Since we tend to update the main mod quite a bit, I know it can be challenging for submod creators to keep things properly updated for their individual submods. So, going forward I will do my best to post our internal fix packs after we have released updates. This will allow submod creators to see what tables have been changed and make it easier for them to update their submods.
Test Packs from Previous Updates
January 13 1.2.4a - http://www.mediafire.com/file/rv5qv6...124a.pack/file
March 12 1.2.4b - http://www.mediafire.com/file/g7ubqm...124b.pack/file
August 3 1.2.5 - http://www.mediafire.com/file/9tvgfj...ack125.7z/file
December 31 1.2.5b - http://www.mediafire.com/file/cgdhlv...125b.pack/file
July 19 2020 1.2.5c - http://www.mediafire.com/file/71hktl...ck125c.7z/file
Sept 11 2020 1.2.6a - http://www.mediafire.com/file/fe85213qzkojw00/file
Sep 22 2020 1.2.6b - http://www.mediafire.com/file/pcjewk5jtbmcl1c/file
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Also, these help when modding/testing:
"Cheat" Mods
These are used for modding purposes to help test and make mods, but can be used for "cheating" too
Invincible Armies/No Upkeep - From pawelrut, this mod makes it so that you can sit with a stack and defend indefinitely if you want to watch the AI.
Generic Cheat Mod - 1 Turn Research/Build time, no build cost, no resource requirements, no army/agent caps, reforms trigger in the first few turns
No Fog of War - Recruit 1 spy to remove all fog of war. Be warned the AI will act very differently without fog of war.
AI Can't Move - This allows you to test without worrying about the AI attacking. Made by Jake_Armitage.