Community Patch for BNW

I assume you cleared your cache, yes?
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Edit: I went ahead and compiled everything, and re-uploading now. Sometimes my dropbox does not update as it should. Dunno why.

Works fine after downloading the new one, good job.

I'm going to play now.
 
Awesome! I think it was just a bad compile. Take notes on AI aggression and the Deal AI for me, okay?
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Played a bit and I've noticed the AI is pretty much as it were. I am spamming wonders as Arabia on Immortal thanks to my insane location (after I got Petra it only got worse) and everyone does pretty much as they used to do.

I started close to Sweden (Gustavus for some reason settled further away from his capital instead of claiming that +8 faith natural wonder very close which also had nice tiles nearby) and wasn't too far away from China, Ramkhamhaeng and Poland yet nobody declared a war on me. They did forward settle their annoying cities though.


I didn't notice Barbarians healing which you have mentioned but I could be wrong - I wasn't really paying attention and the camp died pretty fast. 10 HP there or there could've been missed by me but I doubt it.



Deal AI is changed and, after thinking a bit longer, it's very much like it used to be several versions ago. They seem a bit too generous. China just offered me 2 GPT +6 gold and a Luxury for my Salt which I switched for 100 gold + luxury. I know they were my allies but it's still a bit too nice in my opinion.



Also... Is it possible the patch broke happiness? My Empire went below 0 happiness and while the UI claimed I'm supposed to lose Growth, Production and whatnot all my cities were unaffected.
 
I'll look at the growth issue – it shouldn't be affected, but it might be.

If you are allies with a civ, they're going to be a bit more generous than normal. The Deal AI also considers the AI's DoF willingness, so some allies may be more generous than others. I might tweak the value down a bit, but there should be fiscal incentives for alliances, IMO.

Barbarian healing should work, but I'll keep working on it. The framework is there, but the AI's desire to do so may not be.

Any war between the AIs? I've seen quite a bit more war in recent test games than usual (the last game, a 10 player game, only had 2 by the end of the game). The AI isn't going to just attack willy-nilly, so if you're being nice to them, and your army is competent, they'll leave you alone. Try pissing one off just to see what happens; I guarantee, based on my tests of doing the same, that the AI will come knocking for war.

As far as AI settling is concerned, I'll refer back to an earlier point: the AI has the tools to make good decisions. That doesn't mean it will. :)
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Small contribution, here's an icon for a well to go with the windplant icon made a few weeks ago:
Spoiler :
y0cSIGX.png

Might not be needed, but... can't have too many icons! ;)
 
Anyone else having problem with CTD during loading mods? It has something to do when I combine the various mod v51 with either city state diplomacy (v23 or v24) or community patch v1, or them together. Doesn't matter. I have followed the instructions and deleted the .dlls. I mean, I can load CSD v23 with various other small mods and play. But when I want to use the V51 it crashes, I have tried various combinations with same results. A bit frustrating, as I'm eager to try it :/ It's maybe not much information to go on..
 
Anyone else having problem with CTD during loading mods? It has something to do when I combine the various mod v51 with either city state diplomacy (v23 or v24) or community patch v1, or them together. Doesn't matter. I have followed the instructions and deleted the .dlls. I mean, I can load CSD v23 with various other small mods and play. But when I want to use the V51 it crashes, I have tried various combinations with same results. A bit frustrating, as I'm eager to try it :/ It's maybe not much information to go on..

Read post #1 in the combined thread - specifically the bit "If you're convinced the problem is with the combined DLL and it's causing a crash to desktop (CTD), please attach your "C:\Program Files (x86)\Steam\SteamApps\common\Sid Meier's Civilization V\CvMiniDump.dmp" file."
 
Since this is going to be a multiplayer "dlc" mod after all, is it possible to get rid of the ridiculous trade bug? The one where someone can modify a pending trade and hit accept right away, thus allowing that person to accept any kind of ridiculous trade like giving all cities and resources.
 
...and attempted an icon for the Bath to complete the tentative patch buildings:
Spoiler :
SQEPIWc.png

I'm not 100% happy with it, I might come back to it later and attempt to clean it up a bit more, make it a bit more stylised. I just really wanted to have a bath house that's not your stereotypical Roman thermae, especially since as Garden counterpart, it would unlock at Theology. Hence, I went for a Turkish bath (this one specifically)... which doesn't lend itself to stylisation.

EDIT: On another note, I'd suggest name the building "Bathhouse", just "Bath" kind of doesn't fit.
 
Make the sunburst more transparent as it reaches the bath, right now it's overpowering the icon.
Yeah, good suggestion - originally, the structure in the background had more of a earthen tint, I forgot to adjust the sunburst to match the new colour.

What do you think of going for thicker beams? I went for a rather thin and dense sunburst pattern, since Turkish baths commonly have ceilings like this, that was a hint towards that... but I don't think it works all that well now. :sad:
 
Why not just use the one from the scenario?

*snip*
I need to play the scenarios more often... :blush: (and yeah, that's a perfect icon for a bathhouse).
 
I just noticed this: "LocationUnitFreePromotion." Gazebo, this project has my thanks. You have made my Attrition system redundant, but also a thousand times easier to trust (I presume LocationUnitFreePromotions will work with TerrainTypes). And then I noticed: "SpawnLocationUnitFreePromotion" and thought "this is why Pope Whoward hath crowned you Emperor" :D You've almost made making my Exploration Continued Expanded almost too easy.
 
I just noticed this: "LocationUnitFreePromotion." Gazebo, this project has my thanks. You have made my Attrition system redundant, but also a thousand times easier to trust (I presume LocationUnitFreePromotions will work with TerrainTypes). And then I noticed: "SpawnLocationUnitFreePromotion" and thought "this is why Pope Whoward hath crowned you Emperor" :D You've almost made making my Exploration Continued Expanded almost too easy.

You are welcome! What did you have in mind for those functions, specifically? That way I can make sure the functions have the options you need. :)
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You are welcome! What did you have in mind for those functions, specifically? That way I can make sure the functions have the options you need. :)
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Well, the way I currently have it, is that every turn a unit enters a particular terrain type (Desert, Jungle, Snow, or Ocean, specifically) it gains a promotion that has some kind of attrition effect (Desert, Snow and Ocean deal damage, Jungle might cause the unit to get lost), and should a unit be born in a city on or adjacent to that terrain, the unit is born with a natural immunity, but you've covered that in a way that means I don't have to use the UnitSetXY event. However, when on Desert, the unit is reprieved from the promotion if they enter Flood Plains or an Oasis, and in Jungle they are reprieved if they are adjacent to a river or coast. I think your functions cover the former, but I'm not sure about the latter, as Rivers are a fake feature, IIRC, and so might not be effected by LocationUnitFreePromotion. At any rate, this will speed up production time splendidly :)

In other news, I didn't know where else to put it, but I discovered that if you subscribe to Events.GameplayAlertMessage() and it doesn't have a valid parameter, the game will crash. This seems like an overreaction, akin to what used to happen when you didn't have enough spies, and perhaps could be fixed? So many crashes because of a typo... so many...
 
Well, the way I currently have it, is that every turn a unit enters a particular terrain type (Desert, Jungle, Snow, or Ocean, specifically) it gains a promotion that has some kind of attrition effect (Desert, Snow and Ocean deal damage, Jungle might cause the unit to get lost), and should a unit be born in a city on or adjacent to that terrain, the unit is born with a natural immunity, but you've covered that in a way that means I don't have to use the UnitSetXY event. However, when on Desert, the unit is reprieved from the promotion if they enter Flood Plains or an Oasis, and in Jungle they are reprieved if they are adjacent to a river or coast. I think your functions cover the former, but I'm not sure about the latter, as Rivers are a fake feature, IIRC, and so might not be effected by LocationUnitFreePromotion. At any rate, this will speed up production time splendidly :)

Check out API_PLOT_BASED_DAMAGE, it adds TurnDamage to the Terrains table and ExtraTurnDamage to both the Features and Terrains table, also IgnoreTerrainDamage, IgnoreFeatureDamage, ExtraTerrainDamage and ExtraFeatureDamage to the Promtions table - it'll probably do most (if not all) of what you want. See the "Promotions - Terrain Crossing" mod for examples where mountains/ice deal damage but the Alpine/Arctic Corp promotions negate this, also the "Unique Unit - Longboat" mod where ocean tiles deal damage to units without the ocean crossing promotion but the Long Boat can enter deep-water but takes damage if it ends its turn there. See http://forums.civfanatics.com/showthread.php?t=492061 for full details

Edit: The Unified Prereq API methods (IsFeatureType() et al) already allow for FEATURE_LAKE and FEATURE_RIVER - see CvPlot::HasFeature()

In other news, I didn't know where else to put it, but I discovered that if you subscribe to Events.GameplayAlertMessage() and it doesn't have a valid parameter, the game will crash. This seems like an overreaction, akin to what used to happen when you didn't have enough spies, and perhaps could be fixed? So many crashes because of a typo... so many...
Unfortunately not. The game core DLL only includes the GameEvents code and not the Events code
 
However, when on Desert, the unit is reprieved from the promotion if they enter Flood Plains or an Oasis, and in Jungle they are reprieved if they are adjacent to a river or coast. I think your functions cover the former, but I'm not sure about the latter, as Rivers are a fake feature, IIRC, and so might not be effected by LocationUnitFreePromotion. At any rate, this will speed up production time splendidly :)

I think all but the river will work, yeah. With my changes and Whoward's, you'll have the ability to set promotions for spawn/adjacent/on terrains and features, and do attrition-based damage on certain plots. Snazzy, eh?
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