New Beta Version - April 23rd (4/23)

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Gazebo

Lord of the Community Patch
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Hey all,

New beta inbound, mainly bugfixes and performance optimizations. Sorry for the delay since the last beta, I've been quite busy with work lately!

Bugs:

  • Assorted bugfixes and CTD solutions
  • Fixed resource overuse notifications bug
  • Fixed top panel unhappiness icon
  • Fixed Kuna artwork (a little small, though, in the forest - will fix later)
  • Fixed Portugal UA scaling gamespeed
  • Fixed notification spam for losing ally if SoI is active
  • Fixed event losses for things before check is applied
  • Fixed event pop loss bug related to forced citizen status
  • Fixed other event quirks and exploits, and fixed notification persistence/duplication quirks.
  • Fixed some barb bugs, hopefully fixes desyncs

Balance:

  • Tundra/Desert Pantheons: doubled yields
  • Swordsman/Longswordsman and UUs get Shock 1 for free
  • Shock I-III: 10% CS, 25% v. Flanks
  • Dril I-III: 10% CS, 25% v. Cities
  • Spain: food/faith on settle (40/40)
  • Conquistador buffed to 30 CS
  • Korea: scaling specialist yield +1 science, +1 at medieval, +1 at industrial, +1 at atomic
  • Germany: +3 Science/Culture/GAP per CS Ally, +1 of this per CS Friend.
  • Egypt: 5 science/5 culture from artfiacts, 5 gold/5 tourism from landmarks - +20% extra wonder production during Golden Ages
  • Doubled production gained from War Chariot Promotion (renamed Gift of the Pharaoh)
  • Brazil: Buffed Pracinha by 5CS, cut UA yields a bit.
  • England: reduced spy stealing speed pre-Renaissance
  • Worldsize Reformation requirement now scales based on mapsize

New:
  • Added withdrawal chance for units to Unit panel during combat
  • Added Coup possible notification after a coup cooldown expires for CS.
  • Corporations lua fixes from Putmalk
  • Ilteroi changes:
Removed lots of RNG elements in DLL and fixed some constant/non-constant issues - intended to help with desyncs in MP
Major pathfinder fixes and reworks for performance and turn-time improvements​
  • New events from Hokath (yay!)
  • New event parameters included - see gameeventstable.xml for them (free techs, coastal, feature required anywhere etc.)

Not savegame compatible with saves from previous versions.

Download Link

Online as of 1:45am EST.

Cheers,
Gazebo
 
Still think the free shock for swords and longswords is completely unnecessary, but other than that most things look nice.

Drill giving 35% CS versus cities might need to be tuned back slightly.


Great work.
 
Still think that giving swords shock I is basically forcing them to go Shock II and III so they can get March more easily, making Drill a much harder specialization for melee units. Land-based melee basically become irrelevant as city-takers by the time longswords exist without March and a friendly Medic keeping them healed up as the bash their head against city walls. But they also kind of needed a promotion to make up for the fact that they're probably a bit behind the ancient-era troops you have that got 45 exp against barbarians.


Doubled pantheon for tundra/desert might be a little crazy, but it needed to happen for its irrelevance to wide play.

Really love the England change, I hated getting spammed by spy notifications.

Egypt changes seem a bit out of left field. Now they're basically lategame culture-based? Earlygame Golden Ages are barely long enough to produce the extra hammers required for wonders anyway, it'd require a lot more timing and planning to get what is actually a fairly low bonus considering how short golden ages are, especially earlygame. Seems weird to change what is quintessentially an ancient civilization into what looks like a lategame powerhouse. EDIT: Oh, they're keeping the 20% global, just getting 20% even more during GAs. So they get essentially 60% more hammers towards a wonder with proper timing. Nevermind.
 
Still think that giving swords shock I is basically forcing them to go Shock II and III so they can get March more easily, making Drill a much harder specialization for melee units. Land-based melee basically become irrelevant as city-takers by the time longswords exist without March and a friendly Medic keeping them healed up as the bash their head against city walls. But they also kind of needed a promotion to make up for the fact that they're probably a bit behind the ancient-era troops you have that got 45 exp against barbarians.

Well, in practice, let's see what happens. The CS will stack, so you can have a jack-of-all-trades sword with Drill I and Shock I out of the barrack, who still has 20% extra CS for the trouble.

Doubled pantheon for tundra/desert might be a little crazy, but it needed to happen for its irrelevance to wide play.

I agree. I think those are very specifically competing with God of All Creation, which is absolutely insane under certain conditions.


Oh, they're keeping the 20% global, just getting 20% even more during GAs. So they get essentially 60% more hammers towards a wonder with proper timing. Nevermind.

 
Honestly I don't agree with the England nerf, but I can see where people are coming from.

I don't get lots of spy notifications with English spies? England's spies move relatively slowly already? Maybe I'm just lucky? The spy is the only thing England has going for it in the early game, their only ANCHOR you might say.

Heck, even when the renaissance hits, and everybody gets spies, and I actually have a spy to defend, the spy is terrible at defending. It's open season for all the spies until Police Stations start getting built in my games.
 
Maybe it only happens to me, but whenever I meet England I internally and externally sigh because I know I'm going to spend the rest of the game yelling at England to stop spying on me (with her varying between "ok fine i won't" and doing it anyway or "no fok u").

I would have personally tried to think of a way to discourage England from obviously spying on the player nonstop pre-renaissance, because it's utterly obvious to the player that England is screwing around to them, but the AI probably thinks it can hide its spy activity behind other spies, which is true post-renaissance, but obviously not for England earlygame. A clause for England AI that makes it actually follow its spy promises pre-renny would have been more appropriate than nerfing it.


But then in the game I'm playing right now England just sabotaged my Pyramids rush so I guess they're going to be the first to go when I finish setting up my army to take over my continent.
 
If the free shock 1 promotion change is here for good, Japan's samurai might need something extra since I think it already had shock 1 for free in previous versions. Maybe give it drill 1 and shock 1 for free?

Then again, maybe samurai don't need anything extra since they're already pretty strong, especially with the extra experience from dojos.

In any case, thanks for the update. I like the change to Germany and Egypt.
 
Nice.
looking forward to my first bug report :D

edit: I don't see free techs anywhere in gameeventstable
 
If the free shock 1 promotion change is here for good, Japan's samurai might need something extra since I think it already had shock 1 for free in previous versions. Maybe give it drill 1 and shock 1 for free?

Samurai doesn't get a free Shock I anymore. It was removed a long time ago.
 
Any chance for CP - only version of CIV DF (there was one in previous versions, but no in this) or CSD?
 
Any chance for CP - only version of CIV DF (there was one in previous versions, but no in this) or CSD?

Would like to second this sentiment if I could; perhaps CP standalone versions of C4DF, CSD, (and possibly Corporations) will be available when the next FULL version of the patch is released?
 
There have been no changes to 1a C4DF, perhaps you can use the old folder with this one?
 
Thank you, G (and any others involved, of course), for doing God's work here, as always. Downloading. :)
 
Putmalk, would it be possible to add in a tooltip to the diplomacy screen on hover over techs when trading techs? They do so much in cpp that it'd be good to know exactly what I'm trading within the screen. When the AI suggests to trade for one of my techs, I've been reluctant since I don't know exactly what it is I'm giving away.

Thanks for the new beta everybody! Looks great!
 
Putmalk, would it be possible to add in a tooltip to the diplomacy screen on hover over techs when trading techs? They do so much in cpp that it'd be good to know exactly what I'm trading within the screen. When the AI suggests to trade for one of my techs, I've been reluctant since I don't know exactly what it is I'm giving away.

Thanks for the new beta everybody! Looks great!

sure thing. That sounds fair.

Now that I'm more experienced with Lua (vs. back then) this should be quite easy to implement. :)
 
Oh, forgot to make a completed folder for my events. Should be on google drive now.
 
Nice.
looking forward to my first bug report :D

edit: I don't see free techs anywhere in gameeventstable

Should be there. If not ill check my sync folder and make sure it uploaded. In any case it's just an issue with the XML not the dll.

Edit: it is there, in eventchoices.

Code:
<!-- Grants a specified tech for free. -->
<Column name="EventTech" type="text" reference="Technologies(Type)" default="NULL"/>
G
 
Excited, just finished last game. Good timing.
First event Good Omen worked properly. Got the golden age points but no notification as such.
Is this meant to be?
 
Would like to second this sentiment if I could; perhaps CP standalone versions of C4DF, CSD, (and possibly Corporations) will be available when the next FULL version of the patch is released?

Any chance for CP - only version of CIV DF (there was one in previous versions, but no in this) or CSD?

The existing C4DF - CP version that is already at release works fine, I didn't upload it as a beta as it hasn't been changed.

CP-CSD requires some lua fun that I'm not up for currently. Perhaps in the future. You can use CP-CSD together right now, but you'd lose some UI info (as you'd need to delete the lua from CSD).

First event Good Omen worked properly. Got the golden age points but no notification as such.

Let us hope! Spent most of my time this version getting events squared away. I also think I fixed the 'next turn' exploit, but I could never reproduce it so, bleh!

G
 
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