New Version - January 3rd (1/3)

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Gazebo

Lord of the Community Patch
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Hey all!

New version inbound, mainly QoL changes and bugfixes.

Bugfixes
  • Ilteroi's fixes related to plot elements, unit movement, embarkation, and other plot-related bugs
  • Potential bugfix for MP WC desync related to proposals
  • Worked a bit more on warscore and peace diplo AI
  • Smaller bugfixes related to most github posts/reports (typos, missing data, CTDs, etc.)
  • Integrated JdH's Active Diplomacy for MP
  • Integrated Whoward's VMC v69
  • Restored some vanilla values in CP (moved to CBP)
  • Rewrote installation module using new program to be all-in-one (i.e. all versions of Community Patch Project are in same installer) and to intelligently select location of DLC folder for EUI
  • Fixed lancer missing upgrade parameters (CBP)

Features:
  • Added content for JFD (yield elements for Crime mod)
  • Garrisons now take % damage when cities are attacked - % reduced by city defenses

Balance:
  • Razing a city increases your warscore versus the player every turn (a fraction of the city's value to the player is 'lost' in addition to the normal capture bonus) (CP and CBP)
  • Reduced Paper value and Unit maintenance (CSD)
  • Bumped happiness from monopolies to +5 (was +3)

Is not savegame compatible with previous official versions (or with saves from the latest beta version).

New version online as of 1:30pm EST. Have fun, and welcome to 2016!

Edit: Also, I should note that this release marks version 1.0 (technically 1.3, because of the date) of the mod! Hooray, we did it!

Cheers,
Gazebo
 
Awesome, I almost lost hope I'd see the day this happens! :goodjob:

Me too. I hope it works (everything merged properly, even though JdH didn't use any kind of preprocess model for his code. Had to move it all over by hand!). I didn't integrate his debug logging code (as there's not really a need for it), but I can if we find the code isn't working.

Github files being merged and sync'd right now.

G
 
Great work! I wonder which values are they?-Nevermind, just saw cargoship&caravan related thread, guess that's just it.
I guess that garrison feature is for CBP, what would I need to do to enable that in CP? I've looked through various sql files, but couldn't see an option regarding that, is it in luas?(I'm so not modder it's almost painful). Thanks again

Restored some vanilla values in CP (moved to CBP)
 
I don't know if it is or not but when the mod finishes downloading (The Automatic Installer.) Avast brings up a warning.
 
Edit: Also, I should note that this release marks version 1.0 (technically 1.3, because of the date) of the mod! Hooray, we did it!

Cheers,
Gazebo

YOU did it.

Congratulations!
 
The .exe is giving a false positive (hopefully?) with Avast, just FYI. Perhaps a good idea is to submit it to them (I did already). Probably the Inno installer.
 
Christmas has only added to my huge backlog of games to play, and yet I'll still be playing Civ V instead. This is all your fault Gazebo! I'd have moved on from Civ V ages ago if not for this fantastic project.
 
Garrisons now take % damage when cities are attacked - % reduced by city defenses

Is this a good idea?

Cities are pretty easily taken in CPP compared to vanilla as it is.

What is the reason for this change? Other than perhaps it's more realistic?
 
The damage taken by the garrison is damage that isn't taken by the city. They now "share" damage, essentially giving a garrisoned city quite a bit more HP healed per turn.
 
Christmas has only added to my huge backlog of games to play, and yet I'll still be playing Civ V instead. This is all your fault Gazebo! I'd have moved on from Civ V ages ago if not for this fantastic project.

Hah, same thing here! Thanks Gazebo, and company, you've given Civ 5 a great breath of fresh air.
 
The damage taken by the garrison is damage that isn't taken by the city. They now "share" damage, essentially giving a garrisoned city quite a bit more HP healed per turn.

Does the units strength factor? If so, does ranged and melee defence on the unit make a difference? (If the city is bring melee'd or range attacked)

Currently it's easy to have a level 3 siege weapon do such massage damage that it's in the hundred range, how is this going to effect? Does it damage the unit as if it's a unit or as if it's a city (is it just a straight % of damage)
 
Thank you for a fantastic mod! This project is the only reason I still play Civ V.
 
I have been following this mod day after day and I cannot than you enough for all your efforts. Looking forward to getting stuck into V.1 all this week :)
 
Using the automatic installer, Full Installation, and I have no city banners. I deleted my previous version of all CP mods and EUI before running the installer. Anyone else experiencing this? I've ran multiple previous versions of the CP without issue.
 
Using the automatic installer, Full Installation, and I have no city banners. I deleted my previous version of all CP mods and EUI before running the installer. Anyone else experiencing this? I've ran multiple previous versions of the CP without issue.

No banners. I don't have it.. but I remember someone somewhere had something similiar. Make sure you have evreything installed, if not make sure the MOd cache is deleted and that EUI is installed.
 
Anyone had any luck so far using a savegame from the previous beta?

Edit: I should add that I've had no such luck, getting CTDs every time I try and load one of my old saves.
 
Starting a new oddities thing here, updating it as I go.


1. Did something happen with the map-generation? I'm seeing both Salt and Marble on forested hills, seems kinda off.
2. Something seems a bit off with the automated road-building, workers doesn't seem to realize some roads actually exists. For example, earlier if you sent like 3 or 4 workers to do a 'road-to-mode' between two cities, they would all line up on a big row and building a fairly optimal road, now they split up and start building 3 different parallel roads instead.
 
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