1.21 beta

Nice Progres but you must know:
Its not funny when you capital city rebeled and become independent. :confused:
Espesialy when you have Monarchy.
In relative short begining.
/Large map,continents, maraton,agresive AI, 9 cities in Empire,
and have single unhapy on Capital City (12, 3 wonders and 4 on production.) for herbal testing(50 turns). /
I will expect anyone others. But Not the best city i have.
 
It appears that the AI, at least on Noble difficulty, does choose to settle their Great Prophets into specialists when by all rights they should be founding a religion.


Yep, the bug is in the code that decides whether the AI should found a religion. They can't found one, most of their other abilities require a religion, so that leaves golden ages or settling as a specialist. Because I've redesigned the stats of both varieties of priest specialists, they're probably a bit more desirable to settle than in 1.20.



4. And of course in the modern era natural wonders could provide city bonuses to the controlling civ; depending on the type of wonder, a geyser+hotel would provide a cultural bonus, a great waterfall+power plant would provide a manufacturing bonus, that type of thing.


Interesting idea, but beyond the scope of 1.21. Note that the Hotel building grants commerce for each Natural or World Wonder in a city.

Thanks for your other suggestions, considering.

Nice Progres but you must know:

Its not funny when you capital city rebeled and become independent. :confused:

Espesialy when you have Monarchy.

In relative short begining.

/Large map,continents, maraton,agresive AI, 9 cities in Empire,

and have single unhapy on Capital City (12, 3 wonders and 4 on production.) for herbal testing(50 turns). /

I will expect anyone others. But Not the best city i have.


Capital cities rebelling is not intended. It was useful while I was testing but I neglected to re-disable it before uploading the beta. Civil war mechanics still need a lot of tuning.
 
My friend and I was looking forward to playing version 1.21 as you have added a number of cool features, but we are constantly getting OOS errors. I have seen OOS errors pop up when new natural wonders are discovered. I have also seen them very early in the game, when empires have only a few units on the map. Not sure where this is coming from, but version 1.20 was rock solid -- we played that version for a year without a single OOS.

We are also getting odd announcements of civilizations constantly being destroyed. It may have to do with this recent addition called Dissention? Around turn 150 we start seeing 1, 2, even 3 empires destroyed every turn. What is weird they are from civilizations that do not exist in the game? I think the idea of Dissention is interesting but not at these numbers and at the very early stages of the game. My friend also noticed he was losing captured cities, reverting back to the old empire at alarming rate -- not sure where this was coming from.

I am eagerly waiting an update to 1.21 and hope some of these oddities can be fixed. Until then we were forced to go back to 1.20.
 
This is an early beta release of 1.21, still incomplete with a lot of balancing yet to be done. Dissent in particular. Definitely not recommended for epic multiplayer games yet.

I'm glad you did try it though, as I wasn't aware of the OOS errors. Sounds like Natural Wonders are the culprit. The OOS errors you describe in the early turns are probably happening when the AI finds them near their start location. Will investigate.
 
Home again, will commence bug fixing and balancing shortly. Thanks for all the testing while I've been away.
 
Please, don't change yet the starting locations on the Earth (Huge) map because I'll list the suggestions of new locations as X N/S Y W/E.
 
Please, don't change yet the starting locations on the Earth (Huge) map because I'll list the suggestions of new locations as X N/S Y W/E.

Thanks. While you're working on it, could you also suggest coordinates for Natural Wonders on that map?
 
Planning to upload a second beta tonight. Won't be complete yet, but it will be a lot more stable and balanced.
 
Looking forward to it. The constant crashes after turn 100 made the first one difficult to test.
 
You might as well just remove the revolutions and focus testings on other components since there are so many major changes not tested
 
You might as well just remove the revolutions and focus testings on other components since there are so many major changes not tested

Actually I've pretty much completed the civil war component now. Solved the crash, made numerous other tweaks and fixes. Assuming I've caught everything (lol), it's a matter of getting it tuned and balanced. Can't do that effectively without player testing and feedback, so that's why I really want to get it out in 1.21.

The major known bug that won't be fixed for this beta is the OOS in multiplayer that tchristensen reported. Need to borrow my partner's computer to test and solve that one, and thus have to wait till she's not needing it for a block of time.
 
Thing that's holding me up at the moment is that I updated to the most recent version of Platy's World Builder, thinking it I could merge it as easily as I did with the last version - but BUG is refusing to cooperate. BUG is great for gameplay but sometimes it makes modding 100 harder than it needs to be. So tempted to rip BUG out altogether (or at least sizeable chunks of it), it's really starting to piss me off.
 
First post updated with link to 1.21 beta 2. Changes since last beta:

• Civil War: added a splash screen
• Civil War: fixed crash
• Civil War: now scales with gamespeed
• Civil War: added Dissent Bar to cityscreen
• Civil War: no dissent from Civics during Golden Ages
• Civil War: numerous other fixes and tweaks
• Traits: free Walls awarded correctly to Defensive leaders
• Traits: free Barracks awarded correctly to Martial leaders
• Religion: fixed error when AI tries to found a religion
• Buildings: Palace grants -50% dissent
• Buildings: Seasonal Palace grants -50% dissent
• Buildings: Security Bureau: corrected size
• Buildings: Post Office no longer requires Stables
• Maps: Fixed Kamehameha's start location on the Huge Earth map
• Several fixes to city naming and capital selection
• Updated to most recent version of Platy World Builder (some minor quirks)
• Packed most of the art for faster loading​
 
Thing that's holding me up at the moment is that I updated to the most recent version of Platy's World Builder, thinking it I could merge it as easily as I did with the last version - but BUG is refusing to cooperate. BUG is great for gameplay but sometimes it makes modding 100 harder than it needs to be. So tempted to rip BUG out altogether (or at least sizeable chunks of it), it's really starting to piss me off.

That makes 3 of us then :D
 
That makes 3 of us then :D

Well, it *does* stand for "BtS Unaltered Gameplay", if I'm not mistaken. So anything that alters gameplay is likely to have problems meshing with it.

First pair of bug reports for the 2nd beta:

1. A pair of BUG error messages related to the Worldbuilder on start-up (no surprise).

2. The Dissent Advisor window is overflowing the sides of my screen.
 

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Anything in python, whether or not it alters gameplay has to be coded in their way or it is screwed.
 
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