[Beta-test] v.45 beta 4

I found a very strange thing - i blocked an english King George V class between London(it is captured by me) and 2 Bismarck classes. When I attacked King George V class with my Bismarck class, the George V didnt counter attack! But when I attacked it with another Bismarck(Tripiz), it did the counter fire. That happened again in the next turn, but in the following turn everything worked properly.
Also, when an enemy city is completely surrounded and there is some garrison(infantry, for example), when I capture the city, infantry can "teleport" to another city. This is ridiculous, I think. Also, infantry gets some damage, but when it has 1 hp, it gets no damage.
Am I being ignored? D=
 
moving units to another city is a placeholder implemented since some time, nothing new here. It's in until I find the time to code the AI properly so it doesn't put a dozen units (sometime more when it has a lot of aircraft) in a city about to be captured, allowing the human to destroy an entire air force in one move.

About the battleship, never had that, I'd need the lua.log next time and try to reload the previous turn save to check if it happens again (and save just before the attack so I can test) please :)
 
I'd need the lua.log next time and try to reload the previous turn save to check if it happens again (and save just before the attack so I can test) please :)
I used v 45 beta 2
So here is the log and the save.
I has just tried the save, the bug happened again.
 

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So after playing awhile last evening, and then leaving the game run all night in observer mode, this is what i noticed.

While playing as france, the german turns started to take awhile right after June of 1941, and by awhile i mean 2 to 3 mins or more just to cycle the german turn.

With the observer mode game, i started that game on or about 2215, and ended it at 0630, so a good 8 hours of playtime, the game was only in Oct 1942.

As much as i love the idea of more units, perhaps (perhaps i say) toning it down a wee bit may be in order, to improve cycle times:lol:
 
With my current playthrough as the French, my unit cap is like 94, and on the top of the interface it doesnt give me the you can only build x more units display untill i hit about 20 more units to build:goodjob:

So i can see that if the French are up to at least 73 units... how many units does the rest of the AI have and yea the cycle times get wrecked.

I hope there is a happy Medium somewhere, i like the ability to control your own supply cap through buildings, i really enjoy that and the realism that goes with that. I had really disliked starting the game and hit the message of oh hey you can supply 2 more units...:cry:

I would say perhaps 3 units per Military base, and keep the barracks at +1 unit, and try that. Perhaps even 2 units per military base, i dunno. Just random thoughts while at work.
 
Just another series of thoughts. How about just a straight up +1 cap modifier for each of the following: Barracks, Military Academy, Military Base, Arsenal? I mean if you really REALLY want to build those and eat the maintenance costs in GPT go right ahead:eek:

it will give folks the flexibility to do what they feel they have to do in their current situations, but at a cost. And it will significantly reduce the overall unit creep.
 
I used v 45 beta 2
So here is the log and the save.
I has just tried the save, the bug happened again.
Thanks, I'll have a look :)

Just another series of thoughts. How about just a straight up +1 cap modifier for each of the following: Barracks, Military Academy, Military Base, Arsenal? I mean if you really REALLY want to build those and eat the maintenance costs in GPT go right ahead:eek:

it will give folks the flexibility to do what they feel they have to do in their current situations, but at a cost. And it will significantly reduce the overall unit creep.

I'm going for that ->
I'm trying at 0.5 per barracks and 2.5 per base, +3 max per city.

there were really too many units on the map with the previous values.

Maybe still a bit high, we'll test.

I'm doing some change to the AI DLL side, once finished and tested I'll release beta 4
 
- Change maintenance cost for roads (free) and rails (2 gpt)

I wonder if its an improvment for the russian economy since they have so many rail. it cost 466 gp per turn now for tile maintenance. I dont remember what it was in beta 2.


Forget that! I found out :) They where at -18 and now are at +25.
 
Another random thought boss :D

If interceptors on intercept missions can intercept 2 aircraft per turn each, up to 3 with promotions (4 per turn and 5 with promotions for jet interceptors), can we have something similar with perhaps a new or changed line of fighters for air sweeps?

My thought process for this is as follows: For a defender, you can use 5 aircraft to hold down up to 15 aircraft, thats a huge advantage. Now for gee wiz, the fast bomber advantage of straight up evasion kind of evens it out, but thats only a 25% (50% with the mosquito) chance. Just more morning musings:crazyeye:

and now for more updates:

Another all night observer mode, deity level, both defensive lines on, scripted events on, no alternative history:

Pretty much a stalemate honestly. after another 8 hour run: on or abouts Jan 1943: Norway, Denmark, Brussells, Amsterdam in German hands, Italy romping through North Africa on its way through Tunisa however Britian is still holding Egypt. The Balkens still stand, Greece is not rampaging through anyone this time. Russia stomped Finland, but the Eastern Front is still basically the German Russo split line of Poland.
 
Last 3-4 game I did as eighter British, French or Italian Russia always lost Leningrad to Finland in the first war. But when I play Russia I take Helsinki with ease leaving all Finland unit without supply line. So when the second war come there is no defender left.
 

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Gedemon, could you please rework the auto ending turn mechanics in beta 4? It is not working for me, as I wrote already:
I tried to reinstall the mod but auto end turn is still not working(I'm playing as USA of course, fortified special forces).
and you answered:
thanks, nothing strange in the log... note that it does not "check" the autoturn in the options, but it should act as if it was.

anyway if I go all the way and add operations for the USA, I'll use the code from my real spawn date mod instead.
I tried to use your historical spawn dates mod and set spawn date of America to 2000, also set only settler to units on spawn, but it's not working anyway.
 
What happens if you chose another nation and set the auto turn manually from the options ?
 
Another random thought boss :D

If interceptors on intercept missions can intercept 2 aircraft per turn each, up to 3 with promotions (4 per turn and 5 with promotions for jet interceptors), can we have something similar with perhaps a new or changed line of fighters for air sweeps?

My thought process for this is as follows: For a defender, you can use 5 aircraft to hold down up to 15 aircraft, thats a huge advantage. Now for gee wiz, the fast bomber advantage of straight up evasion kind of evens it out, but thats only a 25% (50% with the mosquito) chance. Just more morning musings:crazyeye:
But the defender have no way to prevent damage on the bomber's target, that's a huge advantage for the attacker IMO.

Especially when you have promoted your bombers with evasion and repair...

and now for more updates:

Another all night observer mode, deity level, both defensive lines on, scripted events on, no alternative history:

Pretty much a stalemate honestly. after another 8 hour run: on or abouts Jan 1943: Norway, Denmark, Brussells, Amsterdam in German hands, Italy romping through North Africa on its way through Tunisa however Britian is still holding Egypt. The Balkens still stand, Greece is not rampaging through anyone this time. Russia stomped Finland, but the Eastern Front is still basically the German Russo split line of Poland.

Thanks, maybe try at prince level to get less units on the map :)
 
But the defender have no way to prevent damage on the bomber's target, that's a huge advantage for the attacker IMO.

Especially when you have promoted your bombers with evasion and repair...
Correct me if I'm wrong, won't interception reduces the damage of bombarding? or just adding to the damage bomber suffers?
 
Interception has no effect on damage dealt to the target, that's in my todo.

That and reducing ranged effect on already damaged unit (imagine spread out)

Once done, we'll see if we need to buff the attacker (bombers dealing damage to the interceptors for example)
 
- Change maintenance cost for roads (free) and rails (2 gpt)

I wonder if its an improvment for the russian economy since they have so many rail. it cost 466 gp per turn now for tile maintenance. I dont remember what it was in beta 2.


Forget that! I found out :) They where at -18 and now are at +25.

Yes it reduces the maintenance substantially. All those roads and railways in the Soviet Union cost so much xD
 
I have an idea for testing porpose. Total units count on the map for all nations should be displayed on the screen.
 
Gedemon, as I've seen via IGE, AI Germany mostly biuld Waffen-SS and Panzer I-II.
I think, Germany should build medium and heavy tanks, because they are the best tanks in game.
 
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