4/11 "Flibby" Hotfix

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Gazebo

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Hey all,

Hotfix inbound for the 4-5 version. Should be savegame compatible, I tested and didn't see any adverse effects. It also should fix the flibby issue for all players. As always, if your issue persists, let me know on Github.

  • [*]GP improvements placed on visible artifacts now immediately trigger the artifact's collection - this can be a useful way to quickly get an artifact (maybe considered a tiny buff to late-game GP planting?). This tweak exists because planting GPs on artifacts clears artifacts now, and it feels unfair to have that happen when you know there's an artifact already. Only works for valid placement of GP improvements.
    [*]Tweaks to city citizen AI logic to reduced over-concern with growth.
    [*]Fix for Evangelism not working in 99% of cases.
    [*]Late game hang fixes.
    [*]Assorted other github fixes (including a fix for MP that causes all deals to cancel when you open one).

Link: https://mega.nz/#!iR9WwTxK!07jzYA7stO7f4RHXppD6PtHHrilRuhojmciqZa4t1T0

We'll see a new (not savegame compatible) version with the city revolt stuff next week. Until then, have fun!

G
 
Awesome, thanks! Do we have to cancel digs in progress on our saves and re-start the dig?
 
so here's what we're looking at- I placed a great engineer down on top of a ruins and i get a popup stating "My archaeologist discovered..." a pottery sherd

with a nice option to put a landmark over my new manufactory, instantly destroying it.


Surely I could be forgiven for asking, where in the files was this implemented? i'm looking for a value or entry to delete that would disable it.

I think I see now this is in the DLL and will affect the vanilla community patch as well even without the cbo.

Doesnt seem to be any adjustable value in modoptions set anywhere to disable it, could we get one?



Spoiler :

IovW0pd.jpg
 
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@Gazebo I noticed my Github ticket concerning Siam's starting bias was closed prior to this hotfix. Was the starting bias adjusted, or did you decide to leave Siam's bias as "not_forest"?
 
Thanks! It was the longest 2 days in my life without civilization. :scan:

Ha! Let me know if the hotfix works I’m curious!

so here's what we're looking at- I placed a great engineer down on top of a ruins and i get a popup stating "My archaeologist discovered..." a pottery sherd

with a nice option to put a landmark over my new manufactory, instantly destroying it.


Surely I could be forgiven for asking, where in the files was this implemented? i'm looking for a value or entry to delete that would disable it.

I think I see now this is in the DLL and will affect the vanilla community patch as well even without the cbo.

Doesnt seem to be any adjustable value in modoptions set anywhere to disable it, could we get one?



Spoiler :

IovW0pd.jpg

In the interest of speed I didn’t add an optional element to this for the beta but it’s on my list for release. No worries yo. I wanted to make sure it works in all cases.

@Gazebo I noticed my Github ticket concerning Siam's starting bias was closed prior to this hotfix. Was the starting bias adjusted, or did you decide to leave Siam's bias as "not_forest"?

I decided against it. I tested for fun and Siam’s performance didn’t change with the bias.
 
I decided against it. I tested for fun and Siam’s performance didn’t change with the bias.

If Siam's performance did not change with the change of starting bias, then why not modify the bias to better match Siam's geographical location? Even if it has no noticeable effect on Siam's AI performance, it definitely makes more sense for Siam to have a jungle bias than an anti-forest one, does it not? Or, at the very least, to have its anti-forest bias removed (similar to you removing Russia and Sweden's bias towards tundra)? Or in other words, if changing the bias has no measurable effect on AI performance, than why NOT change the bias to be more flavorable to the geography of the given Civ?

I recognize this is such a small thing on the grand scale of things, so I really have nothing to complain about. It just seems, from my limited perspective, that this is an easy-to-change QOL fix that would have no negative effects.
 
In the interest of speed I didn’t add an optional element to this for the beta but it’s on my list for release. No worries yo. I wanted to make sure it works in all cases.

G, I would just remove the choice for an artifact or landmark and have it just instantly create an artifact when GPI is put over that resource.
 
G, I would just remove the choice for an artifact or landmark and have it just instantly create an artifact when GPI is put over that resource.

but then the person would miss out if it was a cultural renaissance, its not fair =) besides thats probably even more coding. but yeah, its a pitfall for the AI i was hoping they'll avoid in the meanwhile.
 
Then go dig the site with Arch, why waste a GPI?
 
If != FREE_SLOT, culture boost it.

But then GPTI become better than archaeologists. I'm not trying to reinvent the wheel with this, just a QoL to make it so that you don't have to jockey around dig sites if you want to plant GPTI in the late game.

G
 
Well I mean you already kind have reinvented it some, it just makes no sense that you go to plant say an academy, and you then have to turn around and make a choice to possibly turn it into a landmark. Seems completely counterintuitive of what a GP is supposed to do. Might as well bulb that b***** get build an archaeologist and or save it, dig site, get work, plant.

I think this is all on the right track, but as it is, it just doesn't make much sense to me.
 
I like this change. Sometimes I'll actually prefer a landmark over an artifact, so it's good to have that option with GPTIs.

@Gazebo , will hidden antiquity sites still appear under GPTIs?
 
I think this is all on the right track, but as it is, it just doesn't make much sense to me.

the part thats not going to make sense to me is getting a popup portrait of an archaeologist, and being told that my archaeologist just found something when i never even had one. i honestly think thats the worst part of it
 
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