A New Dawn Beta Builds

*shrug* I just bring a ton of siege equipment.

But then, I love pretty explosions. :mischief:

I know, me too. I just wanted to see why spies were too easy to exploit. I found it :). Now I'm just using my old conquering methods.

OK, Afforess, Espionage is for wimpy people. I just use the points to see what others are researching and see what they are buildings right now. I don't take advantage of these missions anymore now that I understand why spies are overpowered in enough numbers.

Now to next topic, Early Buildings in Marathon speed: seriously handicapping AIs. I use this option in my current game because I like Apiary, Candlemaker, and few others. But there are few select buildings that should be left to Snail or slower game if you want AIs to play well in Marathon speed. I will simply just un-check Early Buildings in my next game but still is sad that I'm missing out on few buildings only found in EB.

I also use Civic Buildings. There are too few of them to bother AIs so no problems there.

I also use Castle Improvements, even if they are rarely felt by me in this speed. Yes, AIs do use them. I even had one city in older game where I can't enter unless I bombard its defense down to a particular percentage. That was cool! But that was rare thing in Marathon speed.

This is Revision 382. Very good game except for pushover AIs (even the ones that are technologically a little better than me.)
 
Is there still a problem with some of the castle improvement buildings making the advanced shielding buildings supersized? IIRC, it was something to do with the graphics files and not necessarily with AND itself.
 
A Barbarian Spy operating near Grenoble have been thwarted ...

something new here ...
 
Feel free to create your own modmod to fix it. The date is highly variable. You may find that you get the date to line up with Marathon speed and large maps, but that the date goes out of whack with standard or huge maps. ;)

:hmm: OK

Recently I noticed that AI tends to use GP as city specialists. Kind of waste, IMHO.....
 
:hmm: OK

Recently I noticed that AI tends to use GP as city specialists. Kind of waste, IMHO.....

Yeah, but you should be happy that all GPs into Industrial eras can "light bulb" tech in one click now :D.
 
1.75Beta1 downloads=515
1.75Beta2 downloads=219

Wow, good numbers here. Will there be beta3 or is this final beta before official version come out?
 
A Barbarian Spy operating near Grenoble have been thwarted ...

something new here ...

Rebels can spawn as barbarians. I unlocked spies spawning with rebels. So it is conceivable that a rebel barbarian spy spawned. ;)
 
OK, before you release final version, my recommendations. Ignore them if you wanna :). Others can give their opinions, of course :D.

Early Buildings:
Buildings that are similar to Tailor's Shop (Basketweaver, Beadmaker, etc) should be forced to be playable in Snail and slower speeds. Firepit too. Leave Candlemaker for all speeds, it is cool extra hammer building. Apiary should be left alone since Candlemaker require apiary anyway.

Civic Buildings:
No recommendations/opinions. Everything mesh well in Marathon speed.

Realistic Cultural Spread:
Please say something about AI's handling of this one.

Realistic Economy:
Free Trade Agreement should both be lockable in Diplomacy tab, and also should be "upgraded" from Open Border. I invaded several civs, and some civs cut off OB but not FTA. Weird.

Realistic Corporations:
Too many start-ups and fall-downs. Possibly what you wanted. If so, then I'm cool with it.

Castle Improvements:
Just perfect. They just pass too fast in Marathon speed, so someday in future, if I feel like it, I will play Snail speed and get to experience castle improvements used by AI in full.

Fixed Borders:
Others already mentioned bugs in it. I'm assuming you fixed them all.

Surround and Destroy:
AI know how to use it? Will you make AI understand it or not interested?

Multiple Productions/Researchs:
Just cool! No complaints there now.

Passable Mountains:
Great feature! Badly needed.

Ruthless AI:
At Noble, not so ruthless but AIs are teching fairly well.

Barbarian Raze Always:
Cool idea but should let AIs be the main players against me, not barbarians. Barbarians are there for harvesting experiences. You improved this so far in this beta2 (revision 382).

Espionage:
Sadly need work but I understand you will not work on the code for Civ4 here so I'll just limit myself to just defensive spying.

Dynamic Names:
Cool names :).

1.75beta2 (revision 382) rating [1-10]:
9.5!!!
 
I would like to ask for one feature, if possible, I don't think it would be to hard but it would be helpful.

I play with the feature on to hide the buildings which you can't build at the time. But that hides wonders too.

Is it possible to make a feature which would hide the buildings but keep the wonders on the city screen, so I can always check what else do I need to build those?
 
Early Buildings:
Buildings that are similar to Tailor's Shop (Basketweaver, Beadmaker, etc) should be forced to be playable in Snail and slower speeds. Firepit too. Leave Candlemaker for all speeds, it is cool extra hammer building. Apiary should be left alone since Candlemaker require apiary anyway.

Probably going to leave it alone. I know people *should* use it for slow speeds, but I'm not going to force them to.

Realistic Cultural Spread:
Please say something about AI's handling of this one.

Yes, the AI still is not aware, and will not be made aware. I doubt making them aware would help much anyway, the AI sucks with workers.

Realistic Economy:
Free Trade Agreement should both be lockable in Diplomacy tab, and also should be "upgraded" from Open Border. I invaded several civs, and some civs cut off OB but not FTA. Weird.

Free Trade Zone depends on Embassies, not Open Borders. So you can have closed borders, but an embassy and free trade.

Realistic Corporations:
Too many start-ups and fall-downs. Possibly what you wanted. If so, then I'm cool with it.

I may slow it down - but seems fine most of the time.

Castle Improvements:
Just perfect. They just pass too fast in Marathon speed, so someday in future, if I feel like it, I will play Snail speed and get to experience castle improvements used by AI in full.

Great.

Surround and Destroy:
AI know how to use it? Will you make AI understand it or not interested?

No - and I doubt I will. The only time it is even worth making the Ai aware is when sieging cities.

Espionage:
Sadly need work but I understand you will not work on the code for Civ4 here so I'll just limit myself to just defensive spying.

Yeah, I know. Costs may be increased.



I would like to ask for one feature, if possible, I don't think it would be to hard but it would be helpful.

I play with the feature on to hide the buildings which you can't build at the time. But that hides wonders too.

Is it possible to make a feature which would hide the buildings but keep the wonders on the city screen, so I can always check what else do I need to build those?

I won't be adding this, but you can make wonders exempt for yourself with a tiny tweak to CvMainInterface.py. Open it up, and search for this line:

Code:
			# Wonders to construct
				for item in ( g_BuildingList ):
					if (item[1] == -1): continue
					eBuildingClass = item[1]
					if (isLimitedWonderClass(eBuildingClass) and not isNationalWonderClass(eBuildingClass)):
						eLoopBuilding = gc.getCivilizationInfo(pHeadSelectedCity.getCivilizationType()).getCivilizationBuildings(eBuildingClass)
						[B][COLOR="Red"]if (pHeadSelectedCity.canConstruct(eLoopBuilding, False, not RoMOpt.isHideUnconstructableBuildings(), False)):[/COLOR][/B]

And change it to:

Code:
			# Wonders to construct
				for item in ( g_BuildingList ):
					if (item[1] == -1): continue
					eBuildingClass = item[1]
					if (isLimitedWonderClass(eBuildingClass) and not isNationalWonderClass(eBuildingClass)):
						eLoopBuilding = gc.getCivilizationInfo(pHeadSelectedCity.getCivilizationType()).getCivilizationBuildings(eBuildingClass)
						[B][COLOR="Red"]if (pHeadSelectedCity.canConstruct(eLoopBuilding, False, True, False)):[/COLOR][/B]
 
Afforess ? Do You know what tools you will have for moding on your first Beta for Civ5 ?
 
Buildings like moneylender employing citizens - as it is now, i never build such buildings except in really big cities, because otherwise it hurts food, production and trade alot. I don't know if AI is aware of this and use it sparingly or build them whenever possible thus hurting their development.

I personally don't like that idea much, maintenance and building costs are already enough penalty as is.
 
Afforess ? Do You know what tools you will have for moding on your first Beta for Civ5 ?

What do you mean? What modding tools I use, or what modding tools are available?

The castle buildings seem to never become obsolete. At least I can built those dungeons etc. until future era as long as I have a castle in the city (beta 1).

They become obsolete when the Castle becomes obsolete.
 
The new beta looks great so far; I'm 400 turns into a marathon game and no bugs so far! The AI is doing pretty well (agricultural AI + massive farm land = :eek:) and not mass adopting pacifism like before!

I do have some complaints about the civics though... all the government types really suck in terms of maintenance. I'm all for balancing the civics, but chiefdom is starting to look really attractive since it is the only civic that has no additional maintenance costs. The rewards for adopting the other civics just don't make up for the increased cost. Also inflation is killing me. I'm stuck on barter because changing my economy will cause me to get hit by a massive 300 gold inflation upkeep (I'd have to turn my research rate from 90% to 60% to maintain a budget). I'm considering re-balancing the civics to my liking... I was wondering, is there any way to make civics require another civic to be active? For example to make the Vassalage Power civic require Monarchy, Despotism, or Chiefdom to be active?
 
I'm considering re-balancing the civics to my liking... I was wondering, is there any way to make civics require another civic to be active? For example to make the Vassalage Power civic require Monarchy, Despotism, or Chiefdom to be active?

No, I'm afraid not.
 
Can someone explain how the inflation works? cos i looked through the civopedia and couldnt find anything.
Also, i've noticed that when i need money and drop my research down so i am getting say 600 gold per turn, sometimes 30-40% of that gold goes missing on its way into my bank...
I'll do some screens / savegames next time i notice.
 
What do you mean? What modding tools I use, or what modding tools are available?

I read for a time ago that modding tools will be made for modder for CIV5. So I was just wondering if you knew what are those modding tools. and if you could give us a date (be precise please) on when your first Beta for CIV5 will be ready to download. :joke:
 
I read for a time ago that modding tools will be made for modder for CIV5. So I was just wondering if you knew what are those modding tools. and if you could give us a date (be precise please) on when your first Beta for CIV5 will be ready to download. :joke:

5 days left until Civ5 itself come out. How can he know when he will release AND for 1.75? :D
 
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