1.22 released!

As far as open borders, the pedia calls it Annual, so I didn't know what that was supposed to mean lol. It does seem like 10 turns is about right, although it does seem to scale as well later in the game. I should just remember to take notes, but I never do.

I'm slowly working my way through all the concept articles in the pedia, updating them with HR changes and stuff from BTS that should be there but isn't. Haven't got to that one yet, it's definitely confusing.

The Local Warming is a good addition I was unaware of; I'm not sure I've noticed it's effects just yet as I tend to do everything possible to preserve forests in my civ's lol. Is Platyping's module one of those that gradually decreases resources as they are used over time, along with deteriorating the local environment? I think that is a great component of some of the other mods. I think it would be excellent for there to be penalties for covering your city with mines that both reduce the resource and deteriorate climate over time. And not just suddenly in the modern era but starting right from the beginning in an appropriate way.

Resources do not deplete in HR at this time. It's something I'd intend to add eventually, but I need to be careful how it's done. Much potential for frustration and imbalance. There's already a penalty for building Mines, Workshops, Wells, Offshore Platforms, and Village/Towns - each one increases unhealthiness in nearby cities, which in turn increases dissent and the likelihood of localized climate change.
 


Hope to posting this correctly.

In my game. I have own marble resorce.
I build wonders that marble boost production. But nothing happend.
I chceck several tymes if i dint send it somewhere. But no. Cities have acces to it.
And i have the creative trait.

Dit i need reinstal my HR?

https://mega.co.nz/#!ldU1yJYS!H5z-TN-Gm-4syB5DeryMHqpkaTJ4813gaN3dnRYt2uE
 


Hope to posting this correctly.

In my game. I have own marble resorce.
I build wonders that marble boost production. But nothing happend.
I chceck several tymes if i dint send it somewhere. But no. Cities have acces to it.
And i have the creative trait.

Dit i need reinstal my HR?

https://mega.co.nz/#!ldU1yJYS!H5z-TN-Gm-4syB5DeryMHqpkaTJ4813gaN3dnRYt2uE

You have the Idolatry tenet which blocks access to Stone and Marble.
 
I just noticed something a little weird in my newest game. The :hammers: cost of a Monument differs between my first and second expansion cities! (As shown by the first two screenshots.)

The only difference between them that I can think of is that New York was founded during the period of anarchy from switching to Monarchy. No religions have yet been founded, so the Hedonism tenet shouldn't be operative, right? And I neither have the Traditional trait nor had I build a Monument in my capital, so the :hammers: discount for that shouldn't be active either.

As a side note, I keep running into Tigers on Ice terrain, including a couple of times when they had water behind them and must have spawned *on* the Ice tile. Shouldn't they only appear on Jungle?
 

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I just noticed something a little weird in my newest game. The :hammers: cost of a Monument differs between my first and second expansion cities! (As shown by the first two screenshots.)

The only difference between them that I can think of is that New York was founded during the period of anarchy from switching to Monarchy. No religions have yet been founded, so the Hedonism tenet shouldn't be operative, right? And I neither have the Traditional trait nor had I build a Monument in my capital, so the :hammers: discount for that shouldn't be active either.

Found the problem. Hedonism (and similar building cost reduction tenets) aren't checking whether you have a state religion properly. Will fix for 1.23.

As a side note, I keep running into Tigers on Ice terrain, including a couple of times when they had water behind them and must have spawned *on* the Ice tile. Shouldn't they only appear on Jungle?

They are indeed set to spawn on Snow/Ice. No idea why! Will fix.
 
Founded Olympianism and adopted Syncretism and Ceremony as my non-default tenet choices. Reformed to Preservation and Scripture with my second Prophet (no anarchy thanks to Syncretism), but noticed that I wasn't getting any extra Faith from my (many) Wonders. Note in the screenshots how the buildings list and total city Faith output don't match. Total Faith output matches how much would be generated without the +2 per Wonder that Preservation is supposed to give.

I also built six Libraries after switching to Scripture without getting any free Priests, but that might just be bad luck (sample size is kind of low, after all).
 

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Founded Olympianism and adopted Syncretism and Ceremony as my non-default tenet choices. Reformed to Preservation and Scripture with my second Prophet (no anarchy thanks to Syncretism), but noticed that I wasn't getting any extra Faith from my (many) Wonders. Note in the screenshots how the buildings list and total city Faith output don't match. Total Faith output matches how much would be generated without the +2 per Wonder that Preservation is supposed to give.

Thought it might just be a UI issue, but unfortunately faith from wonders isn't being counted at all. Fixed for 1.23.

I also built six Libraries after switching to Scripture without getting any free Priests, but that might just be bad luck (sample size is kind of low, after all).

Probably bad luck, but let me know if your luck never changes.
 
Started another new game, same tenet choices except switching to Order instead of Preservation with the second Prophet's reformation. Finished my first Library three turns later and got a free Priest.
 
Not particularly specific to this release, but a minor issue I just noticed: in the challenge descriptions (build/train N Xs, etc) the names used are the original BTS names, not HR's. Knight and Colosseum are the ones I've noticed. Everything still works, though (I just built 7 stadiums, and received the expected rewards as if I had built colosseums)
 
Not particularly specific to this release, but a minor issue I just noticed: in the challenge descriptions (build/train N Xs, etc) the names used are the original BTS names, not HR's. Knight and Colosseum are the ones I've noticed. Everything still works, though (I just built 7 stadiums, and received the expected rewards as if I had built colosseums)

There's a lot of quirks with the random events system. I need to do a thorough review of it, but keep putting it off for other tasks. Have fixed the two you mention for 1.23 though.
 
The Great People bonuses for Traits do not match the About thread. The thread says they add +50% to the relevant GP appearance, the game says they add +100%.
 
The Great People bonuses for Traits do not match the About thread. The thread says they add +50% to the relevant GP appearance, the game says they add +100%.

They were all changed to +50% in 1.22, and it should say that in game too. I checked the text strings.
 
Partly due to a request I made a year ago, the maximum number of Missionaries possible at any one time now scales with map size. Thanks for that.

However, the numbers are small. Only 3 Missionaries on a Huge map leads to painful gameplay. I had actually wanted the maxima to be greater. Can all the maxima please be doubled?

Moreover, the unit build interface is now confusing because the limits are no longer shown. Worse, when the maximum is reached, the option to build a Missionary remains. Try to build one and the game permits that, and then cancels the build the next turn with a `You cannot continue building a [Missionary] in [Dogtown]' message.


A similar problem occurs with the build queue for Monasteries, now that the maximum number of Monasteries is a proportion of the number of Temples. The build-queue interface doesn't let the user know how many may be built.

The following strange thing happened in a sample game (now deleted!). Not knowing the limit on the number of Monasteries, I unwittingly queued up too many Monasteries. The game let me build these for a few turns, and then abruptly, after building The Spiral Minaret (I think), the game suddenly knew that there were too many and cancelled 12 Monastery builds in one turn. Most of these Monastery `ruins' were largely complete. For a while, no Monastery icons appeared as potential builds, and the half-built Monasteries weren't visible --- so, in which cities were they? Later, as more Temples were completed, the game now and then allowed a 1-turn Monastery build, having duly saved all the previously-invested hammers.
 
In the attached save game, AD764, built Apostolic Palace, got Python Exceptions:

TypeError: can only concatenate list (not "int") to list
File "HR Religion", line 607, in increaseFaithThreshold
File "HR Religion", line 427, in setFaith
File "HR Religion", line 409, in doFaith
File "CvEventManager", line 591, in onBeginPlayerTurn
File "BugEventManager", line 336, in _handleDefaultEvent
 

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Partly due to a request I made a year ago, the maximum number of Missionaries possible at any one time now scales with map size. Thanks for that.

However, the numbers are small. Only 3 Missionaries on a Huge map leads to painful gameplay. I had actually wanted the maxima to be greater. Can all the maxima please be doubled?

On a huge map the limit should be 4. The formula is floor(3 + Mapsize) / 2), where Duel = 0 and Massive is 7. I didn't scale the limit faster because I was concerned about religion spreading too fast in conjunction with certain tenets. However, I redesigned the most problematic tenet (Proselytism)

Moreover, the unit build interface is now confusing because the limits are no longer shown. Worse, when the maximum is reached, the option to build a Missionary remains. Try to build one and the game permits that, and then cancels the build the next turn with a `You cannot continue building a [Missionary] in [Dogtown]' message.

That was fixed in the patch back in November.

A similar problem occurs with the build queue for Monasteries, now that the maximum number of Monasteries is a proportion of the number of Temples. The build-queue interface doesn't let the user know how many may be built.

The pedia shows the limit, but the build queue doesn't yet. A technical hurdle I'm still trying to solve.

The following strange thing happened in a sample game (now deleted!). Not knowing the limit on the number of Monasteries, I unwittingly queued up too many Monasteries. The game let me build these for a few turns, and then abruptly, after building The Spiral Minaret (I think), the game suddenly knew that there were too many and cancelled 12 Monastery builds in one turn. Most of these Monastery `ruins' were largely complete. For a while, no Monastery icons appeared as potential builds, and the half-built Monasteries weren't visible --- so, in which cities were they? Later, as more Temples were completed, the game now and then allowed a 1-turn Monastery build, having duly saved all the previously-invested hammers.

Same issue as with Missionaries, but I'm not sure if I fixed it for Monasteries or not. Will check.

In the attached save game, AD764, built Apostolic Palace, got Python Exceptions:

TypeError: can only concatenate list (not "int") to list
File "HR Religion", line 607, in increaseFaithThreshold
File "HR Religion", line 427, in setFaith
File "HR Religion", line 409, in doFaith
File "CvEventManager", line 591, in onBeginPlayerTurn
File "BugEventManager", line 336, in _handleDefaultEvent

The line numbers in that error message don't line up with the files in 1.22. Implies you don't have the latest bug fix patch installed. Get that, or redownload 1.22. Downloads since November 14th have all the patches included.
 
They were all changed to +50% in 1.22, and it should say that in game too. I checked the text strings.

Yeah, I'd mucked up the install and was running .21 :crazyeye:
 
On a huge map the limit should be 4. The formula is floor(3 + Mapsize) / 2), where Duel = 0 and Massive is 7. I didn't scale the limit faster because I was concerned about religion spreading too fast in conjunction with certain tenets.

Hmm, I think that I unknowingly screwed up the installation of the Patch 3 back when it was issued. Then I couldn't know whether or not I had installed it correctly. Would it help to issue versions with labels such as 1.22.1, 1.22.2, 1.22.3?


I was definitely getting 3 maximum Missionaries on a Huge map. Perhaps the Mapsize codes go from 1 to 8 and not 0 to 7?

I would personally advocate for the MaxMissionaries formula to be
MaxMissionaries = Mapsize or
MaxMissionaries = Mapsize + 1 (depending on the MapSize codes)
 
I'm not sure whether I'm doing something wrong here. Some years ago, after I started a new game, I could open the World Builder and use the Regenerate Map button. Now I only seem to be able to open the World Builder sometimes (but when?), and the Regenerate Map button is gone. Have I messed with a setting somewhere?
 
Hmm, I think that I unknowingly screwed up the installation of the Patch 3 back when it was issued. Then I couldn't know whether or not I had installed it correctly. Would it help to issue versions with labels such as 1.22.1, 1.22.2, 1.22.3?

Yeah I'll start doing this, each time I do a reupload at least.

I was definitely getting 3 maximum Missionaries on a Huge map. Perhaps the Mapsize codes go from 1 to 8 and not 0 to 7?

Strange. I'll rework the calculation.

I would personally advocate for the MaxMissionaries formula to be
MaxMissionaries = Mapsize or
MaxMissionaries = Mapsize + 1 (depending on the MapSize codes)

I'll switch to something along these lines. Less need for caution now.

I'm not sure whether I'm doing something wrong here. Some years ago, after I started a new game, I could open the World Builder and use the Regenerate Map button. Now I only seem to be able to open the World Builder sometimes (but when?), and the Regenerate Map button is gone. Have I messed with a setting somewhere?

Not sure. I think the regenerate option is meant to disable after a turn or so. That's the way it was in BTS, I don't know if Platyping has handled it differently in his World Builder, Anyway, I don't recommend using it because some game setup code isn't run during a regenerate.

World builder should always be available though (but not in Multiplayer). Does the hotkey for it work? (Ctrl-W or CMD-W).
 
Not sure. I think the regenerate option is meant to disable after a turn or so. That's the way it was in BTS, I don't know if Platyping has handled it differently in his World Builder, Anyway, I don't recommend using it because some game setup code isn't run during a regenerate.

Ah! Then Regeneration has probably been disabled by Platyping for a good reason.

World builder should always be available though (but not in Multiplayer). Does the hotkey for it work? (Ctrl-W or CMD-W).

(I hadn't heard about a hotkey!) Yes, in the first turn, that works on Single Player. Perhaps it was in Multiplayer that it didn't work. My bad!
 
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