1.20 beta

Aiming to post a 2nd beta this weekend. Assuming nothing drastically wrong, expect 1.20 sometime this coming week.
 
Spoiler :
Civ4ScreenShot0016.JPG

The tile right of Paris should produce 5 unti of food because of aqueduct irrigation, the information of this tile also display producing 5 unit of food, but it is producing 4 unit of actually, as the icon displaying.

I have another question, what is the speed that is designed most balanced? The normal speed semms very fast!
 
The tile right of Paris should produce 5 unti of food because of aqueduct irrigation, the information of this tile also display producing 5 unit of food, but it is producing 4 unit of actually, as the icon displaying.

Hmm, I have no idea what could be causing that. A discrepancy between tile display and mouseover tooltip is very odd.

I have another question, what is the speed that is designed most balanced? The normal speed semms very fast!

I don't try to balance for one particular gamespeed, I just try my best to keep things reasonable across all of them. By fast, do you mean tech progression? Or something else?
 
Hmm, I have no idea what could be causing that. A discrepancy between tile display and mouseover tooltip is very odd.



I don't try to balance for one particular gamespeed, I just try my best to keep things reasonable across all of them. By fast, do you mean tech progression? Or something else?
Both tech progression and building wonders in my opinion, now I find saga may be the suitable speed to play
 
Hmm, I have no idea what could be causing that. A discrepancy between tile display and mouseover tooltip is very odd.
This happens when you farm a non-fresh water tile adjacent to a city, and *then* build an aqueduct in that city. I find that it fixes itself the next time I load the game.
 
This happens when you farm a non-fresh water tile adjacent to a city, and *then* build an aqueduct in that city. I find that it fixes itself the next time I load the game.

It is fixed when I use the worldbuilder to remove the farm and then add the farm again, so it actually need a check when a aqueduct is built. But it will cause a problem, it is possible that a large area of farm is not irrigated until the aqueduct is built is one of the city, a lot of tiles will need to be checked, on that circumstance.
 
This happens when you farm a non-fresh water tile adjacent to a city, and *then* build an aqueduct in that city. I find that it fixes itself the next time I load the game.

It is fixed when I use the worldbuilder to remove the farm and then add the farm again, so it actually need a check when a aqueduct is built. But it will cause a problem, it is possible that a large area of farm is not irrigated until the aqueduct is built is one of the city, a lot of tiles will need to be checked, on that circumstance.

Interesting. It's definitely a bug or oversight in BTS, as shown by the tile yield display and the tooltip being out of sync. Both of those I have no access to without the SDK. I'll see if I can somehow force a refresh of the city radius when an Aqueduct is built.
 
The ugly way will be to remove all farms and replace them when aqueduct built
 
Interesting. It's definitely a bug or oversight in BTS, as shown by the tile yield display and the tooltip being out of sync. Both of those I have no access to without the SDK. I'll see if I can somehow force a refresh of the city radius when an Aqueduct is built.
Actually, the refesh will be done every turn after crop rotation is researched, if it has not been researched, BTS think it is impossible for a not irrigated farm to become irrigated, that's why this bug will occur.
so set an aqueduct can't provide fresh water source until crop rotation may be a way to solve this problem?
 
Or, if after researching crop rotation, the refresh will be done auotomatically, just 8 tiles around the city in which aqueduct is built need to be refreshed.
 
I have to take my computer in for another, hopefully much quicker, repair. I'm uploading another 1.20 beta while I write this. Not everything is finished yet, but I want to get it up for testing in case I'm out of action for longer than expected. (Really hope not, it's to fix a problem caused by the previous repair...)

Anyway here's the notes of what's changed since last beta:

• Anasazi: 2nd UU added - Kachina Warrior (replaces Pikeman)
• Brazil: UW added - Carnival (replaces National Theatre)
• Brazil: Fazenda (UB) now has bonuses
• UUs redesigned: Strzelcy, Cho Ko Nu, Cossack

• Financial Trait: always builds wealth at a rate of 100%

• Clan Warfare: redesigned (no war weariness, +100% wealth from pillaging and capturing cities)
• Paganism: redesigned (+50% chance for Great Prophets to found a religion, +1 happiness from Cemetery)

• Great Prophets now have a modified chance to found religions, no longer 100%
• Great Prophets are now consumed when founding a new religion

• Skirmisher: now has a 25% hills attack bonus
• Longbowman: hills attack bonus increased to 50%
• Fixed a few more War Elephant animation problems

• Aqueduct: existing improvements will accept irrigation immediately
• Cemetery: now provides a free priest specialist instead of free specialist and priest slot
• Factory: unhealthiness from resources replaced by +3 unhealthiness
• Industrial Park: unhealthiness from resources removed

• Improvements can be built over formerly polluted Flood Plains or Wetlands
• Building polluting improvements on wooded tiles will now provide chopping production
• Pollution causing improvements are no longer immune to nukes
• Several other tweaks and fixes to pollution and pillaging

• Earth (Large): new map by Boggy
• Brazil added to all relevant maps

• Fixed a crash when playing the Zulu
• Fixed error when barbarians found cities
• Fixed BUG's Raw yield display in the city screen
• Platyping's most recent python fixes and improvements added
• Added Platyping's Hidden Promotions component
• Added Platyping's extended and enhanced WorldBuilder​


And here's a list of what still isn't done yet:

• Civics not finished: Reciprocity, Mercenaries
• UUs not finalized: Blowgunner, Flamethrower, Navy SEAL
• I still need to review Golden Age length bonuses
• Cunhambebe has no diplomacy text
• Haven't made a final decision on the Horse Archer yet
• Capturing Corporation HQs is not handled yet​

Progress these last few days has been slowed considerably by a teething baby with a cold and a considerably lack of sleep. Let me know if there's anything that's not in either list that should be. I'll post again when the download is available.
 
Here's the link:

LINK REMOVED
 
Computer repair postponed till next week, so I'll try get some more done today.
 
Platyping, do any of your works affect Goody Huts in any way? I thought I saw one but I can't find it. I'm wondering in particular if it's possible to imitate the Scouts 'better results from goody huts' ability for a civic.
 
Going through the Civilopedia for the latest 1.20 beta release, found a few typos/glitches with the new unique units.

Aaivu: "The start with..." should be "They start with...";
Ansar, Berserk, Bireme, and Caçador: "renown" should probably be "renowned";
Ebamba Ngolo: "...for the Longbowmen." should be "...for the Longbowman.", singular;
Farari: "...for the Knight." should be "...for the Heavy Horseman.";
Janissary: Seems to be missing the free Drill I promotion;
Meshedi: "capita" should be "capital";
Padewakang: Replaces the Dromon, not the Caravel (also, I don't think it's supposed to have the free Blitz promotion);
Tercio: Seems to have stolen the Janissary's free Drill I promotion.
 
Going through the Civilopedia for the latest 1.20 beta release, found a few typos/glitches with the new unique units.

Aaivu: "The start with..." should be "They start with...";
Ansar, Berserk, Bireme, and Caçador: "renown" should probably be "renowned";
Ebamba Ngolo: "...for the Longbowmen." should be "...for the Longbowman.", singular;
Farari: "...for the Knight." should be "...for the Heavy Horseman.";
Janissary: Seems to be missing the free Drill I promotion;
Meshedi: "capita" should be "capital";
Padewakang: Replaces the Dromon, not the Caravel (also, I don't think it's supposed to have the free Blitz promotion);
Tercio: Seems to have stolen the Janissary's free Drill I promotion.

All fixed, thanks!
 
Started a new test game with the latest 1.20 beta. Picked random civ and got the English. One oddity noted so far, the production button for the Horseman is instead the one that's supposed to go with the Horse Archer.
 

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