BETA TEST: History Rewritten 1.23

1) Where have you found information about Uwahci'l?

From a book on the Natchez I got out of the library. 'Cunv Uvsel' is the modern Natchez term for the position.

2) OK. Why was there a redesign?

We know what Te Rauparaha looked like and the art really doesn't suit him. More appropriate for a Māori leader from well before European contact.
 
There's an excellent short history of the Mississippians titled Cahokia-- though as you say much is conjecture and no individuals are known. But I am glad that Cahokia will be a capitol as this book invokes its past so well. Unfortunately will be traveling all summer with no way to download or play until mid-August.
 
Various things I've noticed over the last week or so of playing the beta -

Every so often when I try to open the domestic advisor the game crashes. I think it might be related to having captured a city on the same turn but I didn't keep the save game. (attached crash report)

Rams receive the free City Raider promotion when playing as a Tactical leader, but not when a non-Tactical leader builds it in a city with a great temple and Hedonism. It should be both or neither, no?

Colosseum-built Blowgunners seems to work as intended but the combat messages are very strange. (attached screenshots)

Every once in a while when switching civics for 1 turn of anarchy, the anarchy doesn't actually happen -- my brother thought it had to do with Theocracy but it only happened twice that I remember.

Start locations seem to be wonky on at least the Earth (Standard) map, I set up a game with Mali, Kongo and Turkey in it and they started in seemingly random places (tho the other civs - England, Mississippi, Brazil and Korea were all correct)

You mentioned lowering dissent for the AI in this version? I think it may be a bit too low, now - playing on Noble difficulty the AIs seem to almost never have rebellions, let alone new civs spawning (though I haven't played past the Renaissance often)
 

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Every so often when I try to open the domestic advisor the game crashes. I think it might be related to having captured a city on the same turn but I didn't keep the save game. (attached crash report)

Something to do with specialists. Investigating.

Rams receive the free City Raider promotion when playing as a Tactical leader, but not when a non-Tactical leader builds it in a city with a great temple and Hedonism. It should be both or neither, no?

Should probably be neither. I need to prevent Rams and Siege Towers getting free XP as well. The only promotion that's any use to them is Accuracy and I can't easily enable just that one without making them a whole new category of units.

Colosseum-built Blowgunners seems to work as intended but the combat messages are very strange. (attached screenshots)

Fixed, thanks.

Every once in a while when switching civics for 1 turn of anarchy, the anarchy doesn't actually happen -- my brother thought it had to do with Theocracy but it only happened twice that I remember.

Not sure what could be causing that as I'm using the default BTS anarchy calculations again. Sounds like the length is being rounded down to 0 or something.

Start locations seem to be wonky on at least the Earth (Standard) map, I set up a game with Mali, Kongo and Turkey in it and they started in seemingly random places (tho the other civs - England, Mississippi, Brazil and Korea were all correct)

Can you check if this happens consistently or if it was just a one-off occurrence?

You mentioned lowering dissent for the AI in this version? I think it may be a bit too low, now - playing on Noble difficulty the AIs seem to almost never have rebellions, let alone new civs spawning (though I haven't played past the Renaissance often)

Yeah it's a bit low. Will make some tweaks for next beta version. The AI is coping much better now that all the entry level civics are low dissent, so I can dial back some of the assistance I gave it.
 
Hi Xyth,

In my opinion the game feels much more balanced now. The AI dissent it's true that has been lowered too much (the AI is building big empires and I don't see any rebellion), but it's still better than the mess of having too much rebellions and new civs.

The Seasonal Palace it's strangely unlocked with one of the early techs (The Wheel if I'm not wrong).

And when ruling the Scripture tenet, now I'm never getting a free Priest when building a library (which could be due to a extreme bad luck, I don't know).

Thanks,
I'll keep trying
 
In my opinion the game feels much more balanced now. The AI dissent it's true that has been lowered too much (the AI is building big empires and I don't see any rebellion), but it's still better than the mess of having too much rebellions and new civs.

It's much better than it was in 1.22 but the current beta a bit too far in the other direction, especially on the lower difficulty levels. What difficulty are you playing on?

The Seasonal Palace it's strangely unlocked with one of the early techs (The Wheel if I'm not wrong).

It's actually had its tech requirement removed. It unlocks when you've built a certain number of cities (varies by mapsize).

And when ruling the Scripture tenet, now I'm never getting a free Priest when building a library (which could be due to a extreme bad luck, I don't know).

It's working for me so it's probably just rotten luck.
 
I'm always playing on Emperor or Inmortal Difficulty.
I haven't seen yet a rebellion, but I must say I've never gone more far than renaissance.
 
Haven't had a chance to retry that game, but noticed the Spiral Minaret is listed as unlocked by two different techs but only the later one is correct.
 
Was planning to post the 2nd beta yesterday but my testing uncovered some imbalances I need to fix. Need another day or two.
 
Download




Beta Changes

• Burma: Kyundaw (UU) is now a Spearman replacement
• Indonesia: split into the Javan and Malay civilizations
• Maya: fixed Blowgunner (UU) messages
• Mississippi: improved Falcon Dancer (UU) art
• New Leader: Tun Perak (Malaya)
• Hongwu: now Judicial and Political
• Richelieu: fixed diplomacy greeting
• Songtsen: new art
• Nationalism: now stops import and export of culture
• Multiculturalism: no longer affects trade route culture
• Fixed rare error caused by Shwedagon Paya
• Fixed crash caused by Ethiopian Musketman
• Further changes to favourite civics
• Great People tech preferences finalized
• Several adjustments to dissent balance and scaling
• Culture slider can also be used to reduce imported culture
• Nationality renamed Ethnicity (more appropriate term for the mechanic)
• City Screen: trade route display now shows imported culture
• City Screen: Ethnicity bar now sorts by highest culture
• City Screen: Avoid Growth no longer switches off automatically
• Most Natural Wonders added to Earth (Huge) map​
 
Hi Xyth,

a couple of minor things I've had to face in my game as the Malay civilization:
- I've spawned two new civs as colonies overseas. The first one has been the Javans, but the second one has been the Amorites (Hamurabi). Shouldn't it be any other south-east asiatic civ better than Amorites?
- A Quest has been asked me to accomplish, create 6 swordmans. In addition, if I rule the "Hereditary Rule" civic when the Quest is accomplished an extra bonus will be given. But... Hereditary Rule is not an available civic anymore. So, maybe the Quest should be redesigned.

Thanks!
 
Tried to start as Dharmasetu on Earth (Large) but the start location wasn't defined, and so I ended up in the Kongo and all the other civs started in random locations too.
 
a couple of minor things I've had to face in my game as the Malay civilization:
- I've spawned two new civs as colonies overseas. The first one has been the Javans, but the second one has been the Amorites (Hamurabi). Shouldn't it be any other south-east asiatic civ better than Amorites?

Colony selection is handled by the default BTS system, which defines just 1 related civilization (Java in this case), and a random selection thereafter. I'd like to change it so it uses my civil war selection code instead but I'm not sure if this is possible. Will take a look. I suspect it will be possible for the human player, but not the AI.

- A Quest has been asked me to accomplish, create 6 swordmans. In addition, if I rule the "Hereditary Rule" civic when the Quest is accomplished an extra bonus will be given. But... Hereditary Rule is not an available civic anymore. So, maybe the Quest should be redesigned.

Found the problem, fixed.

Tried to start as Dharmasetu on Earth (Large) but the start location wasn't defined, and so I ended up in the Kongo and all the other civs started in random locations too.

Oops, caused by a spelling mistake. This will affect Dharmasetu on all 3 Earth maps. Tun Perak should work fine though.
 
No, on the Earth (Huge) map both Malay leaders' starting positions are undefined. I've got some other feedback, I'll post it tomorrow.
 
No, on the Earth (Huge) map both Malay leaders' starting positions are undefined. I've got some other feedback, I'll post it tomorrow.

Go to /History Rewritten/Assets/XML/Maps/ and in the relevant files (should be obvious from the names) change 'CIVILIZATION_MALAY' to 'CIVILIZATION_MALAYA'. Both Malay leaders should work now.
 
Hi, that dissent is clearly insanely low. But i find something else that bother me.

My empire have 7 cities. High + dissent on almost every one. (Imortal Dif., speed 3?(forget the name))
I use 1. GA from GP to reduce it but it has been not enof. (-50% GA leng tran.)
The + on dissent was still to high.
Then when i faced few turn to rebellion i used GP to second GA. (Plus i don have that -50% and i have Mausoleum +50% GA)
All dissent disappear in few turn and when GA ended i have no problem whit dissent anymore. (All -)

What happen here? did i get to much culture that it conquer the dissent?

It true that i send loot of missionary to my neighbor. He has 14 cities, different religion, only few cities have his religion and i put my religion everywhere. And top of it he has no rebellion at all.
Thx for answer.
 
We started playing multiplayer (newest beta) and all went good so far (till turn 239) except after spreading religion to new city next turn we got OOS :(
 
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