New Version - July 7th (7-7)

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Gazebo

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Hey all,

New version inbound. Some good stuff here. Here's the changelog:


LUA:

  • Putmalk: Added #office/franchise values to corp screen
  • Fixed some No-EUI stuff, and removed EUI black borders stuff
Events:
  • Added a few new events, and reworked most 'building' choice events to either fire once for whole empire, or to be an empire-wide decision
  • Added Events 'explanation' system for choices - automatically generates tooltips for disabled event choices so that players have a better idea as to why they can't select them
    Can be overwritten with the 'DisabledTooltip' XML element
  • Removed all Hokath/Xony/Enginseer/etc. non-core events (as they're being built into a Events modmod)
  • Events System: Added RequiredNoActiveCityEvent/RequiredNoActiveCityEventChoice to Events table, and RequiredNoActiveCityEventAnywhere/RequiredNoActiveCityEventChoiceAnywhere for CityEvents
    Check for events either currently on cooldown or 'oneshot' events, returning false if the required event/choice is active
    Should allow you to have city-level events/choices that only fire once across the empire (only one 'Old Man and the Sea,' for example), or player events that fail if any city event/choice is active.

DLL:

  • Ilteroi: work on operational and tactical AI
  • AI will no longer build GP improvements outside workable city plots.
  • Worked on AI settler logic a bit more
  • Diplo AI should default to war approach if only 2 left and going for conquest victory
  • Less likely to war against minors without due cause
  • GD embassy move function fixed
  • Fixed city connection naval element breaking land routes
  • Fixed Religious National Wonder save/load memory error
  • Worked on AI building/unit logic a bit more
  • Worked on AI deal evaluations a bit more
  • Worked on AI war/peace logic
  • Fixed a few CTDs and errors related to memory and bad pointers
  • Other misc fixes and improvements
  • Removed ability to gift units to major civs (exploitable)
  • Other sundry AI optimizations and improvements

Balance:

  • Nerfed RCS on all naval ranged units by around 5 (should help rebalance naval combat in favor of a mixed ranged/melee approach, and also give melee units tactical turns to get into position before getting shot down). Work in progress.
  • Removed Blitz defense penalty, gave it to March (-10%)
  • Penalty on Range reduced to 20% (was 30%)
  • Tradition: Scaler now 5% (was 4), Culture Plot Cost now 25% (was 20), Defense bonus for cities now 50% (was 25%) - changes help secure Tradition as an early defensive, long-term growth branch
  • Industry: +5 Gold from Land/Sea TRs (Was +2), 2 extra Trade Routes (was 1) - Industry now better at producing gold, and has synergy with corporations
  • Imperialism: Flipped location of Exploration and Military Tradition (earlier explorer = better), scaler now 5% (Was 4)
  • Hand-Axe now becomes a Comp Bowman

Online as of 12:55am EST. Not savegame compatible.

Auto-installer link: 7-7 Autoinstaller
 
Amazing! I somehow get almost as much excitement out of reading the patch notes as I do playing the game.
 
Added Events 'explanation' system for choices - automatically generates tooltips for disabled event choices so that players have a better idea as to why they can't select them

Finally I've been waiting for this one.
 
In terms of the industry changes....so it is everywhere I saw +2 gold for routes I will now see +5?
Does protectionism grant 2 trade routes now, or is that other one somewhere else in the tree?
 
Wait so Dromon for 15 -> 10? Am i seeing this right? Thank god. Land melee units have higher combat strength than ranged units, i don't see why it should be the other way around for naval.
 
Gazebo

I've asked this several times and have had no answer, so I'll try one more time (I know you're busy and suce, but :rolleyes:)

Could you explain briefly how AIPerEraModifier and DifficultyBonus in HandicapInfos work? I'd like to raise the difficult a bit (above deity ) and I figure I should probably increase both numbers..?

To be more specific I find that the AI is very competitive early on but after a few eras I always outrun them tech wise.

\Skodkim
 
Oh golly, these changes to events sound like a hoot! I hope the changes to Industry aren't too strong though. Guess I'll just have to do another playthrough in the future and see for myself.
 
Removed ability to gift units to major civs (exploitable)

I'm sure there are good reasons to disable it, still sad to see it go - as I enjoyed it in a (for my taste) not-exploitative way :( I can imagine however that it's probably a human-only thing (never seen the AI using it - SMAC was the only civ-style game I see the AI doing this) and teaching the AI using it in an informed manner is probably too complicated.
 
Removed ability to gift units to major civs (exploitable)
It's a quite handy ability when i'm playing with a friend in the same alliance. I will miss it.
 
Added a few new events, and reworked most 'building' choice events to either fire once for whole empire, or to be an empire-wide decision

:salute:
 
:goodjob: Great. No more Notorious Pirates in every harbour :D
Hope we can move events to a more universally loved place over the next few versions.

Amazing! I somehow get almost as much excitement out of reading the patch notes as I do playing the game.
Yeah I find this too :D
 
reworked most 'building' choice events to either fire once for whole empire, or to be an empire-wide decision
I'll see how this plays out, but I must say I liked how it was because often, my choice for even option would change based on circumstances and time of game. Some yields are more valuable early game, others late game, and I liked how you could select different options in different towns based on what your current needs were. Just my 5 cents.

PS: Also, what happens if an even fires at an early age where some of the more powerful options are not unlocked yet. Are you then stuck with the poor option in all cities forever?
 
Starting a new game with this version now. By the way, is there a way to see the promotion tree or do I need an extra mod for that?

The last few games were epic, every one of them since the last few updates.

Thanks
 
Nice. Had my first game at diety on the last version. The great diplomat bug was a bit of a bummer in the last one, but made my life little easier in a game that turned out to be a disaster. Well I will give another go at diety with this version.
 
Will be streaming an AI vs AI version, installing now.
 
Should'nt liberating a city-state from barbs automatically ally with you?
 
Should'nt liberating a city-state from barbs automatically ally with you?

I agree strongly with this. The current liberation is only worth friends, and it feels rarely worth it to liberate.

I've suggested this in the past, but it hasn't picked up any traction.
 
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