New Beta Version - April 9th (4/9)

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Gazebo

Lord of the Community Patch
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Hey all,

New version inbound. Lots of improvements and changes (and a pretty big performance rework for AI military operations - more on that below). Here's the list:

Events Bugfixes and Improvements:
  • Fixed event elements that were incorrect and/or misleading.
  • Refactoring event chance to 1000 (Was 100) to allow for more granularity on events spawning
  • Events should spawn about 30-50% less frequently.
  • Making improvement destruction actually pillage instead (doesn't break terrain graphics that way)
  • Fixed some text issues and some tricksy event chains.
  • Fixed some broken quest elements, and greatly improved some functionality in terms of modability and proper behavior.
  • Fixed audio issues
  • JFD fixed art elements not showing for event popups, and added disabled tooltip system for invalid choices (instead of not appearing, the tooltips will show but be disabled).
  • Added minimum time (10 turns) between events of any specific type (10 b/w player events, 10 b/w city events for the city). Define is set in gameeventtable xml file. Scales with gamespeed.
  • Fixed some quirks in the Active Events Overview tab, and added a Recent Events tab (this one shows events for player/city level that aren't 'active,' don't expire, or the player didn't get to pick. Events leave after their cooldowns expire.)
  • Hopefully fixed issue where multiple choiceless events happening on same turn would overwrite each other in the UI (if not, there's always the new tab...)
  • Added XML docs for event creation (for other modders to use).
  • Added a few new events (see Events.db)

Added following parameters to events:
(Modders - please note that you don't have to add any of these things to your events, as they have default values, but you can if you want):

  • bools: IgnoresGlobalCooldown (Player/City events): allows an event to ignore the global cooldown
  • bools: IsMaster/IsVassal (Player/City Events/Choices);
  • bools: CityHasPlayerReligion, CityLacksPlayerReligion, CityHasPlayerMajorityReligion, CityLacksPlayerMajorityReligion
  • text: added 'EventTech' to Player Event Choice
  • int: ConvertToPlayerReligionPercent (only works if player has an official religion)
  • Added CityEventChoice_ table for resource yields (changes yield on resources in nearby area)
  • Added Player level variants of Resource/Feature/Improvement/Terrain yield changes
  • EventPromotion (Player) now grants promotion to units created during event duration (As well as existing units of proper type).
  • Added EventPromotionCity for cities that gives a promotion to valid units trained in the city for the duration of the event.

Bugs:

  • Worked on multiplayer desyncs a bit (maybe helps, maybe doesn't - shrug)
  • Reverted delta change for savegames - may fix issue with AI civs getting a 'free turn' when you load a game.
  • Fixed quite a few bugs/quirks with AI military and operational logic regarding targeting (should potentially fix passivity we've been seeing on this front). AI expansion and military sizes values adjusted, and some bigger issues with operational merging fixed (AI is...a little terrifying right now.)
  • Ilteroi - changes to CoM logic, and some pathfinding work

New:
  • Incorporated Putmalk's Corporation UI overhaul for testing (thanks Putmalk!).
  • Added Corp UI buttons for EUI/No-EUI installations (instead of drop-down menu)
Balance:

  • Happiness: Increased % need modifier of techs and population by around 15% (should scale a little harder into the late-game, making gluts of happiness less likely)
Unit Changes:
  • Increased Hoplite CS by 1
  • Decreased Cataphract and Elephant CS by 2
  • Austrian Hussar: loses Flank bonus, gains +1 Sight and Lightning Warfare - +3 CS/RCS
  • Cossack: gains 'Esprit de Corps' ability (ranged attacks can push units back)
  • Berber Cavalry: loses Desert Warrior, +3 CS/RCS
  • Comanche: gains free pillage, +1 movement, withdraw before melee

Policy Balance:
  • Progress: Moved Expertise to Liberty, Liberty to Organization, Organization to Expertise
  • Moved +1 Movement to Expertise, +25% worker rate to Liberty
  • Tradition: boosted yield on buildings by +1 (except for Chapel), and added +3 Food to Palace Garden (base)

Not savegame compatible. Online as of 6:10pm EST.

Beta Download Folder
 
Just tried this new version and the first screen was blocked by the Corporations window. Sorry to bear bad news...but I love your work!
 
Just tried this new version and the first screen was blocked by the Corporations window. Sorry to bear bad news...but I love your work!

Runtime errors, yay :D.

Post your Lua.log?
 
Here you go. I recall reading about a similar problem with the last Beta, I think...

I think something you're using is incompatible with the mod.

Code:
[83945.109] File Error: UI/InGame/CivilizationOverview.lua
[83945.109] Runtime Error: Error loading UI/InGame/CivilizationOverview.lua.

[83952.468] Runtime Error: C:\Users\****\Documents\My Games\Sid Meier's Civilization 5\MODS\(2) Community Balance Patch\Modular Elements\Corporations\CorporationsOverview.lua:177: bad argument #2 to '?' (Key must be of type 'number' or 'string'.)
[83952.468] Runtime Error: Error loading C:\Users\****\Documents\My Games\Sid Meier's Civilization 5\MODS\(2) Community Balance Patch\Modular Elements\Corporations\CorporationsOverview.lua.

[83953.015] Runtime Error: Assets\UI\CommonBehaviors.lua:62: attempt to index field 'Panel' (a nil value)
[83953.015] Runtime Error: Error loading C:\Users\****\Documents\My Games\Sid Meier's Civilization 5\MODS\JFD's Rise to Power (v 21)\Components/Sovereignty/Lua/UI/JFD_RTP_Sovereignty_GovernmentOverview.lua.
 
I think something you're using is incompatible with the mod.

Code:
[83945.109] File Error: UI/InGame/CivilizationOverview.lua
[83945.109] Runtime Error: Error loading UI/InGame/CivilizationOverview.lua.

[83952.468] Runtime Error: C:\Users\****\Documents\My Games\Sid Meier's Civilization 5\MODS\(2) Community Balance Patch\Modular Elements\Corporations\CorporationsOverview.lua:177: bad argument #2 to '?' (Key must be of type 'number' or 'string'.)
[83952.468] Runtime Error: Error loading C:\Users\****\Documents\My Games\Sid Meier's Civilization 5\MODS\(2) Community Balance Patch\Modular Elements\Corporations\CorporationsOverview.lua.

[83953.015] Runtime Error: Assets\UI\CommonBehaviors.lua:62: attempt to index field 'Panel' (a nil value)
[83953.015] Runtime Error: Error loading C:\Users\****\Documents\My Games\Sid Meier's Civilization 5\MODS\JFD's Rise to Power (v 21)\Components/Sovereignty/Lua/UI/JFD_RTP_Sovereignty_GovernmentOverview.lua.

...and it might be Rise To Power. I'll figure it out after Force Awakens:crazyeye:
 
No, the kind of issue he's describing is due to an error on this line:

Code:
local OfficeClass = GameInfo.BuildingClasses[[B]hq.FreeBuildingThisCity[/B]];

FreeBuildingThisCity column doesn't exist, which suggests maybe his Buildings table isn't being properly loaded, which means he should also post his Database.log! :D
 
I can still choose multiple rewards in a row in this build. Chose to have a monument give +1 culture, then +1 faith, then +1 gold.
 
No, the kind of issue he's describing is due to an error on this line:

Code:
local OfficeClass = GameInfo.BuildingClasses[[B]hq.FreeBuildingThisCity[/B]];

FreeBuildingThisCity column doesn't exist, which suggests maybe his Buildings table isn't being properly loaded, which means he should also post his Database.log! :D

Site won't let me upload the database.txt file; says that I already have.
 
Reverted delta change for savegames - may fix issue with AI civs getting a 'free turn' when you load a game.

If that will work, then (I thank you)^n!

That was the most painful thing for me the whole time!
 
I can still choose multiple rewards in a row in this build. Chose to have a monument give +1 culture, then +1 faith, then +1 gold.

I can only assume this is a client side issue. Please remove all non CPP mods until it works properly. It works fine on my end and for almost all other users.

G
 
I can only assume this is a client side issue. Please remove all non CPP mods until it works properly. It works fine on my end and for almost all other users.

G

Fair enough.
I had to disable JFD's Exploration Continued Expanded mod (v 14) but it worked then.
 
Just tried this new version and the first screen was blocked by the Corporations window. Sorry to bear bad news...but I love your work!

Getting this too. Using CulDiv and CulDiv sountrack and nothing else. Gonna try without those and see if it changes.
 
Getting this too. Using CulDiv and CulDiv sountrack and nothing else. Gonna try without those and see if it changes.

As always post Database.log and Lua.log.

I wasn't getting those errors when I pushed to master, so it may be a client-side mod conflict.
 
Weird bug: I had a CS quest to build Stonehedge, built it, but the quest didn't complete. It's still open; been a few turns now. Only other mods are InfoAddict and QuickTurns. Everything seems to be working swimmingly so far.



EDIT: I should mention other CS quests are completing just fine--clearing barbarians, hooking up luxuries, etc.
 
I noticed Civ IV Diplomatic Features is now (4) instead if (1a). Does that mean we CP-only users can't use Putmalk's Vassal system?
 
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