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:
Not savegame compatible. Online as of 6:10pm EST.
Beta Download Folder
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:
Balance:
- Incorporated Putmalk's Corporation UI overhaul for testing (thanks Putmalk!).
- Added Corp UI buttons for EUI/No-EUI installations (instead of drop-down menu)
Unit Changes:
- 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)
- 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