Current (SVN) development discussion thread

Talking about small aesthetic stuff, there aren't any descriptions for the new difficulty levels.
 
New commit:
- standardized conditions for returning a civilization
- fixed a bug that prevented civs from randomly respawning if they have a scripted respawn
- the cores of civs that cannot return anymore do not count as foreign core anymore
 
Meh. The Arabs are easy to beat as Byzantium without being cheater-y anyway. Just spam Spearmen. They're useless on the offense when they flip to the Arabs but shred the Arabs' Camel Archers. You should also take and hold Tisfun/Ctesiphon before the Arabs spawn so they don't have a base outside of Arabia. (You could raze it, too, but it's a great city.) This is harder on Normal than on Epic or Marathon but still definitely doable.

The Turks are much harder to deal with.

So, mod developer should deal with this situation. Too easy to abuse on mechanics to squat Arabs.
 
Can't really deal with every exploit. Ruin your game if you want to.
 
New commit:
- standardized conditions for returning a civilization
- fixed a bug that prevented civs from randomly respawning if they have a scripted respawn
- the cores of civs that cannot return anymore do not count as foreign core anymore

Sp does it effect Byzantine?cause they usually spawn thousands of times .
 
No, and I have never heard of this problem before.
 
Does anyone have a "failed to compress game data" problem with the latest revision?

Edit: never mind.
 
just started as USA 600 AD:
It is still possible to buy slaves for 25 and sell for 70 to the same nation (Portugal).
But I think (since you can simply avoid exploiting that) the bigger problem is that the AI doesn't seem to know what to do with all the slaves. I hardly see any slave plantations on AI lands.
 
just started as USA 600 AD:
It is still possible to buy slaves for 25 and sell for 70 to the same nation (Portugal).
But I think (since you can simply avoid exploiting that) the bigger problem is that the AI doesn't seem to know what to do with all the slaves. I hardly see any slave plantations on AI lands.
That is an exploit I actually do want to fix. Do you have a save of that situation?
 
I'm playing on the latest SVN revision on the 600AD scenario, and the game crashes whenever I try to advance to the next turn. I reloaded from an earlier save and continued playing, until I encountered the same issue again. I've uploaded the two save files of the points of where this issue occurred.
 

Attachments

New commit:
- AI better able to judge whether it needs slaves
- AI either willing to buy or sell slaves depending on their situation
 
New commit:
- fixed a bug in the culture conversion mechanic
- reduced the amount of culture flipped on city conquest
- the culture of dead civilizations remains present

That bug was actually pretty major and resulted in additional culture being created in favor of the one receiving whenever culture was created with a percentage other than 100%. That resulted in mechanics like the extra culture on city conquest giving a much higher percentage than actually intended.

All of this was discovered while I changed it so that the culture of dead civs remains present and can create unhappiness and the like, so you can't get out of these problems by completely eliminating your conquest targets. Culture of dead civs always has influenced stability already so this is consistent now, and easier to understand because its now openly displayed.
 
Culture of dead civs always has influenced stability already so this is consistent now, and easier to understand because its now openly displayed.

I wasn't aware of the former :confused: Has had always influenced (not sure who got the right grammar)? Always ... as in since Rhye? Does it fade away? Do the Ottomans feel the curse of Ancient Babylon if they capture it from Arabs and how their UP would work in that case?
 
I think it will fade by time and many cultures have already destroyed older cultures
 
Nope, only culture that accumulates during the game.
 
Back
Top Bottom