Hey all,
New beta inbound. I've been busy with real life stuff lately, but finally got around to finishing up a big project: the diplomatic rework!
New version online as of 9:00pm EST. Not savegame compatible.
Beta Downloads Folder
Cheers,
Gazebo
New beta inbound. I've been busy with real life stuff lately, but finally got around to finishing up a big project: the diplomatic rework!
Improvements:
- Changed yieldperx functions to use 100s values instead of single digits (maintain value with rounding) - values ingame still the same
Modders: make sure to update buildings/beliefs that use the new yiledperx elements!- Core rework of AI diplomatic behavior with regards to approach (this is one of my last 'biggie' projects)
The impact of decisions and global statuses (i.e. broken promises, warmonger, military power/threat, etc.) now considered on a leader-by-leader basis based on their personality value, not genericized definesOpinion (i.e. the +/- from events, as seen in the leader tooltip) a key determining factor in approach, far more so than before.Opinion is translated into approach via personality - civs that have high 'guarded' values and low forgiveness values more likely to become guarded from negative events, and vice-versa if low.In short, AI behavior is more personalized, less predictable (in terms of those global defines), but far more in line with the personality of the civi.e. AI will be less likely to resort to war if war is not high in their personality flavor, but may become hostile from a very small slight if they're a highly hostile civ.Approach valuation now increments gradually - should swing less from position to position, and can only change so much per turnAI much more intelligent about approach towards good/bad targets, and will seek to isolate specific civilizations if possible - is less likely to DoW civs without reason, and will try to maintain good relations with other civs once at war (if possible/desirable)Deals now factored in value based on approach instead of opinion - more transparent (unless deceptive!) and also a little more rational (as opinion is now almost exclusively used for approach setting)Opinion is more important than ever, but it's also more transparent nowDiplo AI changes still in testing, so bear with me!- Fixed some deal AI issues and quirks
- More tactical and operational bugfixes from ilteroi
- Worked on primary/secondary builder AI, and AI road/rail logic for special connection UAs (will only build roads necessary to make the connections work - will build railroads like normal)
- Moved techhelp.lua to CP, fixed error and added processes
- A few more bugfixes and AI/DLL optimizations here and there
- Changed musician specialist art to further distinguish it from scientist
- Specialist Flavors table now employed for city specialists (useful for modders who want to make the AI use specialists with no or unique yields)
- Added new 3d art for mercenaries and guerilla fighters (I edited some of wolfdog's special forces art and bernies' ww1 art) and I made custom flags/SVs for them
MP:
- Reworked DLL network sync behavior for units, cities, and players - this is insanely experimental, so caveat emptor for MP!
Balance:
- 3rd party war announcement (i.e. the knowledge of who bribed whom to war on you) now locked behind espionage (i.e. you need a spy/diplomat in the land of either trade party to learn the secret)
- Changed GPT function of God of Wealth Pantheon to a gross + gold (instead of net gold) - bumped to +1 faith per 20 gross (Was per 10 net)
- Bumped Nuada to 15 gold (was 6 GPT)
- Musician gets +2 happiness in capital for first tier of concert
- German Panzer available one tech earlier (Ballistics)
New version online as of 9:00pm EST. Not savegame compatible.
Beta Downloads Folder
Cheers,
Gazebo