part of the NB-Mod.

	
// NBMOD TAX

	Introduces a max tax rate concept for the human player. Part of the NB-Mod.
	
	
// Androrc UnitArtStyles

	Unit Art Styles modcomp made by Androrc the Orc.
	
	
// Custom_House_Mod

	A partial import of Kailric's Custom House mod needed for AI economy changes. The custom house part itself is not included.
	
	
// EmperorFool: Events with Images

	Adds the ability to place pictures in events and quests.

	
// PatchMod: Achievements

	Dll support for achievements.

	
// PatchMod: AI immigration boost

	Part of the AI immigration cheat.

	
// PatchMod: Berth size

	Units can occupy multiple transport slots (e.g. treasures).
	
	
// PatchMod: Check Europe prices after each trade

	Updates prices in Europe after each trade instead once a turn.

	
// PatchMod: Random Start Locs

	Makes the players starting locations more random.
	
	
// PatchMod: Spread out start locs

	Increases the distance between players starting locations.
	
	
// PatchMod: Stop MoW's entering native settlements

	Removes the ability of King's MoWs to enter native settlements.

	
// PatchMod: Victorys

	Adds the production victory from the patch mod.
	
	
// Dale - AoD: AI Autoplay

	Dll support for the AI autoplay feature in the AOD2 cheat menu.
	
	
// TAC Capturing Ships
	
	Allows some ships to capture some other ships, with random chances, Balancing in GlobalDefinesAlt.xml.

	
// TAC European Wars

	Diplomatic event of the king asking you to declare war on another player.

	
// TAC Native Mercs

	Diplomatic event for hiring native mercs.

	
// TAC Revolution Support

	Diplomatic event for getting military support in revolution from foreign kings.

	
// TAC: ray Starting Location
	
	Allows random starting locations of Europeans, distance from center of map is configurable at Handicaps.

	
// ray Hammer Icon Fix

	Solves a bug with icon for hammers, that is common to all mods that modifiy list of yields, meaning having changed gamefonts.

	
// ray16 Order of Call changed - now after doProdutction

	Small change to prevent problems with LbD.

	
// ray Multiplayer Random Fix

	Some small fixes to LbD to prevent OOS in Multiplayer.

	
// ray10

	Changes made to publish functions of NBMOD to Python.

	
// ray14
	
	Capturing of unarmed units.

	
// ray15
	
	Natives equipping themselves with weapons and horses after battle

	
// ray17
	
	Cocoa.

	
// ray18

	Paying compensation to natives after conquering cities, currently feature is deactivated.

	
// ray19 

	Fixes small bug with message at creation of Great General.
	
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Happy modding! :)

koma13
