BETA: 1.25

About that withdraw ability on defend. I think i saw a defending unit move from tile to another as it withdraw from battle.

Here some other ideas.

Not letting Cavalry upgrade to gunship is reasonable.
How about totally remake the Humvee to be successor of Cavalry. It can still have the ability to transport the personal but... i can think a problematic if it has not count as a military unit so now it possibly cannot move to territory restricted for foreign military personal.
So basically it can be the fast strike anti infantry unit. Got a lot variate for promotions but still weaker that mechanic infantry and tank. About resources i will go somehow different way. (Dint remember if need a oil.) -But if yes how about give it option to Oil or Aluminium? (As a cases for electric engines and batteries.) Or alternative resources like coal, gas, prime timber(char coal), or (fat oil)from whales and seals, or gun powder(Extra experimental engine). And If it needs iron then again Iron or Aluminium or coper (if we want cheat whit Bronze) Upgrade cost will be a pain to count. (*not find jet*)

If Humvee will be remade then RPG inflantry shall have at last +50% or +100% bonus against humvee. (dam those RPG are terror for those vehicles) Additional we shall make sure that RPGs have withdraw chance from battle. At last from attacking.

Refinery, shall have ability: give this city has access to oil (if not have already) because it can produce a alternative to burnable liquid fuel. (Even Nazis during WW2 produce they alternative to crude oil.)

(if not have already) Advisor page for see a dissent in other empires (cities). Maybe this can be a part of spi advisor.

(if not have already) Religion Palace... Voting ability:
vote for start one free tenet revolution (No revolution time). (Global.)
vote for religion Unity for (5-10 turns * size of map * game speed) all religion type presented in city produce +1-2 happiness (Global.)
Vote for word of piece (temporally all leader relation ship +10 points)

(if not have already) United nations... Voting ability:
vote for dissent solutions. All dissent meters in the world higher that stable are reset to stable. (Global)
Establish world Health Care organization. +2 health and food in all cities on the world. (voting yes means you donate a % of founding cost) (Search for hospital, or Red Cross national wonder, on the world, then on list of the optional cities pick one where this building will be constructed. The city can receive a +10% research bonus.)
Vote for found a International police. Lower chance to spread a syndicate, and a chance for event to wipe out syndicate from city. (need loyal or stable dissent level)

For health/unhealthy and global warming event then options for solve problems by money, or troops dispatch, or city (whit one of these or near the event) will be busy(No production or income) if hospital or red cross are present in empire. Or pay a lot of money if those two are not present but WHC are present.

Event Oil leak/ Oil tanker crash/ refinery accident, actual pollution on water. It will have a value of how hard it is as (amount of leaked oil) and based on tyme it can leak to another tile diverting some from its value. It can even polluted the land and possibly change the tile. (Same thing can be use to radioactive fallout. (Oh imagine you will nuke down the enemy empire and watch as how the fallout come for you.))

Will be there a new meter/bar/value indicated accumulated pollution in city? Then if it reach a certain level there will be a chance that a bad pollution event will occur. So you will need investigate a production to decrease the value or face the consequences of repeating pollution events. Like migration, pollution strike, dissent increase, production decrease, funding leak, improvident destroyed, barbarian raise, climate change.

Tenet prayer +50% needs for doctor and scientist, change +15% to all GP but not for general and prophet. Or -25% Dissent required for level. (if dissent level needs 100Stable, 300Unsetled, 600 rebellious. Then whit prayer 75, 225, 400)

Tenet meditation that give +25% need for train military units, change it to (if possible) +25% maintenance payment for army -1 strength outside the territory. Or 10% strength penalty.

For ceremony i still see the +25% maintenance from number of cities as a somehow wrong. So probably force 1. trade route to capital and give it -50% penalty?

Are there a tech that will give mountains +1 production? Like explosives or machinery as for mineshaft abilities. Or computers will be better options because you need calculate the oders to drill machinery.
 
Bug report: bad things happen when I switch to 'no state religion' (not by Apostasy, just choosing 'No religion' from list). City with a Great Temple gets negative specialists of all types, and another city with just normal temple crashes a game when some building is finished there. Both effects disappear after I switch back to previous state religion.
 
Okay first time poster here and play daily....I feel like civil war creating a new civ s is causing bug crash. If that’s possible net me know.
 
Okay okay few more games..... 58 civ Odessy length....problems seem to occur when civil war happens in ai civ. The new “barbarian civ” contact is shared.... once they on foreign advisors screen it’s immediate crash when trying to speak with them. Not sure how it’s coded but might just needed random ai leader input as the barn civ to interact. Either way game will crash in a matter of turns once a civil war barn civ becomes advanced enough to become an actual state with relations with other states in game.

As frustrating as crashes are what you’ve done is a masterpiece of culture and gaming.
 
I'm not going to address everything mentioned in this thread as some of the suggestions are beyond the scope of 1.25 and I need to focus solely on that right now.

I was positive surprised by AI when he construct a Super-Fortress(Lv1?) in hole in my empire to get the resource i was planing get the moment my culture expand. And now that title belong culturally to AI. What a smart move. :)

Yeah, the AI code for the new Forts mechanics is quite sneaky, watch out for it!

Dint notice if already yes, but can this be applied to water to? (maybe in later games, a standing ship controlling a oil well. submarines dint count.)

No, this new code only applies to Forts.

And when aim on it. Is there some way to get know how much turn a counter espionage mission effect staying? (duration 10 turns)
-I mean if there can be put on espionage page to the left panel between data a number showing pending on mission for me for him and in second line him for me.
-Or maybe a icon on main screen

Added to my todo list.

Had an issue with the UN here. Didn't see it mentioned before, apologies if this a repeat. None of the UN resolutions appear at all, except for one about obsoleting fur. Didn't know what I was voting for, so had to abstain!

This will be fixed for the 2nd beta.

Pirate ships are the first ships that can enter the ocean (with Compass). Encountering a new civilization with a pirate ship enables the option for open borders with that civilization. But aren't pirates supposed to be hiding your identity ?

Just to be clear, I expected to discover new civs with pirate ships without them knowing about me (and to be safe from "help me i'm at war requests").

Will investigate after 1.25 is done.

Humvee has ability to withdraw 25% but can't use it cause it can only defend. I don't think unit with 18 combat strength should be denied an ability to attack.

I don't want it to become an offensive unit cos as far as I'm aware, it's never been used as one. Certainly not en masse. Withdrawal chance is a mistake.

2. Mobile SAM being Siege (Artillery now) is really strange. It can attack and can get city raider promotion but lacks withdrawal chance, collateral damage and combat strength promotions and can't capture cities. It can also get +8% bombard damage (I don't actually know, will it be able to bombard with this promotion?). And it's also vulnerable to flanking by gunships, instead of having advantage against them. Also, 1 movement range is not "mobile" at all making this unit very similar to SAM infantry (less interception chance and less base strength but access to most promotions and no oil requirement). So, make it defend only but 2 movement? Or, make in Gun (but still 2 movement)?

It's supposed to have 2 movement still.

3. I also suggest making Cavalry upgrade into Mech Infantry instead of Gunships. Reason - mounted and gunships have very different promotion options and ability of a player to temporarily cut access to oil (to make earlier mounted units buildable) creates a lot of possible exploits in a late eras, especially if civ have unique mounted units with bonus promotions and/or Aggressive leader (like making commando-march-nomad2/3 gunships). Cavalry->MechInf also have some potential for exploits, but much less so (sure, you can make something like blitz-MechInf, but you can as well just make a tank). Tho I must admit, utterly devastating entire AI territory with several commando-gunships while accompanying (and being always covered by) main army is kinda fun)

I'll have to think about this after 1.25.

By the way, I see you have increased maximum trade routes cap from 8 to 12 (probably cause some civic/civ combinations could get more that 8). You might want to nerf or rework Redistribution civic then. Because it can get ridiculously powerful in a late game, when you get close to max trade routes and have a reasonably developed cities. Because you see, in addition to different trade yield bonuses from buildings you also get +5% from each citizen, and that applies to food gained as well. A trade route can have base value from 1 to 5 depending on distance and size of partner city (1 is an absolute minimum, 2-3 for a typical large and developed empire, 4 for a superpower, and 5 is reaaally hard to get and requires specifical setup), if you have 11 trade routes (-1 from Merchant Trades as you can't get both this and Redistribution) that means 11-55 base commerce for your city or 5.5-27.5 base food. Each pop can provide 0.275-1.375 unit of food then (about 0.7 for a normal large country), which effectively means you can have +16-220% population (+53% for a normal large country). That is a huge bonus and it makes you totally addicted to Redistribution, because you will get mass starvation if you switch out. You can additionally get Multiculturalism for hammers from trade or Caste System for even more food for capital only. And if you have access to unlimited +1 food specialists (Social Walfare for doctors or Polytheism+Jetavanaramaya for priests), it is actually possible to make infinitely growing cities as your specialists make more food than they eat (even easier to do this for just your capital with Caste System). In fact, it was already possible with 8 routes cap, but it required so much setup, that you would need to basically already win twice to make it happen.

Hmm, noted. Will look try look into this after the 2nd beta is done.

Bug report: bad things happen when I switch to 'no state religion' (not by Apostasy, just choosing 'No religion' from list). City with a Great Temple gets negative specialists of all types, and another city with just normal temple crashes a game when some building is finished there. Both effects disappear after I switch back to previous state religion.

Ah, yeah. This is a situation I completely overlooked. Added to todo list.

Okay okay few more games..... 58 civ Odessy length....problems seem to occur when civil war happens in ai civ. The new “barbarian civ” contact is shared.... once they on foreign advisors screen it’s immediate crash when trying to speak with them. Not sure how it’s coded but might just needed random ai leader input as the barn civ to interact. Either way game will crash in a matter of turns once a civil war barn civ becomes advanced enough to become an actual state with relations with other states in game.

Interesting, will investigate.

As frustrating as crashes are what you’ve done is a masterpiece of culture and gaming.

Thank you!
 
I think, I notice a possible problem whit Colosseum.
Probably already on to do list.
When I upgrade to a treaty right passage or open boards. The city lost its ability to produce special units of that foreign civilization. So Colosseum lost its purpose.

Second, this maybe is only local glitch. On two games I vas saving Great Generals to moment when I will be capable to build the special building in my cities (+50% MilitaryU production, +4XP). The buildings that appear on map was ridiculously big. Every I build. (Similarity to that giant ships sometimes reported. Its merely feel like scaling got 10 or max, instead 0.1)
 
I've been playing a game with the beta recently, and noticed a potential bug that I wanted to report. As Hammurabi/Amurru, when building a Swordsman unit, the unit does not animate, and the bottom menu displays the options for whatever unit was selected previously. I've attached a save file here to demonstrate; there is a Swordsman southwest of Ugarit that demonstrates this problem, and I get a similar issue when building new Swordsmen.

Either way, I'm (as always) having a blast with the mod!
 

Attachments

  • Hammurabi CE-0860.CivBeyondSwordSave
    440.4 KB · Views: 157
I think, I notice a possible problem whit Colosseum.
Probably already on to do list.
When I upgrade to a treaty right passage or open boards. The city lost its ability to produce special units of that foreign civilization. So Colosseum lost its purpose.

I hadn't noticed this and I can't see why it might happen. Might be something I've already fixed in the process of fixing something else, but I'll do some tests when I get a chance.

Second, this maybe is only local glitch. On two games I vas saving Great Generals to moment when I will be capable to build the special building in my cities (+50% MilitaryU production, +4XP). The buildings that appear on map was ridiculously big. Every I build. (Similarity to that giant ships sometimes reported. Its merely feel like scaling got 10 or max, instead 0.1)

it does sound like a scaling issue. Which civ are you playing?

I've been playing a game with the beta recently, and noticed a potential bug that I wanted to report. As Hammurabi/Amurru, when building a Swordsman unit, the unit does not animate, and the bottom menu displays the options for whatever unit was selected previously. I've attached a save file here to demonstrate; there is a Swordsman southwest of Ugarit that demonstrates this problem, and I get a similar issue when building new Swordsmen.

Ah, I know what's causing that. Will be fixed, thanks!
 
it does sound like a scaling issue. Which civ are you playing?
Its France... for the second i fail to find the save.

For the Colosseum... is the Isbal save. (Mexico/Aztec) I managed produce 2 UU archer type, 1 UU axeman type, 1-2 UU chariot type.
i think the problem causing the new diplomacy.

For the pirate ocean explore problem:
1- How about have two pirates units? One for player that cant go explore, and one for barbarians that can go explore ocean.
2- Or. New Naval title "Sea"
For the game mechanic input a sea title between coast square and ocean square. So the in range 2 square from surface the first and second work tile/square will be coast that can contain reef. The 3. will be sea and rest will be ocean.
So Trireme and War Trireme can aces only coast.
Cog, pirate, and Galleass + torpedo boat can enter sea. bud have -25% strength on sea.
Other ships oceans tiles and submarines Ice.
For Empire-Empire trading purpose i not sure if sea tiles haw count or they shall stay as ocean.
3- Or just name it Buccaneer. Or make Buccaneer something between Pirate and Privater or after it. (Marauder, corsairs...) But if after it then invisible to non war ships. Something like submarines. (probably cannot do it, if it will not be submarine)

As the successor for caravel i vote for Brig. Normally I will say Carrack but it dint feel right. So if this happen Caravel shall not be upgradable to Frigate any more. Second the quest build certain number of caravels shall be edited. So many times it appear when I already cannot build caravels because i have already Frigates. And the brig shall be upgradable to submarines, if they are capable to transport spies and other stuffs + missiles.
https://en.wikipedia.org/wiki/Brig
https://en.wikipedia.org/wiki/Carrack

I really try find a ironclad that don't have armour from iron or steel but from something like bronze or anything else. but i fail. Ironclad means: "Covered whit Iron." And no alternative to it was found. So I cannot propose that Ironclad shall be build from cooper to, not only Iron. I learn they put lead and bronze on bottoms of they early wooden ships to protect them from Wood Worms.

Storms/ taifunes/ hurricanes. We know them. They create in ocean squares, have life spawn, and travel like natural disasters, entering even coasts. Ship that dint have reef promotion or are submarines and have more that (ancient/paddle 25%, sails-iron 50%, modern 75%)HP are damaged when they are in end turn on these or have been on tile when this storm move on it.
City workers don't work on these tiles, but resource are still produced.
Air missions cannot be executed on these squares (Probably will be needed a security variable if AI try use Air mission on these squares to terminate the attempt. Or mission set 50% failure and 25% reduction of effect)
The ground variations can be tornado, sand storm, snow storm, radiation storm. Units in Encampment, Fort and Fortress are protected from these.

Uh... i write a lot... again... thank for reading...
 

Attachments

  • France B25.CivBeyondSwordSave
    665.7 KB · Views: 199
  • Isball B25.CivBeyondSwordSave
    699.5 KB · Views: 193
I can replicate the Armoury scaling issue, will fix.

For the Colosseum... is the Isbal save. (Mexico/Aztec) I managed produce 2 UU archer type, 1 UU axeman type, 1-2 UU chariot type.
i think the problem causing the new diplomacy.

Quite possibly. Too many changes since 1st beta to know for sure, we'll have to see if it still happens the 2nd beta.

As the successor for caravel i vote for Brig. Normally I will say Carrack but it dint feel right. So if this happen Caravel shall not be upgradable to Frigate any more. Second the quest build certain number of caravels shall be edited. So many times it appear when I already cannot build caravels because i have already Frigates. And the brig shall be upgradable to submarines, if they are capable to transport spies and other stuffs + missiles.
https://en.wikipedia.org/wiki/Brig
https://en.wikipedia.org/wiki/Carrack

It'll partly depend on what art I can assemble. Not till after 1.25 though.

I really try find a ironclad that don't have armour from iron or steel but from something like bronze or anything else. but i fail. Ironclad means: "Covered whit Iron." And no alternative to it was found. So I cannot propose that Ironclad shall be build from cooper to, not only Iron. I learn they put lead and bronze on bottoms of they early wooden ships to protect them from Wood Worms.

What is this in reference to?

Storms/ taifunes/ hurricanes. We know them. They create in ocean squares, have life spawn, and travel like natural disasters, entering even coasts. Ship that dint have reef promotion or are submarines and have more that (ancient/paddle 25%, sails-iron 50%, modern 75%)HP are damaged when they are in end turn on these or have been on tile when this storm move on it.
City workers don't work on these tiles, but resource are still produced.
Air missions cannot be executed on these squares (Probably will be needed a security variable if AI try use Air mission on these squares to terminate the attempt. Or mission set 50% failure and 25% reduction of effect)
The ground variations can be tornado, sand storm, snow storm, radiation storm. Units in Encampment, Fort and Fortress are protected from these.

I'd like to create a proper climate system for HR one day. Let's keep this thread focused on 1.25 though.
 
What is this in reference to?
Oh, i was tiring find some justifiable evidence to ask for little changes on build requirements for
-torpedo board from: Iron + ( Coal or Oil ) To: ( Iron or Copper [ +tin = bronze ]) + ( Coal or Oil )
-Ironclad from: Iron + Coal To: ( Iron or Copper ) + Coal
Or just give it Iron or Coppers as a base but increase cost by 25% and then +25%production speed whit iron
[i got idea that needed to be written in unit feedback]
 
I also wanted to report another bug I'm seeing occasionally: in between turns -- as far as I can tell, usually when an AI leader offers a deal to me -- I will see several instances of a message like "TradeUtil - unknown item type 12" (or another number) in the message log. This number increments over the course of the game. As far as I can tell, it's just a minor annoyance; I haven't seen any strange behavior associated with it. A savegame is attached that demonstrates this issue on the next turn.
 

Attachments

  • Hammurabi CE-1720.CivBeyondSwordSave
    744.6 KB · Views: 131
I also wanted to report another bug I'm seeing occasionally: in between turns -- as far as I can tell, usually when an AI leader offers a deal to me -- I will see several instances of a message like "TradeUtil - unknown item type 12" (or another number) in the message log. This number increments over the course of the game. As far as I can tell, it's just a minor annoyance; I haven't seen any strange behavior associated with it. A savegame is attached that demonstrates this issue on the next turn.

The message is harmless, but I've left it in cos it's actually quite helpful when debugging. Will be fixed for final release.
 
Hi, this is probably already on list, but if not:
On F8 page (Tents) (Religion Advisor), on bottom line, please make it display how much Fait is generated by Aspiration tenets. For current status and for new possible change. Similar like on F3 page.
Next counting for how many temples, monasteries and Grand Temples are in you Empire or in world, for your selected religion.
It can look like this.
T/M/G: 10(20)+2/ 2(0)+0/ 1(0)+0, F: A: 20/ T: 30/ S: 5 / W: 0, GP: 2000/2100 (530)
Long pop up description can be:
Temples/Monasteries/Great Temples(You religion structure in you Empire(World) + others in you empire): 10(20)+2/ 2(0)+0/ 1(0)+0, Faint generated: (Aspiration): 20 + (Temples): 30 + Structures: 5 + Wonders: 0, Great Prophet current progress: 2000/2100 (530 Faint get from battle)

And something else come to mind: Drafting and GP rush for AI controlled empires. Capital cities are protected from this activity right? Or there is some script that it mus chose other city for next rush/draft? Or time protection? (Its not fun watching rebelled empire/city to rush itself to size 1 this way. Maybe when rebelled and creating a new empire it shall be there a possibility to cause some kind of draft that will fairly draft some units from population so in necessary amount so AI will not force itself for drafting to size 1. Maybe to be fair and deny this extra unit to march out from the city and leave it defenceless/ vulnerable, give those extra of extra units a strike/busy effect for several turns. like 3*size of map.)
Or it will go for draft just because its in war ignoring all limits?
 
On F8 page (Tents) (Religion Advisor), on bottom line, please make it display how much Fait is generated by Aspiration tenets. For current status and for new possible change. Similar like on F3 page.

Added to the todo list.

Next counting for how many temples, monasteries and Grand Temples are in you Empire or in world, for your selected religion.

At some point I want to rework the city display part of the Religion Advisor to show all cities with a particular religion, not just your own. I can include this information there.

And something else come to mind: Drafting and GP rush for AI controlled empires. Capital cities are protected from this activity right? Or there is some script that it mus chose other city for next rush/draft? Or time protection? (Its not fun watching rebelled empire/city to rush itself to size 1 this way. Maybe when rebelled and creating a new empire it shall be there a possibility to cause some kind of draft that will fairly draft some units from population so in necessary amount so AI will not force itself for drafting to size 1. Maybe to be fair and deny this extra unit to march out from the city and leave it defenceless/ vulnerable, give those extra of extra units a strike/busy effect for several turns. like 3*size of map.)
Or it will go for draft just because its in war ignoring all limits?

I don't have time to look into this atm.
 
I found the another civ that have wrong scale(Giant) on Armoury (Great General structure). Its Romans. (Leader Lorenzo...)

All the Armouries have the same issue. Fixed for next beta.
 
Hi, i found a paper whit old and probably already denied idea:
Its against Barbarians: (if possible)
-New Wonder (It can be Interpol or UN resolution, or just Tenet efect): New Units get +25% bonus against Barbarians. (But i am not sure if all from world, all from you empire, from capitals, or only from this city)

Promotion:
-1: Additional Faint point from Combat Victory against Barbarians +10% Against Barbarian
-2 +10% Against Barbarian and +5% Strength
-3 +10% Against Barbarian and +5% Strength
It can be called Police/ (Anti) Barbar/ Imperial (Oder)/ Order.../ or others...

-Or world wonder that can produce Additional Faint point from Combat Victory
 
This is such a good mod. I had one glitch when I reached industrial age and my workers graphics upgraded. They all went into the arms stretched out pose and then the game crashed. Every time. That was the only game I got that far in tech with. How is the new beta coming along?
 
Hi, i found a paper whit old and probably already denied idea:
Its against Barbarians: (if possible)

I'm too busy with finishing 1.25 to consider suggestions like this at the moment, sorry.

I had one glitch when I reached industrial age and my workers graphics upgraded. They all went into the arms stretched out pose and then the game crashed. Every time.

What civ were you playing?

How is the new beta coming along?

I've made really good progress over the last couple of weeks. Getting close to releasing it.
 
Top Bottom