[Beta-test] v.45 beta 4

thanks, no crash here, could any one else test the save please ?

(and please remember me if you had the Fall of... crash if possible)
Hmm, strange thing happened. I captured Narvik, no crash, captured Oslo and no crash but no Fall of Norway. Bug?
 

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It appear that Slovakia managed to capture Warsaw.
And no "Fall of Poland" triggered. I'd say Slovakia earned to keep Warsaw !

New bug to report boss.

on or about the start of the British calling in reinforcements, the British units in London (only British city left :king:) seem to ignore the only 1 unit attack from city rule. My encirclement units in one hex in particular are getting wave attacks out of the city of 8 infantry and a matilda II every turn. The hex they are currently hitting is the wheat hex just west of London.
Yep, already in the bug list.

Hmm, strange thing happened. I captured Narvik, no crash, captured Oslo and no crash but no Fall of Norway. Bug?
There is no "Fall of..." for Norway.
 
Aw. Ok xD. But there was no british troops in Norway. None.

If there is no allied city and troop left in Norway, you'll get the territory in the following turns during the map's update.
 
My test game with USSR: Yerevan captured by Iran, Murmansk captured by Finland (but I've captured Helsinki), Lwow threatened by Hungary and Slovakia...

still holding Germany around Warsaw (I was first to capture), but well that's interesting !
 
Gedemon, are the new rules of supply added in v 45? When will you finally post the changelog? =)
 
No for the supply rules, they require the mod overhaul.

Changelog added in OP:

AI (DLL):
- Every nation use same value (5) for all flavors (testing purpose)
- Tweak score target for cities
- Do not allow Withdraw and Hedgehog posture (testing purpose)
- Do not allow defensive Bastion and Improvement Defense (testing purpose)
- Do not count Air units for Dominance zones (testing purpose)

Global:
- Add Urzahil's units icons
- Add Urzahil's German translation
- Add civilizations maps from JFD WWII Leader mod
- Add WWII 3D Leaders to authorized mods list
- Add ZiS-3 soviet Field Gun (fixed in beta 3)
- Remove all traits description as they are not all activated

Europe 1939-1945:
- Tweak initial buildings list in cities
- Remove Strasbourg for France, update Maginot Line position
- Remove some small soviet cities
- Move Munich, add Essen and Leipzig, remove Passau and Magdeburg for Germany
- Change some population values
- Add troops route out of U.K. in case of near complete conquest by Germany AI
- Add Operation Fallgelb for Germany (human and AI), available only if the Maginot Line is on the map.
- Always place the Modlin Fortress in Poland

Balance :
- Update AI operational and tactical defines values
- Lower Mobile AA combat modifier vs Armor (from 100 to 25)
- Add and edit Army Formations from Artificial Unintelligence mod
- Tweak U.K. and Italy Order of Battle
- Tweak "MotherLand Call" military operation flavors and cost

Bug fix:
- BM13-16 project reference is the BM-13, not the T-34...
- Add forgotten mobile artillery projects to Germany
- Fix Field Gun size
- Allow Greece to trigger allied victory (fixed in beta 3)
- Give French territory to correct player when the AI conquer Paris
- On Military operation, launch Paratroopers from a city and check that it's a friendly city (ie not captured)
- Remove Joffre project

Crash fix:
- Prevent a crash that could occur on some computers when changing the number of resistance turns after capturing a city
- Prevent a crash that could occur on some computers when a defending unit is destroyed after capturing the last city of a civilization
- Fix rocket artillery graphical initialization that was causing random crashes when firing at large figures units (like infantry)
 
So, which city (cities ?) to add back for USSR ?
 
My test game with USSR: Yerevan captured by Iran, Murmansk captured by Finland (but I've captured Helsinki), Lwow threatened by Hungary and Slovakia...

still holding Germany around Warsaw (I was first to capture), but well that's interesting !

Got to knock out Finland in the Winter War my friend! xD Iran always is sneaky, I usually just dedicate Yerevan's buildings to that war.

As for what Soviet Cities to add back, I would just say some random two or three cities near an iron mine/oil field, that should suffice with production. You already have a good amount of production in the Urals. (However you go also add a city on the Eastern Side of the Caspian sea, just so it doesn't seem so stark there on the border of Iran.)
 
fixed in beta 3 that I am testing and will be released *soon*
 
I've done a balance pass on the number of supplied units.

I've also changed the maintenance cost for rails and roads, instead of 1 gold for each it's now 2 gold for rails but free for road.

Now USSR start at +25 instead of -18 gpt

For supplied units, I've added back the number of cities now that USSR have a lot less, reduced the impact of total population (10% instead of 20%), but also added more way to improve the limit without capturing cities:

- you get +1 unit per 100 gold per turn if it's positive (+200 gpt = +2 units supplied)
- you get -1 unit per 20 gpt if it's negative (-100gpt = -5 units supplied)
- you get +1 unit supplied per barracks and +5 per military bases

Fortifications are now free, as convoy.
 

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i really dunno about the gold thing impacting unit cap boss, its hard enough to keep all things ballanced and a ballanced budget for wartime with some nations (esp Italy), this might lead to a severe imbalance with nations that can mobilize thier economy and hoard gold to be able to field a huge military.

In my current play as France, i have been able to hold the line, play defensively, and actually make money in order to purchase buildings along the front that would take way to long to build.
 
Currently being at +0 or -499 gpt have the same impact on the game, seems wrong to me.

Or do you mean that the positive ratio has to be even higher ? +1 unit per 200 gpt ? no influence at all from positive income ?

I'm reluctant to add a penalty mechanism without a positive counterpart.

Or keep it fixed (city/population only) ?

See how much player asked for a way to raise that supply number... (unlimited units is still not an option)

Now for balance the base value for supply is already nation dependent, that can be done for other values if needed.

And I'm open to suggestion, but how may of you struggle with gold in the mod ?

I mean once you've noticed the upkeep cost of some buildings after a few games :D
 
I never struggled with gold before beta 2 with the Russian, seemed that most cities have to produce income. I solved that by keeping to minimum buildings in small cities. In all game so far the AI never seem to have problem with gold or supply since he always have a horde of units, its good like that ;) I dont think the +gold per turn will have a big impact on the game for my way of playing because I rarely have 100+ gold per turn. The bigest impact will be the barrack.
 
The supply is not so bad after all, there are ways to deal with it and the lend lease give many units of all kinds now. In that game in october 42 Iran is still neutral. Its that normal, I was counting on Theheran to be on my city list.
 

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[No AI restrict embarkation]
I found a strange thing - when I captured France, I started to prepare to invade U. K., I moved a lot of u-boats to the English channel. U. K. behaved very strange - every turn they embark 2-3 units, I damage them, next turn these units land on U. K. territory, then U. K. embarks other units, and that happens again and again so I destroyed a lot of units(when I started invasion and landed in England, there were only 5 - 7 units left). U. K. didn't send any fleet to English channel, so my embarked troops and u-boats didn't get any damage. And another thing - once the English tank division landed near Amsterdam(between the city and unit was 1 tile, Amsterdam were already captured by me). I tried to destroy it, but I wasn't able to do it in 1 turn. Suddenly, next turn the tank division embarked! How?! When I was fighting France, they kept their Char B-1 in south, behind Nice(Nice was controlled by France). Another thing - I launched Seelowe(I think it's the most useless operation, paratroopers in England were cool, but so many obsolete units appeared in the sea, including infantry(I don't build it at all as Germany, I build only SS). My production went to -20% because of oversize of military), then I embarked StuGs to capture Plymouth, I attacked the city with 2 StuGs, next turn I attacked it with 1, then I somehow lost the ability to attack Plymouth with an embarked unit. Is it a feature or a bug?
 
Lemme play a few games as each civilization to get the feel of the new gold mechanic boss and ill get back to ya. In all actuality the +1 unit per 100 gold aint that bad, just have to prioritize the holy trinity buildings to the production area's (barracks/military academy/ military base for the exp bonus's) Thats what i was doing and being successful with the french last night.

Ima download the new goodies and give it a whirl and letcha know :)
 
[No AI restrict embarkation]
I found a strange thing - when I captured France, I started to prepare to invade U. K., I moved a lot of u-boats to the English channel. U. K. behaved very strange - every turn they embark 2-3 units, I damage them, next turn these units land on U. K. territory, then U. K. embarks other units, and that happens again and again so I destroyed a lot of units(when I started invasion and landed in England, there were only 5 - 7 units left). U. K. didn't send any fleet to English channel, so my embarked troops and u-boats didn't get any damage. And another thing - once the English tank division landed near Amsterdam(between the city and unit was 1 tile, Amsterdam were already captured by me). I tried to destroy it, but I wasn't able to do it in 1 turn. Suddenly, next turn the tank division embarked! How?! When I was fighting France, they kept their Char B-1 in south, behind Nice(Nice was controlled by France). Another thing - I launched Seelowe(I think it's the most useless operation, paratroopers in England were cool, but so many obsolete units appeared in the sea, including infantry(I don't build it at all as Germany, I build only SS). My production went to -20% because of oversize of military), then I embarked StuGs to capture Plymouth, I attacked the city with 2 StuGs, next turn I attacked it with 1, then I somehow lost the ability to attack Plymouth with an embarked unit. Is it a feature or a bug?

I think the AI units are trying to go to Africa but can't find a path by sea because of the naval units in the area and disembark/embark (AI can reembark when on a route, it shouldn't disembark in the first place, but that's not something I plan to fix in v.45)
 
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