Beta Version - November 30th (11/30)

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Gazebo

Lord of the Community Patch
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Hey all,

Another day, another beta. New version inbound.

Here's the changelog:

Fixes:

  • Set up warmonger penalties to only apply to cities you can liberate after you have chosen not to liberate it (this is why liberating a CS could cause your warmonger to rise - the cost of conquest was greater than the bonus for liberation).
  • Fixed JFD garrison unit ID bug.
  • Worked a little on city plot working logic for citizens.
  • Fixed a few smaller bugs and quirks in the AI, particularly deal AI.
  • Incorporates some of ilteroi's fixes for city placement and unit movement logic.

Balance:

  • Terrace Farm now +1 food for every adjacent terrace farm.
  • Tradition finisher now only a +33% bonus for internal routes from the capital (removed 'global' element)
  • More aggressive scaling for internal route yields, and added a delta model for yields based on the difference in size b/w origin and destination cities
  • Scaling model for internal trade routes is 1 for Classical/Medieval, and then 2 for Renaissance-on (was .5 for all)
  • Reduced international TR yield % mods and CS ally/friend bonuses
  • Reduced river bonus for International TRs to 20% (was 33%)
  • Adjusted AI proclivity for international v. internal routes based on war
  • Adjusted value scaling and probability %s of spy advanced actions
  • Paratrooper gains +25% CS v. Siege, Marine +20% v. Gun (Melee) units
  • Oxford University now produces 10 science, scaling with era, when you research a tech.
  • Spanish Mission buffed (Was 30/15 yield %, is now 50/66)
  • Added information to TR target choosing popup: your influence over the civ (by %), whether or not you are already connected to the civ (only shows for morocco), and City-State personality information
  • Added ability to sort by influence over a civ (for international routes), as well as production and food (For internal routes)

Beta downloads folder is here: Downloads Folder.

Same rules apply - not savegame compatible, clear cache and delete LUA folders as needed.

Files updated:

  • CP
  • CBP
  • EUI
  • Compatibility files (EUI and No-EUI)

New version online as of 9:40pm EST.


Cheers,
G
 
Oxford University now produces 100 science, scaling with era, when you research a tech.
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Oxford University now produces 100 science, scaling with era, when you research a tech.

100? Really? PLUS scaling? I can see research chains happening from this - unless you meant acquiring a Social Policy, which would make more sense.
 
100? Really? PLUS scaling? I can see research chains happening from this - unless you meant acquiring a Social Policy, which would make more sense.

Typo. Should be 10 (additions are iterated in a secondary mod that I the move over, iteration should have been 10, was 100 because I corrected a few 1/100 divisors in some fixed lua, got added to changelog as a clerical error (copying over lines and lines of data). Is more or less experimental. In any case, fixed version is in the beta folder.

G
 


This is extremely asinine. I just completed a request for you for UI elements, and this is the thanks I get? Consider every future post, request, sentiment and discussion you make from here on out ignored.

G
I think you expect too much out of Strigvir, considering literally all he does in this forum is spread negativity.

Anyway, nice job G. Haven't been able to play civ 5 lately (what a surprise), but I'm curious to see the new artwork.
 
Added information to TR target choosing popup: your influence over the civ (by %), whether or not you are already connected to the civ (only shows for morocco), and City-State personality information

Could we get this universally, to track tourism modifier?

Thanks for the hard work. Trying out a Celts Tradition game to see what the new internals can do for me. Still can't figure out what Pantheon to take with them, none of them wow me.
 
Could we get this universally, to track tourism modifier?

You can already see it in the tourism screen, which I think is plenty. I haven't tried Moroccan trade routes to see if its at max clutter, but I guess if there's room then sure, why not?
 
You can already see it in the tourism screen, which I think is plenty. I haven't tried Moroccan trade routes to see if its at max clutter, but I guess if there's room then sure, why not?

If we're streamlining the interface for less clicks, then why not go all the way? Checking the trade route or Tourism screen was just as easy with Morocco as anyone else.
 
Could we get this universally, to track tourism modifier?

Thanks for the hard work. Trying out a Celts Tradition game to see what the new internals can do for me. Still can't figure out what Pantheon to take with them, none of them wow me.

Yeah, sure - I hand't considered that utility, but yeah, makes sense. Next beta (remind me) :)

G
 
If we're streamlining the interface for less clicks, then why not go all the way? Checking the trade route or Tourism screen was just as easy with Morocco as anyone else.

Well if I was thinking of sending trade routes specifically to worry about the tourism bonus, then I would go check there. Otherwise I wouldn't, such as if I were just worrying about Morocco's UA.

As I said, if its too cluttered then its too cluttered. Otherwise I totally agree with you.
 
Mod authors should have the freedom - and freedom from criticism - to experiment as they please especially since this mod is still pretty much in work.
 
Yeah, sure - I hand't considered that utility, but yeah, makes sense. Next beta (remind me) :)

G

I like that idea too. It bugs me when I realize I have 2 trade routes going to the same Civ when I'm trying to spread the Trade Route Tourism modifier out.
 
Well if I was thinking of sending trade routes specifically to worry about the tourism bonus, then I would go check there. Otherwise I wouldn't, such as if I were just worrying about Morocco's UA.

As I said, if its too cluttered then its too cluttered. Otherwise I totally agree with you.

It's not too cluttered for Morocco, as I added a 3rd line to the trade popup window boxes for 'accessory' data.

G
 
Is the new terrace farm mechanic +1f per adjacent terrace farm, or +1f if adjacent to at least one other terrace farm? The wording is a bit ambiguous, but it's a pretty major difference. Either way, it still feels like more of a band-aid than a lasting fix, but you mentioned in the Inca thread that a band-aid was exactly what you intended it to be so I guess that makes sense.

In any case, the graciousness is real strong in this thread. Real, real strong. Thanks a ton.
As an aside, I do greatly appreciate all the hard work that's gone into this project. I wouldn't bother posting here in the first place if I didn't love the mod. I just don't really think to actually say so very often. I obviously can't speak definitively for anyone but myself, but it certainly wouldn't surprise me if a lot of the posters here felt the same way.
 
Is the new terrace farm mechanic +1f per adjacent terrace farm, or +1f if adjacent to at least one other terrace farm? The wording is a bit ambiguous, but it's a pretty major difference. Either way, it still feels like more of a band-aid than a lasting fix, but you mentioned in the Inca thread that a band-aid was exactly what you intended it to be so I guess that makes sense.


As an aside, I do greatly appreciate all the hard work that's gone into this project. I wouldn't bother posting here in the first place if I didn't love the mod. I just don't really think to actually say so very often. I obviously can't speak definitively for anyone but myself, but it certainly wouldn't surprise me if a lot of the posters here felt the same way.

Mainly referring to that initial reply. Was (and am) miffed by virtue of having completed a rather arduous task at his request (the UI changes to the trade route panel) and being greeted with a mocking statement. I can deal with a lot of things, but not behavior like that.

G
 
This is extremely asinine. I just completed a request for you for UI elements, and this is the thanks I get? Consider every future post, request, sentiment and discussion you make from here on out ignored.

I'm not trying to defend his actions, they are rarely worth defending :D.
But you did realize that was a joke from a 10 years old meme, right?
'Yo dawg, I heard you like science, so I put some science in your science so you can research while you research'
It wasn't really very funny, but I wouldn't say it was something worth blowing up over.
 
Added information to TR target choosing popup: your influence over the civ (by %), whether or not you are already connected to the civ (only shows for morocco), and City-State personality information
Added ability to sort by influence over a civ (for international routes), as well as production and food (For internal routes)

I think I love you.

Is the new terrace farm mechanic +1f per adjacent terrace farm, or +1f if adjacent to at least one other terrace farm? The wording is a bit ambiguous, but it's a pretty major difference. Either way, it still feels like more of a band-aid than a lasting fix, but you mentioned in the Inca thread that a band-aid was exactly what you intended it to be so I guess that makes sense.

Tested with IGE :)
 
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