New Version - 3.4.2 (May 11, 2023)

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A little bug but Songhai UB Tabya does not add flat hammers to stone, jade or Marble
Replace (2) Vox Populi\Balance Changes\Buildings\BuildingChanges.sql
with this file.
This will fix Tabya's resource yield, Ger's resource yield, and Longhouse requiring Forge. This fix DOES break saves, unfortunately.

The fix will be in 3.5 since the next version would break saves so if you want to wait for that.

Please report any other changes asap if you notice anything else being funky. Thank you!

I've also included a fix for a CTD so if you're experiencing that. You can download this to fix it. That fix is save-game compatible.
 

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  • readme for 3.4.1 manualfix.rar
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Numerous text fixes and additions, most of them from Enginseer, including clarifications to several UAs and improvements Policy text rewritten in bullet point form
I'm in a game, thank you @Enginseer for the work on the texts of the policies, it's much more readable :).
 
Is it normal that the promotion icon for ranged units: "May no Melee Attack" (PROMOTION_ONLY_DEFENSIVE) does not appear on the units? Sorry, I never paid attention before today.
PI.png
 
I'm not sure whether this bug was going to be fixed in the past, but here it comes again. I can't order an auto-purchase of missionary if I found in a non-capital city:

[image]

EDIT: after some time it did fix itself. Not sure what happened. :crazyeye:
I have been inspired to work on this in fixing your bug and power-fantasy religion.

  • Added a Founding Date and letting you sort from oldest to youngest religion
  • Added new auto faith purchase option logic. Now all buildings that CAN be faith-purchased in ANY city will appear as an option (However if one of your city doesn't have that majority religion, obviously you can't auto-faith purchase from them). The oldest eligible city will always be auto-purchasing first.
  • WIP: Tooltip to hover over follower, number of cities, and year founded to see more (if possible!)

 
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I don't know if this is new, or last patch or older, as I just noticed it. But is The God of War promotion supposed to be transferable with gifts. I got a ship (corvette) as a city-state gift and it had the promotion on it and it didn't go away when I got it. I didn't have the God of War religion but the city-state did.
 
I don't see any fix about Unique Great General can't be spawned when using a customize Civ in the changelog. Will test to see if the bug still there or not... Prayge
 
Version 3.4.2 released. Link in OP has been updated.

Changelog:
Code:
- Fixed a crash

Online as of 9:48 PM CST. Savegame compatible with 3.4 versions.
 
@Recursive
Has anyone observed abnormal AI behavior when a worker is ordered to build a railroad via "Road to Mode" button, it disregards existing roads and builds railroad on tiles it fancies as if it doesn't see the road. Creates a messy road network where regular roads and railroads are mixed up and duplicate each other.
Never seen this kind of behavior since I started playing this mod years ago.
(v3.4 non-hotfixed)
20230512195836_1.jpg
 
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Another thing.
Does anyone get the feeling that AI capitulates somewhat prematurely? Been having a couple of wars with my neighbors and they capitulated to me much earlier than I had expected based upon my previous experience.
 
@Recursive
Has anyone observed abnormal AI behavior when a worker is ordered to build a railroad via "Road to Mode" button, it disregards existing roads and builds railroad on tiles it fancies as if it doesn't see the road. Creates a messy road network where regular roads and railroads are mixed up and duplicate each other.
Never seen this kind of behavior since I started playing this mod years ago.
(v3.4 non-hotfixed)
View attachment 661917
Someone overhauled the AI route-building logic for this version. I think there's some stuff broken as a result. Report it on GitHub, please.
 
A few QOL changes for 3.5 (?):
Spoiler Omg religion overview actually has a purpose!!! :


Spoiler Wtf I love polders/pontoon bridges now! :



 
A few QOL changes for 3.5 (?):
Spoiler Omg religion overview actually has a purpose!!! :


Spoiler Wtf I love polders/pontoon bridges now! :



Pontoon bridges? Are they some sort of mod? Can AI build them ?
 
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Just played a full Babylon deity game to test out some of the new changes. Won a Science victory on turn 342, which is way earlier than I would've been able to last patch. Just wanted to share some of my thoughts on the changes:
  • Walls of Babylon is too strong right now. +4 science and +2GPP (without the cost of a Specialist) is insane for an Ancient Era building and you can get them extremely quickly thanks to Babylon's investment bonus. Pairing this with Goddess of Protection, you can essentialy get a Shrine, Monument, Walls and Library in just one building. The GS bulb bonus isn't as broken as I thought it'd be.
  • In contrast, I haven't managed to get any use out of Bowmen. They arrive too early and are way too weak to be useful for attacking cities, and their role as an ancient/classical era defensive unit is made irrelevant by how good WoB already are. Besides, I don't think I've ever been attacked by an AI before Classical Era anyways. I feel like these would be more useful as Composite Bowmen replacements.
  • New city defense system seems to work well. Siege weapons are much more valuable now, and it's specially useful to take them out when defending a city, which makes sense.
  • Building maintenance is a lot better now. Even with all of my neighbours death warring me (I had like 2 trade routes) I was able to stay afloat by working Wealth on a few cities.
  • I can't believe I'm saying this, but maybe the Tourism nerf was a bit too harsh? No civ ever came even close to a Culture Victory. Indonesia got to Influential with 2 civs (one of them was their Vassal) and they were the tourism leader.
I haven't really tested enough to say anything definitive though. Just wanted to share this and see what other people have been observing.
 
Moderator Action: Thread closed due to new release.
 
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