Community Patch for BNW

So after my 1st game I noticed with this mod that the start was very difficult, I was behind on tech a lot, but had a nice little civ going. By the time I was done I not only won the science victory, I was 40 turns from winning cultural as well. I was alone on an island with germany so maybe that helped.

I noticed the new buildings, love the additions. Question tho I swear I saw earlier in thread that observatory was half the same bonus, but it was showing as +50% still for me. Was that dropped in future version?
 
So after my 1st game I noticed with this mod that the start was very difficult, I was behind on tech a lot, but had a nice little civ going. By the time I was done I not only won the science victory, I was 40 turns from winning cultural as well. I was alone on an island with germany so maybe that helped.

I noticed the new buildings, love the additions. Question tho I swear I saw earlier in thread that observatory was half the same bonus, but it was showing as +50% still for me. Was that dropped in future version?

It was mentioned only as a test item – it was never to be part of the first patch. Maybe the second (balance) patch, but we'll see. The new buildings exist purely as proofs-of-concept; glad you enjoyed them, but they will probably change as they're moved into the balance patch.

What difficulty did you play on? Any combat? Was the AI relatively close to its own victory? More feedback will help us improve the CP.

That said, the number of variables in CiV necessitates the following caveat regarding AI performance (and really, the CP in general):

No matter how much we change, the AI will still be capable of making bad decisions. The number of variables that factor into the AI's decision-making process make it nigh impossible to accurately predict what the AI will do at any given point in the game. Our changes have undoubtedly placed weight on the side of the AI that makes good choices, but they are not a guarantee.

Cheers,
G
 
If you mean the option to separate out the points needed for Engineers, Scientists and Merchants like Artists, Writers and Musicians already are, then yes, not only is it possible, but it'll be in the next DLL code release (I have it working in V52 of my DLL, I just need to port the changes into the CP DLL code base - which is a work in progress)

Very nice! :goodjob:

Well then, my upcoming modpack is going to rely on ComPatch or DLL - VMC for sure. Way too many possibilities are getting opened up for me not to.
 
small blurr pics removed lol
So the game started off with me alone on an island. Maybe its because I took a long tech tree to where I got but, I basically kept researching anything with advised by my economic advisor, since only one CS was with me on my island.

Eventually Alex came along after turn 100 sometime or maybe a little before. Monty soon after. Monty tipped me off alex was going to invade, so I quickly built some archers and he never did. I actually went the entire game with no war.

Eventually my lead became astronomical. I had far more pop than the rest of the world, my tourism culture and science were #1 (my science was #1 with a bullet. Incredible output).

Difficulty is modified prince. I give the AI 90% growth (10% bonus).

It was a great game but I'm going to do another and make sure I'm not alone on an island.

edit #1 one thing i remember that was odd is near the end of the game, at least turn 400 of 477 total the ai was paying me 22 gold a turn and other crazy amounts for luxury. even ais'' that denounced me for having opposing ideology.
 
Prince + island isolated from everyone + strong empire -> Nothing strange.

Minor good news - soon I am going to start Epic Game with Cronic: I will write down every single turn in immersive manner, but during this I am going to observe AI behaviours closely. So I'll write here the results of my tests ;)
 
edit #1 one thing i remember that was odd is near the end of the game, at least turn 400 of 477 total the ai was paying me 22 gold a turn and other crazy amounts for luxury. even ais'' that denounced me for having opposing ideology.

The pictures are not terribly useful - blurry (either that or I have cataracts). Perhaps link to steam shared pics or something?

Sounds like you had a unique game, in that you were quite isolated.

Were you happier than the AI that traded with you? Were your relations actually 'hostile?'
G
 
The pictures are not terribly useful - blurry (either that or I have cataracts). Perhaps link to steam shared pics or something?

Sounds like you had a unique game, in that you were quite isolated.

Were you happier than the AI that traded with you? Were your relations actually 'hostile?'
G

i had much better happiness. relations we guarded at the time, i believe. i wounded up denouncing them after they denounced me. i didnt check back but i assumed at that point things were hostile.
 
I'll bring back a question from the past, but simplify it:

Is it possible to increase the player pool of the game? By player I mean what the code considers players, including barbs and city states.
 
i had much better happiness. relations we guarded at the time, i believe. i wounded up denouncing them after they denounced me. i didnt check back but i assumed at that point things were hostile.

Interesting. I'll look into it. It sounds like some of the new code may not be playing out as intended.

Is it possible to increase the player pool of the game? By player I mean what the code considers players, including barbs and city states.

Well, yes and no. Statements which apply to all players typically use defines such as REALLY_MAX_TEAMS or MAX_NUM_PLAYERS etc., which are hard-coded values. The problem, though, is that these variables are not interchangeable, and they're used differently in a wide-variety of situations. It would require a ton of cross-checking to make sure that 'for' statements were applying to the correct pool of players.

Now, if you are asking about expanding who is and is not a 'player' (i.e. which gameplay elements get to run the AI functions, and which don't), that's an even bigger challenge, as you'd have to make sure that every possible function that they could do is open to them, or you'd invariably start returning NULL values for functions, which is not good (lots of hangs and crashes).

Could you give me a specific example as to why or what you want? It makes it easier to grasp, at least for me, if I have a gameplay example.
G
 
I'll bring back a question from the past, but simplify it:

Is it possible to increase the player pool of the game? By player I mean what the code considers players, including barbs and city states.

For all practical purposes (ie without a HUGE amount of rewriting of the C++ and subsequent testing) the total number of players is capped at 64

For sanity you must have at least two players (one human and one AI or two humans) and one city state available (but not necessarily in play). The code is fixed at one barb player, but with a significant amount of work you can change this (see the Animals player in Ea - but this is taking the DLL into the realms of a total conversion, not a generic modders utility).

The other 60 players can be allocated any how between players (majors) and city states (minors).

So the practical limits are

2 players, 61 city states and 1 barb
62 players, 1 city state and 1 barb
 
gazebo i have the next 2.5 days off and i plan on binge civving, ill try and keep a good track of how things go and if i see anything of note trade wise and relation wise
 
gazebo i have the next 2.5 days off and i plan on binge civving, ill try and keep a good track of how things go and if i see anything of note.

Sounds good. Try to get a start where you border 2+ civs, so that we can see how the AI's aggression is working. Also, let me know if you see any CSs that don't settle by turn 3 (i.e. their starting settler is just wandering around), as that indicates my starting site algorithm needs to be tightened up).

Have fun!
G
 
forums.civfanatics.com/showthread.php?t=524136

Basically adds barbarian tribes that are independent from each other (and can fight each other).

Well, the easiest way to do that would to make a new trait for city-states, and give that trait some unique behavior in the DLL (and express that via lua). Not perfect, but definitely the path of least resistance.
G
 
well, my new game is me on a medium island with assyria and the aztecs. should be fun to see how this goes. i LOVED the location assryia placed their 2nd city. you can tell the ai didnt just crap out a new city wherever

Spoiler :
2014_06_12_00008.png


turn 56 monty just allowed me to charge him 12 GPT for copper. neutral.
 
well, my new game is me on a medium island with assyria and the aztecs. should be fun to see how this goes. i LOVED the location assryia placed their 2nd city. you can tell the ai didnt just crap out a new city wherever

Spoiler :
2014_06_12_00008.png


turn 56 monty just allowed me to charge him 12 GPT for copper. neutral.

I toned down the AI's fear of building on resources, as it limited their options (In my opinion, it is more important to have a proper location than to cover up a resource, but to each their own). It is a pretty nice spot, overall, though I don't see any luxury resources...their capital looks like a fantastic spot, though. How's Monty's city/cities?

Sounds like I need to do a pass on the deal values. Noted. In the meantime, enjoy your slightly inflated resource values! (On the flip-side, they may want more for their own resources, so it might balance out)
G
 
That worries me. You have verified that your Civ installation is not corrupted, yes?

All I can say is that I can 100% guarantee that the Combined DLL, plus Community Patch, works as-designed if you follow the instructions on the first page.

G

I installed a clean version of Civ 5 yesterday. Just as I said before, I have cleaned cache again and deleted all mods to reinstall and re-activate the mods.

This time, I decided to prepare a short presentation of what I am doing and what are the problems with my game, so you can see what I'm talking about. You can take a minute to watch it here in Full HD, and tell me if I'm doing anything wrong:

http://www.youtube.com/watch?v=jREHbO8bQq8

In the video, also pay attention to the right side of the city screen (when I enter the city), where the options/windows and text are simply blank, so it's not only about choosing the production, but also inability to manage the city.

For the time being, I will play without Diplomatic Features and CSD.
 
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