(8-12) New Beta Patch (Hotfix 6)

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Due to Gazebo's absence, I've decided to create a new patch. Not a lot of changes in this one, mostly bugfixes and some new modder tools.

EDIT: The Freedom rework changes are all included in this patch. The changelog below has been updated to reflect this.

EDIT 2: The changes from Hotfixes 1 - 5 have been added to the changelog.

Installation Instructions:

1. Install the 7-1-3 Version of VP using the autoinstaller from here.

2. Download the patch version of your choice from this post (attached ZIP files are at the end of this post).

3. Extract the folders from the .zip folder.

4. Copy and paste the extracted folders directly into your MODS folder (My Games\Sid Meier's Civilization 5\MODS)

5. At the prompt, select "Replace the files in the destination" as shown here:

Spoiler :

Screenshot.png



6. Delete your cache folder, if it exists (My Games\Sid Meier's Civilization 5\cache).

7. Enjoy the new beta version of VP :king:

Changelog

Code:
Balance
  City-States
    Now use AIHumanStrengthMod and military skill rating when calculating military strength *for PTPs only* (should be fairer to humans)

  Difficulty
    +1 starting CS military unit on King and Immortal

  Freedom Rework by InkAxis
    Civil Society: Removed
    Urbanization: Specialists require 2 less Food (minimum 1)
    Universal Suffrage: Moved to Tier 1
    New Deal: Landmarks and GPTIs gain +2 Tourism
    Their Finest Hour: +1 air unit cap in all cities
    Transnationalism: Every owned Town counts as a franchise

    Self-Determination (new T2 tenet): Liberating a city for the first time gives 15 XP to all units, 50 Influence with all City-States, and 40 Science, scaling by era and city population.
    The liberated city gains an Arsenal, 6 military units, and is healed to full.

Additions
  New modder functions from InkAxis
  - Improvement to LUA EnhancePantheon
  - Added InstantReligiousPressure column to buildings
  - Added PurchaseCooldownReduction and PurchaseCooldownReductionCivilian column to buildings
  - Added Building_YieldFromYieldPercentGlobal table (enables "% of yield to other yield" conversion in all cities)
  - Modified Building_YieldFromYield table (identical bonuses now stack)
  - Added DLL support for new ideologies
  - Ideologies can set what fonticon they want to use

  New modder functions from HungryForFood
  - Added UA support for revealing a resource at a different tech than normal
  - Added UA support for adding specific GPP from killing units (in the capital)
  - Added UA support for adding random GPP from killing units (in the capital)
  - Buildings will not be shown in the Civilopedia UI, and some tooltips, if ShowInPedia is set to 0.

Bugfixes
- Fixed Spain culture bombs not granting yields when stealing territory (pineappledan)
- Fixed City-State quests not ending properly when the CS is killed (Milae)
- Fixed "recently adopted ideology" pressure not applying properly after switching ideologies (InkAxis)
- Fixed civilian purchase cooldown affecting general unit purchase cooldown (InkAxis)
- Fixed city governor creating excessive laborers (ilteroi)
- Fixed automated workers creating unnecessary roads (ilteroi)
- Cleaned up buggy "reveal resource" goody hut code
- Fixed a few malfunctioning diplo flavors
- Vassal protection/failed protection opinion bonus now applies twice, as shown in the UI
- Fixed AI attempting to bully City-States they are at war with (or planning war with)
- Fixed issue with voluntary vassalage (+20% opinion penalties for mistreatment should work as intended)
- Fixed locked war turns resetting for entire team if one player on the team was killed
- Fixed some UI display issues for opinion modifiers
- Fixed AI Great Prophets ignoring promises not to convert
- Fixed AI not reevaluating diplomacy properly after making peace or being resurrected
- Fixed Huns burning every city down (Community Patch only)
- "Scientist" and "Cultural" diplo personalities can no longer be selected if Techs/Policies are disabled
- Fixed liberating a vassal not giving any diplomacy bonuses, and changed minimum turns before liberation to equal minimum turns before voluntary vassals can leave (Hotfix #4)
- Fixed a bug that was making the AI's victory dispute penalty stack up to -1,275 (!!!) (Hotfix #5)
- Fixed an exploit allowing voluntary vassals to clear all backstabbing penalties (Hotfix #5)
- Fixed certain political modifiers (denounced our friend, etc.) counting players with 0 cities (Hotfix #5)
- Fixed some typos, including Sejong's war declaration text (Hotfix #5)
- Hopefully fixed the bug with the AI making DPs above the limit (Hotfix #6)
- Fixed AIs sometimes double-counting the same DP in the limit (Hotfix #6)
- Fix message priority for backstabbing penalties (Hotfix #6)
- Fixed corner case bug where City-States affected major civ diplo checks (Hotfix #6)

General
- Performance improvements
- Code cleanup
- DifficultyMod.xml now has a separate section for AI Behavior modifiers (as opposed to general bonuses)
- Disable Trade Offers (DiploAIOptions.sql) now has an option to allow offers to renew an existing trade deal
- Moved DiploApproachWeights.sql/DiploOpinionWeights.sql to Core Values folder
- Moved C4DF approach weights to DiploApproachWeights.sql
- Moved C4DF opinion weights to DiploOpinionWeights.sql

AI
- Improved missionary targeting logic (ilteroi)
- Diplo AI now factors in AI's allies in a war when calculating war state/danger
- Better consideration of city danger in Diplo AI
- AI now distinguishes between "shouldn't start a war" and "in terrible shape for war"; uses this for better strength perception of other players
- Adjusted several opinion modifiers (Hotfix #5):
  - Penalty for breaking/ignoring promises has been increased significantly
  - Increased bonus/penalty for the AI liking/disliking a player's World Congress resolution
  - Nerfed wonder spammer penalty, but allowed it to apply farther once AI can cross the ocean
  - Nerfed penalties for religious conversion
  - Nerfed duration of breaking/ignoring digging promise modifiers
  - Tweaked penalty for stealing territory: still doesn't apply for wartime thefts, but the AI will remember peacetime thefts until a Peace Treaty is signed with them
  - Adjusted value of backstabbing penalties
  - Nerfed "resurrector attacked us" penalty: now a regular backstabbing penalty, not an additional one (but still permanent)
  - Buffed penalty for aggressive military deployment + now customizable
- Added global penalties for declaring war on your own vassal, declaring war on a civ you resurrected (Hotfix #6)
- Resurrected AIs no longer make Defensive Pacts with / voluntarily capitulate to teams other than their liberator (and must agree to a DP with their liberator) (Hotfix #6)
- Trade Route RecentTradeValue uses base XML flavors, not the broken grand strategy flavors (Hotfix #6)

UI
- The starting ideological pressure and the pressure for a low number of followers has been made clearer in the UI (and the UI text changed for this)
- Expansion promise text changed to make it more clear that conquering counts too
- EUI version of city tooltip no longer shows religions with no pressure or followers

Online as of 2:10 PM CT. Not savegame compatible.
 

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Last edited:
Some good fixes here. My only question is.... did Emperor already have that +1 starting CS military unit, and it was a bug that Immortal didn't have it?
 
Some good fixes here. My only question is.... did Emperor already have that +1 starting CS military unit, and it was a bug that Immortal didn't have it?

Settler - 0
Chieftain - 0
Warlord - 1
Prince - 1
King - 2 (+1)
Emperor - 2
Immortal - 3 (+1)
Deity - 3

Not a bug, I just changed it so it was 0/0/1/1/2/2/3/3. Warranted given the new tribute system, I think.
 
Added UA support for revealing a resource at a different tech than normal
And so it begins...
Spoiler :
KimApproved.gif
In order to keep him satiated, thus enabling more of his glorious efforts, HungryforFood will indeed be receiving more rations during the upcoming We Love The Kim Day.
 
if Techs/Policies are disabled
This is a setting? How would that even work?

Ideologies Civil Society: -3 Culture and Science from Villages Their Finest Hour: +1 air unit cap in all cities
Should be updated, these are not all of the changes, they are listed here:
https://forums.civfanatics.com/threads/formal-proposal-freedom-tree-updates.671630/
UI - The starting ideological pressure and the pressure for a low number of followers has been made clearer in the UI (and the UI text changed for this)
With my change, Ideological Pressure should be easier to understand. There were some elements hidden from the UI so now you can tell if you are close to getting pressure.
 
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Has anyone else tested the changes to Freedom yet? I was curious what the changes were so i went in and did some testing and i think the entire branch is broken. Ive made a github report with a list of bugs that i found. Just wanted to ask if anyone else is getting this?
 
Hotfix #1 posted. Fixes New Deal tenet to work as intended. Online as of 3:30 AM CT. Savegame compatible.

Hotfixed folders have been added to the original post. To apply the hotfix, just download them and install them as you would the patch itself.

Also edited the changelog, since I did not realize the full Freedom rework changes were included.

Another hotfix may be incoming as there appear to be bugs with the new Freedom tenets.
 
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This is a setting? How would that even work?

RAS. It's for scenarios. But anyway, the AI should be able to handle it now.
 
The changelog reminded me: last time I checked, Building_YieldFromYield didn't convert pop-based yields. Has that been fixed yet?

Not too big of a fan of the new freedom changes, but I definitely like the new addition to Transnationalism. Being able to have franchises without relying on other civs was one of the biggest draws of Order for me, and I'm happy to see that functionality expanded. Self-Determination reminds me of Way of the Pilgrim in that its usage seems counter-intuitive and/or a bit niche, and I'm not really liking it.
 
Hotfix #2 posted. Should fix bugs with Freedom tenets. Technically savegame compatible, but because the bug caused a lot of database errors, you'd better start a new game.

Hotfixed folders have been added to the original post. To apply the hotfix, just download them and install them as you would the patch itself.
 
Cleaned up buggy "reveal resource" goody hut code

There is something really weird happening with revealed resources. If you reveal say horses, you won't see any horses at all, but if your units move around the horses will start to appear. You can circumvent this by saving and loading.
 
There is something really weird happening with revealed resources. If you reveal say horses, you won't see any horses at all, but if your units move around the horses will start to appear. You can circumvent this by saving and loading.
I've also have this problem
 
There is something really weird happening with revealed resources. If you reveal say horses, you won't see any horses at all, but if your units move around the horses will start to appear. You can circumvent this by saving and loading.

I've also have this problem

That's HungryForFood's changes. Make a bug report on Github please.
 
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