Current (SVN) development discussion thread

New commit:
- rewritten Congress mechanics
- triggered either periodically or when a large war ends
- players can claim cities or request to settle free plots
- whole congress is resolved in one turn now
- when voting on a city claim, camera moves to the city in question
- significantly improved performance
- cities received during another civs collapse do not include units anymore
 
- cities received during another civs collapse do not include units anymore

I very much support this change.
However, I am slightly wistful that now that you don't get any of the collapsing civ's units, this blocks off one of the methods to obtain another civ's UU.
Perhaps a slightly less radical change is in order; one or two of the strongest city defenders as opposed to the entire stack would be excellent.
If I take it correctly, even if you inherit the cities under your new change,
they'll be garrisoned by the default defender unit of the era (Longbowman, Musketman, etc.)?
If it's going to be one or two, it won't make too much of a difference if you end up snaking one or two of the collapsing civ's best units instead.
This is less of a gameplay necessity than it is a vanity in this case,
but my enjoyment goes through the roof when I find that I've converted a Legion or a Keshik. If anyone has played the Ottomans and found that their starting stacks contain some Keshiks and Ghulam Warriors, or Prussia and having some Heavy Cannons or Winged Hussars wander into your core right before the flip, you know what kind of feeling of elation I'm talking about.
 
I understand the sentiment, but simply creating two basic defenders is a lot easier than sifting through the entire stack and determining the strongest units, both for me and from the perspective of computational complexity.

Also, this way it's certain that they receive defensive units which makes it less likely for someone to become a superpower just because they've inherited some Keshiks.

This only affects the flip of cities of a collapsing civ. Flips on spawn still use different rules so the popular Byzantine legion is still possible.
 
And now i'm officially going to screw my social life.
 
New commit with further additions to the Congress mechanic:
- if an AI civ is undecided on your claim, or on a claim on one of your cities, you can attempt to influence them using gold or espionage
- city assignments by the congress can be refused, which might lead to war against the supporting civilizations
 
New commit, only bugfixes, including one that prevented proper collapses in the previous revision.
 
I don't remember it, which can mean both really. Can you point me to the report or fill me in again?
 
I don't remember it, which can mean both really. Can you point me to the report or fill me in again?

This was a weekish ago, I believe. I have the post here.

Hey Leoreth, I've had a few issues over the past few days. To be specific, during seemingly random points in the game during turn transitions, the game will crash, and reloading the game and trying again results in the same problem. Figuring python exceptions might be the cause, I enabled them, and got these messages upon loading the game:

Spoiler :

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Ending the turn results in a crash with no exceptions or error messages for me.

The same thing is also happening to me with Prussia, crash upon ending the turn, no error messages.

And one last, unrelated question: the AI seems unwilling to buy slaves under any circumstance in the latest revisions? Is this intentional? The era seems to be irrelevant, the AI simply not buy slaves.
 
Ah, I remember now. Yeah, that has been fixed.
 
Hmm... OK, thanks for the bugfix, but my games are still crashing at seemingly random points in the game, usually around 1700 AD. I'm not getting any pytex errors, but maybe I somehow disabled them. Considering that no one else has reported this, I'm either the only one playing the later game, or this is a problem on my end.

Thanks.
 
Not every crash leaves a log message or Python exception. Most crashes unfortunately don't.
 
One last thing, if it's at all meaningful: all of these crashes are happening around the turns of centuries. In a Netherlands game, I crash around the Prussian spawn, and in my Prussia game before that, I was crahsing just before the 20th century. In two American games, I was crashing a few turns before 1800, and in a 1700 AD start I was crashing in 1900.

I doubt it's significant, probably just a pattern I'm picking out, but hey, just in case.
 
If that is the case I'm even more confused.
 
New commit:
- new Confucian and Taoist URV goals
- Pyramids now also give +25% worker speed

The new goals are:

Confucianism:
- Harmony: have friendly relations with five civilizations
- Ritual: have five wonders in the Confucian holy city
- Loyalty: control an army of 200 non-obsolete melee or gunpowder units

Taoism:
- Compassion: have the highest life expectancy rating in the world for 100 turns
- Moderation: control the Confucian and Taoist shrines and combine their income to 40 gold
- Humility: have legendary culture in the Taoist holy city
 
New commit:
- fixed the respawn mechanism

I think this was part of the reason for the empty world in the late game. The problem was supposedly high respawn chances had an opposite effect and 100% actually meant 0% in most cases, which is why China and most European civs were missing for the rest of the game once they collapsed, unless another civ was nice enough to collapse on their core area to trigger the respawn this way.

This is really a situation where the stupid stupid dumb gif would be appropriate, but I'm tired and can't be bothered to search it right now.
 
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