Unofficial BTS 3.13 patch

I don't strongly agree/disagree. But towards the end of the unofficial patch was starting to think some changes weren't necessary/game breaking. Most everyone that knew of it, used it - the things it changed that we may/or may not of agreed with were few and far between all of the other issues it resolved.
 
I don't strongly agree/disagree. But towards the end of the unofficial patch was starting to think some changes weren't necessary/game breaking.
Half of the official patch weren't necessary/game breaking.

I think Solver and Bhruic did pretty well, actually. And, of the few things Firaxis left out, I personally tend to agree more with Solver/Bhruic that they were good for the game.

In any event, there are still more things out there that need fixing, that ARE game breaking. Hopefully they'll get to them.

Wodan
 
Another factor is a long QA cycle. Anything done recently here might not be viable for a release.

If Bhuric screws up, it matters less than if Firaxis screws up. :)
 
How about a list of changes in 3.17 that is not in Bhruic's? That might tell people if it's worth it to dump Bh and go to 3.17.

Wodan

Here you go. I omitted the Final Frontier/Next War section. There might be more in there from Bhruic's patch that I missed.

Spoiler :

GAMEPLAY

Cavalry and Cuirassiers can Flank attack Cannons and all earlier siege weapons
Gunships can Flank Attack Cannons, Artillery, Mobile Artillery
Flanking damage now depends on strength of defending unit, not on strength of siege weapon
Flank attack now has a maximum number of siege units it can affect
Horse archers no longer receive attack bonus against Trebuchets
Destroyer: no longer upgrades to anything
Stealth Destroyer: lower cost, 2 first strikes, no bombard, no interception
Attack Submarine: Increased cost
Airship no longer gets bonus attacking ships
Airship does 20% maximum air strike damage
Machine Gun and Anti-Tank get 20% air interception chance
No withdrawal when attacking amphibiously
Siege weapons cannot attack amphibiously
Reduced war weariness
[FROM BHRUIC'S PATCH]New Colonies have their parent civ's tech brokering restrictions
[FROM BHRUIC'S PATCH]New Colonies have knowledge of their parent civ's maps
[FROM BHRUIC'S PATCH]New Colonies cannot trade away their motherland techs under "No tech Brokering" option

New Colonies no longer affect domination limit
Significantly increased barbarian ship spawn
Bunkers also protect against collateral damage from air units
Units in ships no longer gain fortification/espionage bonus
Goody hut gold now scales with game speed
Increased "support city revolt" cost
Explorers cannot be drafted
Combat line of promotions not available to Siege
Friendly locals event expires with Nationalism
Mother lode event: yields more gold on average
Miracle event expires with Rifling
Partisans event active in every game
Blessed Sea event no longer tied to a specific ship
Barbarian uprising events can occur only if you can build a counter unit
Global warming in forests and jungles just removes those features, without turning plot to desert
Global warming takes into account the number of forests and jungles in the world
Global Warming is affected by unhealthy buildings in addition to nuclear explosions.
Re-added cap to number of active Corporation Executives (5)

AI

[FROM BHRUIC'S PATCH]Automated Workers no longer idle when railroading is possible
[FROM BHRUIC'S PATCH]AI units considered unsuitable for city defense are no longer prevented from healing in cities
[FROM BHRUIC'S PATCH]Improved worker threat assessment
[FROM BHRUIC'S PATCH]Fixed bug that caused the AI to trade for resources it already had
[FROM BHRUIC'S PATCH]Spies no longer interrupt their mission when moving next to an enemy unit
[FROM BHRUIC'S PATCH]Own vassal cannot be considered "Worst Enemy" by the AI.
[FROM BHRUIC'S PATCH]AI less likely to build Executives if they can't afford to use them or already have enough of them
[FROM BHRUIC'S PATCH]AI takes time already worked into consideration when selecting plot to work
[FROM BHRUIC'S PATCH]No AI relationship penalty for declaring war on a third party if that AI is at war with the third party as well
[FROM BHRUIC'S PATCH]Can found Corporations in Mercantilism
[FROM BHRUIC'S PATCH]Vassals of a capitulating Master do not automatically sign peace with the victor

Lowered capitulation threshold
Missile carriers carying missiles are no longer as reluctant to defend

ENHANCEMENTS

Added "No Espionage" game option
[FROM BHRUIC'S PATCH]Withdrawing units get unselected from their selection group
- just like they get unselected if they win and cannot advance
[FROM BHRUIC'S PATCH]Espionage ratio for humans displayed in score tooltip
[FROM BHRUIC'S PATCH]Fixed city Healthy/Unhealthy bonus display (events)
[FROM BHRUIC'S PATCH]No messages about empire splits of players you have not yet met

Globe layer sub-options saved in user profile
Liberate city nag no longer occurs twice for the same city in the same session
City advisor nags do not occur when city is in disorder
Advanced start: All team starting plot locations indicated with red circles
- any team member can use any starting plot
Players get an announcement when a Defensive Pact is signed
[FROM BHRUIC'S PATCH]Added stationary spy discount mouseover
Added popup for when spaceship mission fails
Added some extra mouseover information to diplomacy screen
Fixed main interface to correctly fit all advisor buttons on the right
MapRandSeed = 1 has no effect in multiplayer games
Cleaned up debug menu
Can't exit to main menu after having used the debug menu (Ctrl-D)
- Prevents multiplayer cheats, as well as possible hangs and crashes
Mods read previous game options from .ini unless they have the ForceGameOptions = 1 in their own mod .ini
Removed some unused code (SDK)
Added tectonics map script (thanks LDiCesare)
Added Earth2 map script (thanks GRM7584)
Added RandomScriptMap map script (thanks Refar)
Added three new options to Team Battleground map script (thanks ruff_hi)
Exposed some trade screen functionality to the SDK
Added ability for AI Diplomacy screen to display icons in the text
WorldBuilder saves named units
Fixed XML read issue (for mods)
Added a faster file enumeration method for modular XML loading (unused)
Removed inlined code from CvXMLLoadUtility (inlining breaks DLL mods)
Added ability for mods to specify minimum version (MIN_VERSION in GlobalDefines.xml)
Unit graphic on main interface updates when unit art changes (mods)
Aded Python wrapper function: CyPlot::setOwnerNoUnitCheck.
Added Mesoamerica Mod

BUG FIXES

[FROM BHRUIC'S PATCH]Fixed bug with building culture bonus mouseover
Fixed multiplayer hang when loading a game without all human players present
Fixed reload crash
Fixed info screen demographics Import/Export rank reversal
[FROM BHRUIC'S PATCH]Ships in foreign ports no longer get bumped to strange places upon war declaration
Fixed bug with Great General threshold in team games
Fixed "cityAcquiredAndKept" python event bug
Preventing key clicks from going through the MP diplomacy screen to the main interface
Fixed bug with barbarian unit spawn
Fixed Donut map script Italian and Spanish desert/ocean translations
Fixed auto-raze bug with certain game option combinations
[FROM BHRUIC'S PATCH]Fixed selection issue with Warlords attaching to units when the Great General is part of a selection group
[FROM BHRUIC'S PATCH]Spies no longer bumped out of enemy borders when declaring war
[FROM BHRUIC'S PATCH]Workers on Transports no longer capture cities (thereby displacing all other units) when city is captured
[FROM BHRUIC'S PATCH]Privateers cannot enter other teams' empty cities
[FROM BHRUIC'S PATCH]Fixed empire splitting bug where a previously-existing civ could be resurected

Fixed Worldbuilder python exception
[FROM BHRUIC'S PATCH]Can no longer base an unlimited number of air units in foreign cities
[FROM BHRUIC'S PATCH]Mouse-over for Worker actively working a plot no longer counts Worker twice

Fixed bug in recommended graphics settings
[FROM BHRUIC'S PATCH]Fixed bug with spy inability to destroy any buildings in certain cities
Fixed bug that increased spy interception chance
Fixed some UN/AP voting time-delay issues
Fixed a text bug caused by cached translations
Worldbuilder no longer allows you to unreveal visible plots
Fugitive event: fixed text bug
Fixed "Impeachment" event
[FROM BHRUIC'S PATCH]Fixed "Partisans" event to trigger only under emancipation
Civilopedia correction: Custom House affects all foreign trade routes, not only intercontinental.
Fixed AI crash
Fixed Barrage promotion bug
Fixed combat message log for hidden nationality units
[FROM BHRUIC'S PATCH]Fixed bug with espionage culture mission
Fixed minimap update on reload
Fixed crash on city conquer
Fixed bug in event city and unit random selection
Gifting a city upon conquest gives liberation diplomatic benefits.
Fixed Advanced Start hang when starting without enough points to buy first city
Fixed Advanced Start stored food inconsistency on population buy/sell
Fixed bug with non-global, non-team quests not clearing upon completion
Fixed bug where you would not get a palace if you captured a city before founding one
Fixed potential AI infinite loop
Next war update to match epic game
Fixed rare bug where Barbarian Horse Archers could sometimes bump your units out of your cities
Autorun saves are now loadable
Updated Next War and Gods of Old with epic game changes
Fixed AI another crash
Fixed AI infinite loop
Fixed improvement yield change mouse-over
Fixed python exception in Improvement civilopedia (mod-specific)
Fixed recommended unit button in build popup (mod-specific)
Improvement construction cost is deducted when a project begins, rather than when it's finished
- fixes Starbase exploit in Final Frontier
 
Technically, you are agreeing with that statement..

I find that a bit circuitous.

I believe you are misunderstanding Dale's statement.

I read Dales statement. Hence, the "opinion" statement.


I also watched the evolution of Bhruic's Patch and the discussion over each change. I'm familiar with Bhruic's Process of making a Patch or series of patches as I've worked and discussed many a point with him over MoO3. He doesn't make patches all *willy nilly* or at a whim bur only after disscussion and consensus.

And yes there were those that dissented over some/parts of the patches content. But they were clearly in the minority.

JosEPh ( Keeper of The Roll Call, AtmoO )
 
I personally am going to stick with Bhruics for a little while. I love that river generation for balance goes back through and assigns nearby deserts a floodplains attribute. From the way the map is generated this has always seemed like a bug since vanilla. Here we are finally in BTS and someone actually put this change in.

I even posted about it a year ago when I was attempting to change it myself but got no replies. Now, here I sit with the fix and the only thing I find intriquing about 3.17 (that I can't change myself) is the no espionage option. I will probably go to 3.17 at some point in time but I finally got a long wanted fix. Thanks, Bhruic :goodjob) and I am gonna savor it for a while.
 
I personally am going to stick with Bhruics for a little while. I love that river generation for balance goes back through and assigns nearby deserts a floodplains attribute. From the way the map is generated this has always seemed like a bug since vanilla. Here we are finally in BTS and someone actually put this change in.

I even posted about it a year ago when I was attempting to change it myself but got no replies. Now, here I sit with the fix and the only thing I find intriquing about 3.17 (that I can't change myself) is the no espionage option. I will probably go to 3.17 at some point in time but I finally got a long wanted fix. Thanks, Bhruic :goodjob) and I am gonna savor it for a while.

You could always do a dual install and have both. Just copy your 3.13+Bhruic into a separate folder, then install the 3.17 patch. It should only install 3.17 on the Civ in the "proper" folder. Then you can just run 3.13+Bhruic directly from that EXE, and play around with 3.17 whenever you felt like it.
 
In a nutshell, what is the forest spamming problem again? And is the forest spamming problem in default v3.13/v3.17?
 
Both the default 3.13 and 3.17 patch include the "bug". Bhruic fixed it as per listed, but solver (as of 0.19 has not)

Tweaks/bugfixes to improve starting city locations (thanks SevenSpirits)
Note that this also includes the floodplains fix for rivers as well, which IS included in solvers patch.

Compute a threshold for starting location quality at 80% of the best starting location.
For each civ, if it is below that threshold
__iCount = 0
__For each plot in the fat cross
____//If SorenRandNum test based on iCount
____If plot does not have a bonus resource, and isn't the center plot
______Add a forest if possible
______iCount++
____}
__}
__iWaterCount = 0
__for each plot in the fat cross
____iWaterCount++
____if isWater()
______check for water resources
____else
______check for land resources
____}
__bLandBias = (iWaterCount > MAX_NUM_TILES/2)
__Add resources to tiles that can support them, until value > the 80% threshold established earlier, or until (2*waterResources + 3*landResources) >= 12
}

The problems are, first, the If test based on iCount should not be commented out. With that test in place, forests will be added to a few tiles. With it commented out, forests are added to every single non-resource tile that can support a forest. This leads to the familiar "buried in forests" starts that we've come to loathe since BtS (at least I loathe them, since they force BW before you can build cottages/mines/etc). Plus there's the pernicious effect further down, that additional resources generally can't be added to forested tiles. So when the code tries to bring the starting position up to the 80% threshold, it either does it by spamming seafood or not at all. Note that iCount is not used anywhere else, so it's pretty clear that commenting out that line is indeed unintentional.

Second, and less seriously, iWaterCount++ belongs inside the isWater() test. As written, iWaterCount will always add up to MAX_NUM_TILES - 1, and bLandBias will always be true. bLandBias exists to encourage addition of land resources to water-heavy capitals.
 
Will it still work to play the GOTM games of BTS with this "fix" or will the save not work and your submitted save isn't validated here at civfanatics?
 
BOTM's can only use BUFFY as a mod. However, note that BTS is on 3.19, so many of these issues have already been ironed out. Not sure if you are referring to a specific issue. If you are patched up anyway, I would assume that this very old "unofficial" patch would not only be obsolete but would break the game.
 
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