New Version - 3.5.4 (May 20, 2023)

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Hey all,

New version inbound. All proposals from this VP Congress except for the espionage rework are ready for playtesting, and some bugs have been fixed.

Changelog:
Code:
General
- Added detailed instructions on how to create new releases to the Vox Populi Installer Files folder on the repository
- Swap & optimize Great Works, forcibly annexing City-States, buying out City-States are now multiplayer compatible
- When a multiplayer desync occurs, desynced variable names will now be written in net_message_debug.log

AI
- Tweaks to city governor AI
- Fixed a tactical AI issue causing lone caravels to attack cities

Balance
  "Remove Sphere of Influence" City Capture Option
  - Now resets Influence to 0 instead of leaving it at -60
      50 if Self-Determination unlocked, because the Influence boost is applied after
      The base 0 value can now be customized via SQL
  - Removed warmongering penalty for doing this
  - Fixed a bug where it could be done if "Always War" or "No Changing War or Peace" game options are active

  City-States
  - Can now repair pillaged improvements with Gold to connect their resources, not just construct new improvements

  Ideologies
    Freedom
      Capitalism
      - Gains +1 Science to Specialists

      Self-Determination
      - Removing a Sphere of Influence now counts as liberation for this tenet (see above)

      Space Procurements
      - Buffed % Science bonus from Research Labs to 20% (was 10%)

  Units
    Great Diplomat
    - Expending one for a diplomatic mission now permanently increases Influence resting point by 30 with that City-State

UI
- UI now properly detects tech-enhanced yields
- Added descriptions to new belief buildings
- Improvements to Religion Overview (has an actual purpose now beyond the religion map)
   Can view how many followers/cities make up the total population/cities for a religion
   Can view how many of your OWN followers/cities make up a percentage of that religion (useful for Reformation)
   Can view the year a religion was founded
- Fixed a text issue with diplomatic missions

Miscellaneous Bugfixes
- Fixed missing database entries for Ger, Stone Works, Tabya, Longhouse, Gurdwara, Ideology National Wonders
- Fixed planting a Great Person Tile Improvement on a pillaged improvement failing to connect the resource
- Fixed automated Faith purchases not functioning if the Holy City isn't your capital
- Fixed a bug where the AI would send an expansion warning to the player if they both founded cities near each other on the same game turn
- Fixed combat odds window not displaying if the target is on a Polder water tile

Link: https://github.com/LoneGazebo/Commu...s/download/Release-3.5.4/Vox.Populi.3.5.4.exe

Online as of 1:35 AM CST. Not savegame compatible.

---
Version 3.5.1 released. Link above has been updated.

Changelog:
Code:
- Fixed some text
- Fixed some AI flavors

Online as of 11:57 AM CST on May 13. Savegame compatible with 3.5 versions.

---
Version 3.5.2 released. Link above has been updated.

Changelog:
Code:
- Fixed some LUA bugs in Trade Route Overview, Enemy Unit Panel
- Fixed another bug causing automatic Faith purchases to fail if the religion wasn't founded in the capital
- Fixed text issues
- Better Golden Age progress display for Non-EUI/Community Patch only versions
- Fixed non-EUI bug with Great Person progress display

Online as of 1:06 AM CST on May 15. Savegame compatible with 3.5 versions.

---
Version 3.5.3 released. Link above has been updated.

Changelog:
Code:
- CvWeightedVector now uses StableSortItems() instead of SortItems(); another attempt at multiplayer compatibility
- Fixed Customs House not granting its listed bonuses to Tobacco, Tea, Coffee
- Fixed a bug where cities in need of improvements were not properly flagged, causing Workers not to be built to repair pillaged improvements
- Fixed the "Improve a Resource" mission for City-States replacing pillaged GPTIs with regular improvements - if the current pillaged improvement would connect the resource, it's now repaired instead
- Fixed a bug causing the AI not to stand up for their protected City-States if they received a "we bullied/attacked your City-State" statement from another AI
- Fixed a bug causing the AI to avoid settling near another player if they made a "stop buying land" promise (there's already a check for a "don't settle near us" promise)
- Removed mechanic where AI would intentionally underestimate the amount of votes required for a proposal to pass (it would consider it okay if the sum of all other votes combined minus AI's Boldness = votes AI has cast)
- Removed mechanic where AIs could denounce other AIs outside of their turn if they received a demand
- Removed some AI discounts on third party war trades in an attempt to raise the price
- Iroquois woodland movement/road bonus in Community Patch only version now functions within the Iroquois's *team owned tiles*, not just player owned tiles (this was inconsistently handled by the code)
- Also fixed an issue where the Iroquois's woodland movement/road bonus would sometimes apply anywhere, like in VP, and sometimes only within owned territory as intended
- Fixed Carthage mountain bonus applying before a Great General is born in Community Patch only
- Fixed longstanding bug making the AI unwilling to agree to help requests for luxuries (was using the old happiness system instead of approval rating %)
- Fixed longstanding bug making the AI unwilling to agree to help requests for luxuries if their WarmongerHate flavor was above 5
- AI is now more inclined to be aggressive diplomatically if they have already conquered at least one other major (was previously 2+) - may help warmonger AIs get off the ground a bit more
- Fixed diplomacy bug where the wrong AI player's flavors were used in certain AI-to-AI message decisions
- Military AI now factors in Iroquois and Inca bonuses (both Inca's hills and mountain bonus) when deciding whether a target city's terrain is favorable to them (todo: Songhai bonus)
- Military AI now considers nearby tiles that they own and which have a road on them as making an attack on a target city more favorable
     Combined, these two changes should result in more accurate evaluations of target city vulnerability and more AI aggression
- Rome AI is now more likely to go to war with City-States and less likely to bully them
- Rome AI now considers City-States to be higher priority military targets than previously
- Removed a minor information cheat where the AI was able to directly access (rather than estimate) other AIs' Loyalty and Forgiveness flavors to determine if they would be mad about denouncing a friend
    Should reduce likelihood to backstab a bit
- Fixed a diplomacy bug where the penalty for bullying a City-State would expire too early or too late due to a coding inconsistency
- Fixed the "tried to or did unsanction us" diplo bonus timer using the define for the "tried to or did sanction us" diplo penalty timer
- When the Diplo AI adds an extra reduction to any previous "supported our proposal" timer if their most recent proposal was foiled, the flavor used is now Neediness, not Boldness (high Neediness = more forgetful of past support)
- DiploAI now uses Forgiveness flavor to adjust more penalty timers; was previously only used for a handful of modifiers
    Penalty for bullying a protected City-State (previously their Friendly/Protective approach bias)
    Penalty for converting a city (previously their religion flavor)
    Penalty for excavating artifact (previously their culture flavor)
    Penalty for performing a coup against their City-State ally (previously MinorCivCompetitiveness)
    Penalty for lowering their Influence with a City-State (previously MinorCivCompetitiveness)
    Penalty for beating them to a World Wonder (previously WonderCompetitiveness)
- DiploAI now uses DoFWillingness and DenounceWillingness flavors instead of DiploBalance to modify the duration of some World Congress modifiers; DiploBalance was used in too many places
    Bonus for supporting a proposal now uses DoFWillingness
    Bonus for liking a player's proposal now uses DoFWillingness
    Penalty for foiling a proposal now uses DenounceWillingness
    Penalty for disliking a player's proposal now uses DenounceWillingness
    Bonus for supporting the AI's hosting of the World Congress now uses DoFWillingness
    Bonus for attempting to unsanction an AI now uses DoFWillingness instead of the higher of DiploBalance and Neediness
    Penalty for attempting to sanction an AI now uses DenounceWillingness instead of the higher of DiploBalance and Neediness
- A few more adjustments to AI flavors affecting modifier durations:
    Bonus for successfully unsanctioning an AI now uses Loyalty instead of the higher of DiploBalance and Neediness
    Penalty for successfully sanctioning an AI now uses Meanness instead of the higher of DiploBalance and Neediness
- Made it a bit easier to swap out one flavor for another in the DLL when adjusting modifier durations, and to use the inverse of a flavor (higher flavor = lower duration and vice versa)
- Code cleanup

Online as of 1:24 AM CST on May 20. Should be savegame compatible with 3.5 versions, although existing Custom Houses will still be bugged. It is possible that some of these changes will cause a savegame compatibility issue.

---
Version 3.5.4 released. Link above has been updated.

Changelog:
Code:
- Fixed longstanding Trade Screen issue where your strategic/luxury resource trade would keep collapsing due to a "dead" free city-state
- Fixed ReligionOverview with auto-faith purchases in non-Capital Holy City this time for sure!
- When you click on an owned Trade Unit, you may now see the number of turns left on its current trade route
- Military AI now factors in Songhai bonus when deciding whether a target city's terrain is favorable to them
    (It also factors in the Iroquois and Inca bonuses as of 3.5.3)
- Venetian Puppets may swap tiles with each other
- Updated policy text
- Clarified promotion text for Piracy and Gift of the Pharaoh
- Minor code cleanup and performance improvements
- Added GitHub instructions on how to create a test version, which is simpler than a new release
- Updated the new GitHub instructions for announcing a new release (distinguishes between savegame compatible and incompatible releases)
- Updated the Community Patch - How To Install thread with manual installation instructions, and cleaned up outdated information
- Updated some other help documentation

Online as of 2:20 AM CST on May 20. Should be savegame compatible with 3.5 versions, but it is possible that some of the changes from 3.5.3 will cause savegame compatibility issues.
 
Last edited:
Great!
Has the AI road-building been fixed? I guess not as it's not in the changelog :undecide:
 
Version 3.5.1 released. Link in OP has been updated.

Changelog:
Code:
- Fixed some text
- Fixed some AI flavors

Online as of 11:57 AM CST. Savegame compatible with 3.5 versions.
 
Has the missing tooltip for the new religious buildings when choosing beliefs been fixed? I suppose not as it's not in the changelog :/
 
Has the missing tooltip for the new religious buildings when choosing beliefs been fixed? I suppose not as it's not in the changelog :/
I do remember working on it. Otherwise, I'll look at it again tonight.
 
Self-Determination - Removing a Sphere of Influence now counts as liberation for this tenet (see above)

So how does this work if there are multiple civs that the tenet? Do they all gain the benefit of it or just the player?
 
Has the missing tooltip for the new religious buildings when choosing beliefs been fixed? I suppose not as it's not in the changelog :/
Yes.
So how does this work if there are multiple civs that the tenet? Do they all gain the benefit of it or just the player?
It only applies to the conqueror when they forcibly remove a Sphere of Influence.
 
Yes.

It only applies to the conqueror when they forcibly remove a Sphere of Influence.
So I interpret that as a congress vote doesn't apply then? Only if you Liberate them? Or what other manner of forcibly removing a sphere of influence would there be?
 
So I interpret that as a congress vote doesn't apply then? Only if you Liberate them? Or what other manner of forcibly removing a sphere of influence would there be?
MIlitary conquest only. The diplomatic approach doesn't provide the bonuses.
 
Version 3.5.2 released. Link in OP has been updated.

Changelog:
Code:
- Fixed some LUA bugs in Trade Route Overview, Enemy Unit Panel
- Fixed another bug causing automatic Faith purchases to fail if the religion wasn't founded in the capital
- Fixed text issues
- Better Golden Age progress display for Non-EUI/Community Patch only versions
- Fixed non-EUI bug with Great Person progress display

Online as of 1:06 AM CST. Savegame compatible with 3.5 versions.
 
What's the fix/issue?
 
Whenever the AI does a gold offer it seems that the amount is hidden or the cursor is placed wrong cause the amount always looks blank if the amount have more then 1-2 digits. It's mainly with the requests for gold cause they are doing so poorly or they want to give you gold cause you are so great (and they are afraid of you) or you are in financial difficulties. You do get gold. So it's not a blank amount. You just can't see the amount in the box. Or is that just me?
 
Yea, the 4th digit of gold is not easy to look at. I consider that as just a minor inconvenience because I rarely look at the number to determine whether I will accept it or not. After playing the game for many hours I can deduce whether the value is small or large and usually not a big thing to affect my play. You can also take a look at the 'deal value' and see if what they offer is smaller or bigger than that value.
 
Whenever the AI does a gold offer it seems that the amount is hidden or the cursor is placed wrong cause the amount always looks blank if the amount have more then 1-2 digits. It's mainly with the requests for gold cause they are doing so poorly or they want to give you gold cause you are so great (and they are afraid of you) or you are in financial difficulties. You do get gold. So it's not a blank amount. You just can't see the amount in the box. Or is that just me?
can I see a screenshot of this, maybe i fix
Yea, the 4th digit of gold is not easy to look at. I consider that as just a minor inconvenience because I rarely look at the number to determine whether I will accept it or not. After playing the game for many hours I can deduce whether the value is small or large and usually not a big thing to affect my play. You can also take a look at the 'deal value' and see if what they offer is smaller or bigger than that value.
 
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