Current v1.13 Development Discussion

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In an Aztec game of mine, I saw Mohawk Musketman spawn. But there was no way they knew the technology of gunpowder, as there was no colonist who new it and I didn't know it either.

The Mohawk spawn should be triggered if there is a civ with a city in North America who knows gunpowder.
 
Can we now return to discussing founding Christianity as Orthodoxy and founding Catholicism upon Great Schism?
 
Hi Leoreth, since you mentioned rewriting new civilization spawn codes in 1.13, I suppose there could be an accompanying map overhaul? There are already quite a few good map modification suggestions(eg. Master Map by RT et al. and Canada and China terrain change by sprt) in the forum and we(which is you) could make use of them. The current DoC world map is mainly RFC, with a few changes here and there. The original RFC map is by no means perfect, and it could still use a lot of improvements since DoC has gone this far.

So if you plan to have a map overhaul(I really hope you do) in 1.13, we could make a thread dedicated to it. I believe people here could help out greatly and it shouldn't require too much(but still a lot:D) effort from you.

What do you say?
 
Can we now return to discussing founding Christianity as Orthodoxy and founding Catholicism upon Great Schism?

well, the problem is that if Catholics spawn once the AP is built,then it would take forever for Catholics and even Protestants to spawn since the AI doesn't have an interest to build the AP.
 
As I said in the other thread, I'm not opposed to map changes.

Right now I don't want to focus on that, though, so making a thread might go to waste.
 
well, the problem is that if Catholics spawn once the AP is built,then it would take forever for Catholics and even Protestants to spawn since the AI doesn't have an interest to build the AP.

It can be autobuilt, like the temple of Solomon, in 1054AD. I want to see this change in DoC, moving holy city just doesn't seem right.
 
New commit: I've made several minor fixes for stuff that has been reported since release. That includes fixing a bug in the congress system, minor improvements for the congress mechanism, and fixing the war status bug. This is basically an updated version of 1.12 (since it does not include features I will not bother to increment the number). This version will be reuploaded, I will also post a patch here for those who have already downloaded.
 
will the patch be compatible with VD? I specifically reverted from SVN 781 to SVN 779 just so I can install VD to play.
 
will the patch be compatible with VD? I specifically reverted from SVN 781 to SVN 779 just so I can install VD to play.
Yeah, sure.
 
So now that we have a new version out, before adding anything new there should be a focus on balancing what's already there, lest things get too crazy. Probably what should be done first:

-work out any new bugs that have arisen from past versions (the 0 city bug, disappearing cores).

-Balance the game situations for some civs (Persia)

-Balance the tech speed for larger civilizations so that they don't become insanely advanced in a short period of time (this is mainly directed at England, but I've also seen Portgual and the Netherlands become very advanced if they get large enough).

-Possibly rework the industrial tech tree to have a better distribution of units, or a way to discourage the AI from beelining.
Currently what I see is the AI always beelines the Steel-Railroad-Assembly Line-Fascism route, so that we end up seeing Machine guns in the 1820s and Infantry in the 1830s, when they should be coming later.
 
This isn't a bug, it is intentional.

It's only for civs that are past their fall date. Before Leoreth just fixed it, it was for everyone regardless of fall date.

Also, Babylon needs a nerf bad. I think their problem is they like beelining way too much.
 

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^That looks unpleasant.

Shouldn't Babylon have emphasis on their UHV techs? I don't remember if Code of Laws is included in that but I would think it should be emphasized over Feudalism.
 
That's right, Babylons hsould favour its UHV techs over bronze working and code of laws. Maybe its research rate should be lawered in classical era. I rememeber the research modifier being higher than normal to help for the UHV, but it isn't needed in classical era.
 
It isn't.
 
Please don't nerf Babylon... :cry:
 
I don't think anyone is asking for a nerf. All I'd like to see is Babylon heavily discouraged from teching Bronze Working, because that means a pretty much automatic reset for any Persian player.
 
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