Community Patch for BNW

Thank you for your work on this.

So far, 4 restarts of a game and the only resource that ever showed up near my city was wheat! Before installing the community balance patch, I used to see at least 2 and usually 3 resources, including luxury, near my city, no matter how many times I restart. And when I disable the balance patch, which unfortunately forces me to disable everything else, and only keep the community patch, the game returns to normal, giving me 2 to 3 resources near my starting location.

Does the community balance patch reduce resources??
 
I don't know where to post this but on King I'll play up to @ turn 400 and the game more or less makes intuitive sense but I always seem to get involved with City State influence wars with the various AI and my happiness and gold will wildly swing 30-50-75% in one turn depending (it seems ) on not only if I am allied with a CS but with how much influence I have with the CS. At a certain point I loose any sense of what is really going on (unless I have some kind of side calculator.) Do you have a chart or something that indicates what influence levels modify what, how, when and why?

Thanks.
 
why do specialists eat 6 food at the end of the game? the labourer only eat 2 and still get quite good yields, so the specialists are like working on -4 food tiles.

The food required for growth is already bumped up exponentially. a 40 pop city needs 2000+ food to grow (500+ even with aqua, grocer and med lab). running a few specialist means that cities will have no growth at all towards the end.
 
Thanks for the great patch, it changed the game a lot, all for the better. But I'm having a big problem: I can't play the vanilla game anymore, it starts without the city menus. What should I do to fix it?
 
I have installed the Patch with the auto Installer and activate all installed mods.

If i start all player have the american picture and i cant interact with them. U have any ideas? Need a picture?



I Play as DEnmark and shown as America :(

Thx 4 Help
 
Just struck an interesting situation in my latest game.

I decided to beeline military techs in an effort to bolster my late-game warring so I clicked the Combined Arms tech and let the code fill-in all the prerequisites for me. I've just now researched it and found I can't build tanks since I lack oil. That is revealed in Biology which apparently isn't needed to get to Combined Arms.
This, I think, is a serious oversight in the way techs are structured. Any unit/building tech learnt, if it isn't in the same era, should require all techs that that unit/building needs.

Not sure if there exist any other oddities like this, I only found this because of the odd choice I made in playing the game this time.

I'm sure there will be plenty of users that will say: "just make sure you research all the techs you need". Which is exactly the point I'm making. The auto-select of techs SHOULD be baseed on the pprerequisites of the goal tech you choose.
 
Hey Gazebo :)
Thank you very much for all the work you did and do :)

I plan to update my modpack (signature) and at the moment I use whowards VMC DLL as base DLL. But since you implemented the Active AI mod from JaiderHerr, I decided to try to replace VMC DLL with CP.

1)
Will you add the new events and fixes (e.g trade routes choose passable forts and pontoon bridge) added by whoward in the latest versions of his VMC DLL ? Do you have an ETA when you implemented them?

2)
And since my modpack is a MulitplayerPack, does CP patch implement new popups? I heard that when choosing a great person there is a popup designed by you, wich does not work in multiplayer. Are those PopUp issues already solved? Or do I have to remove all those popups?
If it is already solved, is it also solved for all other PopUp issues, like the promotion of shoshones pathfinder and others?

3)
Are there other known conflicts with mods by whoward from his picknmix website? I heard a time ago there was a bug with the bombardment.lua.. but this is some months ago, so I don't know if it is still the case.

4)
How about EUI? Do you update the EUI version for CP regulary? Or what is the latest EUI version you updated the CP version? The latest EUI is 1.28e which fixed many bugs.
 
Hey Gazebo :)
Thank you very much for all the work you did and do :)

I plan to update my modpack (signature) and at the moment I use whowards VMC DLL as base DLL. But since you implemented the Active AI mod from JaiderHerr, I decided to try to replace VMC DLL with CP.

1)
Will you add the new events and fixes (e.g trade routes choose passable forts and pontoon bridge) added by whoward in the latest versions of his VMC DLL ? Do you have an ETA when you implemented them?

2)
And since my modpack is a MulitplayerPack, does CP patch implement new popups? I heard that when choosing a great person there is a popup designed by you, wich does not work in multiplayer. Are those PopUp issues already solved? Or do I have to remove all those popups?
If it is already solved, is it also solved for all other PopUp issues, like the promotion of shoshones pathfinder and others?

3)
Are there other known conflicts with mods by whoward from his picknmix website? I heard a time ago there was a bug with the bombardment.lua.. but this is some months ago, so I don't know if it is still the case.

4)
How about EUI? Do you update the EUI version for CP regulary? Or what is the latest EUI version you updated the CP version? The latest EUI is 1.28e which fixed many bugs.

1. Trade Routes already use improvement-based connections if possible in the CP.
2. No new popups, and the existing ones still cause desyncs.
3. Any conflicts are addressed in the CP's LUA/XML files, or noted elsewhere in the code.
4. I use the standard EUI. If you intend to use that, I'd recommend deleting the LUA folder from the CP for maximum compatibility. You will lose some new information, but not much.

Active AI is currently being worked on (it had some issues), and is not considered a viable feature at the moment.

G
 
1. Trade Routes already use improvement-based connections if possible in the CP.
2. No new popups, and the existing ones still cause desyncs.
3. Any conflicts are addressed in the CP's LUA/XML files, or noted elsewhere in the code.
4. I use the standard EUI. If you intend to use that, I'd recommend deleting the LUA folder from the CP for maximum compatibility. You will lose some new information, but not much.

Active AI is currently being worked on (it had some issues), and is not considered a viable feature at the moment.

G
thank you.
I just read, that civaddiction removed the CP DLL and replaced it by VMC and now has less desyncs. You already answered in his thread that for now this was a good choice.
So I think I will update my pack with VMC, but as soon as acitve AI is functional, I will also make a test version with CP DLL I think :)
 
I'm really enjoying letting allied city-states capture enemy cities for me. It makes conquering the world a lot more agreeable diplomatically and means I only have to share power with them.

Unfortunately the city-states don't seem to get any additional units from their new cities and only actively defend them (only station military units near their original city). To be clear these aren't puppeted cities and have a courthouse. City-states don't seem to get enough military units in general.

Just a bit of feedback and maybe a reply if you have the time. Thanks for your all your hard work!
 
thank you.
I just read, that civaddiction removed the CP DLL and replaced it by VMC and now has less desyncs. You already answered in his thread that for now this was a good choice.
So I think I will update my pack with VMC, but as soon as acitve AI is functional, I will also make a test version with CP DLL I think :)

That was a while ago. CP is still in testing.

G
 
Hi people! Awsome mod!

Two questions...

Is it possible to play with modded civs?

Is it possible to play on huge maps?

Thnx in advance!!
 
I found a typo in a Pantheon's text:
Spoiler :
2016_03_01_00001.jpg

The highlighted one says science and shows faith.
Don't know whether it boost science or faith from every 20 Gold from cities, probably faith as Science may be a bit OP.
 
Thank you for what you are doing :worship:
:)
I have a question, Community Patch (v 72) should include DLL - Various Mod Components (v 72)? In "Community Patch\Core Files\Core Tables\CustomModOptions.xml" I have not found code:
Code:
    <!-- Give initial production boost for cities founded on jungle, as if the jungle had been chopped down by a worker (v72) -->
    <!-- See also: "Global - City Jungle Bonus" -->
    <Row Class="6" Name="GLOBAL_CITY_JUNGLE_BONUS" Value="1"/>
    <Row Class="0" Name="GLOBAL_CITY_JUNGLE_BONUS_PERCENT" Value="125"/> <!-- Percentage of "ring-1 chop" -->
You plan to add it in the future?)
 
Thank you for what you are doing :worship:
:)
I have a question, Community Patch (v 72) should include DLL - Various Mod Components (v 72)? In "Community Patch\Core Files\Core Tables\CustomModOptions.xml" I have not found code:
Code:
    <!-- Give initial production boost for cities founded on jungle, as if the jungle had been chopped down by a worker (v72) -->
    <!-- See also: "Global - City Jungle Bonus" -->
    <Row Class="6" Name="GLOBAL_CITY_JUNGLE_BONUS" Value="1"/>
    <Row Class="0" Name="GLOBAL_CITY_JUNGLE_BONUS_PERCENT" Value="125"/> <!-- Percentage of "ring-1 chop" -->
You plan to add it in the future?)

Doesn't need it, CP DLL has had it for a long time (our own version).

G
 
So what does it mean when japan's 'TRAIT_FIGHT_WELL_DAMAGED' it set to two? What does that do for Japan's Combat?
 
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