vcutag
Warlord
I didn't see it in the post or comments, but is there any hope for them fixing the bug where submarines are always visible? I'm a little annoyed by the fact that a privateer or archer can attack my submarines.
I got that achievement by settling 40 some odd cities at the Celts....
this one is very important to me. I always thought that difficulty could be one or two level higher, when the AI actually uses its quantity advantages to pillage a player's tiles.AI attackers will now pillage.
BUG FIXES
Corrected an issue that caused the AI to attempt coups too often, when chances of success were too low. Also implemented a new factor: Attempting a coup in a location where there is no defending spy (the current ally does not have a spy there) is >=2x as likely to work as it would if there was a spy there.
Resurrecting a player will have both sides forget any denouncing that happened before resurrected.
Don't treat player as a deal breaker just for going to war with a player again.
Fix Found Religion screen so you can't find out about civs you haven't met by mousing over the religion icons.
Allow rush built units to trigger the operation they were built for to proceed into Gather Units phase.
Fixed an issue where citizen management focus on Production (and possibly others) could lead to starvation.
Better Next Unit selection. Previously, the camera would jump great distances to select the next unit that needs orders, when a closer unit was available.
Unit cycling improvement: when a unit is promoted, do NOT cycle immediately off that unit.
Unit list now re-sorts itself correctly when a unit is promoted.
Pathfinder fixes and optimization.
Fix auto-scrolling between turns. If a user was scrolling when a turn ended, or when combat ended, it would occasionally get stuck and continue scrolling.
Ballistics now requires Railroads. This will force the AI to get railroads before getting too deep in the tree.
Pillaging tiles now awards +25 hit points to the pillaging unit.
Tweaks to culture border growth:
o Should get coastal resource tiles a bit sooner.
o Should mildly steer towards tiles that are near unclaimed resources.
o Should get resource tiles in rings 4 and 5 a bit sooner.
Austrian UA balance changes:
o Increase the cost of a City-State by at least the amount of gold you will get from scrapping their units.
o Must be ally for 5 turns before you can undergo a diplomatic marriage with a City-State.
o "Yoink!" achievement is now: "As Austria, acquire a City-State with 15 or more units through Diplomatic Marriage."
New peace deals. Now 9 AI levels instead of the previous 5 (so one new level added between each of the earlier ones). Peace levels are now:
o 0: White Peace (give up nothing)
o 1: Armistice (1/2 gold, 1/2 of max GPT)
o 2: Settlement (all gold, max GPT)
o 3: Back-down (all luxuries, all gold, max GPT, open borders)
o 4: Submission (all resources, all gold, max GPT, open borders)
o 5: Surrender (one city)
o 6: Cession (1/4 city value, 1/2 gold)
o 7: Capitulation (1/3 city value, all gold)
o 8: Unconditional Surrender (all but capital, all gold)
Peace deal code now prioritizes both cities that are close to winner's capital AND cities that were originally built by winning player (previously it was distance only).
Added ability to liberate cities that are not owned by their founders or originally owned by the player. The player will receive a diplomacy bonus with the liberated player for liberating up to three cities. This liberation is not part of the "recalled to life" resurrection of a once annihilated civ. This functionality only runs if the city liberated is owned by a player that is alive. There are two ways to lose the diplomatic liberation bonus are:
1. Declare war on someone you have liberated cities for. You have to be the first player declaring war. This does not count defensive pacts or someone you liberated declaring war on you.
2. Capturing a city from someone you liberated. This case comes into play if A liberated a city of C's, then A & B have a defensive pact, C declares war on A & B, then A captures a city of C's. C will forget that A liberated any of their cities.
The AI will now liberate cities and resurrect players. There are notifications when the AI resurrects players and cities. An AI will resurrect another (non-human) player when they are trying to win a diplomatic victory. An AI will return a city if the original owner of the city has a defensive pact with the player and they are both at war with the previous owner of the city, or, the AI and the original owner have a declaration of friendship and the AI is going for a diplomatic victory.
"We attacked your protected City-State" statements are now triggered by damage done (ex. killing a unit) rather than simply being at war. As a result, the statement should no longer be triggered by a quick succession of DoWs (such as those done automatically by a CS changing allies).
Add in a UI overlay that shows which AI is processing its turn.
Added "Restart Game" option to game menu. This option lets you restart the game and generate a new map using your current pregame settings. It's only available at Turn 0.
Advanced settings are now persisted across multiple single player games.
o NOTE: This feature can be disabled by setting "PersistAdvancedSettings = 0" in Config.ini
The top panel now displays the month of the year if the game speed is so slow that it actually matters.
Messages about a player losing their capital and regaining it are now included in the replay log.
Messages about a player being resurrected are now included in the replay log.
Further refinement to pop-up reordering. Pop-ups should now "feel" correct each turn (in the right order, at the right time).
Don't prompt the player when removing fallout. Just do it. The prompt incorrectly referred to the action as removing an improvement.
Yea, the diplomacy stuff is really good and will give new life to AI contacts. Would`ve liked the GDR to be optional in the options though.
But when will it be released? `Fall` which I still don`t really understand being British is just too broad a period.
I don't know why people try so many different ways to get that achievement and claim it doesn't work. Just get it normally, build a ton of cities as the Celts. It works fine. They don't want you just renaming a city or using the Huns, kind of defeats the purpose .
Fixed rare crashes that could occur depending on hardware.
Before October 24th. It was stated in a video that a patch would come "before windows 8" which comes out October 24th.
Brave man. I don't dare play with more than 12 players because of slow turns.I seriously can't wait for the .Dll to be released. Can't wait to play like 30 civs in tsl.
and what do they mean with this :
Don't treat player as a deal breaker just for going to war with a player again.
And can somebody explain me how the liberate bonus goes because I don't get it ?
I always thought those peace deals were absurd (very big demands). Until i read a book about carthage by Adrian Godsworthy. Back in the day peace deals were about accepting very harsh deals if u get defeated by rome. Same as in this game. Like give us all your gold, oversee settlements, pay for our captured prisoners, give us all our captured men back, give us 300 people from the most important familys as ransom etc etc.
this one is very important to me. I always thought that difficulty could be one or two level higher, when the AI actually uses its quantity advantages to pillage a player's tiles.
There is just one thing that concerns me a little (I haven't seen it mentioned here yet): Lux Trades!
It may be highly exploitive at higher difficulty levels, because getting your luxuries pillaged seems to be easier than ever before... You don't even need to actively follow this strategy... With this change your luxes supposedly will get pillaged from time to time, no matter what, allowing you to sell them over and over again...
I am really missing some sort of trade reputation (like in Civ III - OK maybe not exactly like there...) which punishes a player for overselling his own luxes. I don't know how to accomplish that, but I think there has to be done something on this field...
this one is very important to me. I always thought that difficulty could be one or two level higher, when the AI actually uses its quantity advantages to pillage a player's tiles.
There is just one thing that concerns me a little (I haven't seen it mentioned here yet): Lux Trades!
It may be highly exploitive at higher difficulty levels, because getting your luxuries pillaged seems to be easier than ever before... You don't even need to actively follow this strategy... With this change your luxes supposedly will get pillaged from time to time, no matter what, allowing you to sell them over and over again...
I am really missing some sort of trade reputation (like in Civ III - OK maybe not exactly like there...) which punishes a player for overselling his own luxes. I don't know how to accomplish that, but I think there has to be done something on this field...
Txurce said:In most cases AI pillaging doesn't work out like barb pillaging because the odds are low that you will be able to repair pillaging as long as the AI is on the offensive. (The same goes for pillaged roads and lost income.) Bottom line, you wind up paying a price - even if in theory it is lessened by renewing a deal sooner than otherwise.
Self-pillaging is a different issue, but that's up to you, I guess.
In most cases AI pillaging doesn't work out like barb pillaging because the odds are low that you will be able to repair pillaging as long as the AI is on the offensive. (The same goes for pillaged roads and lost income.) Bottom line, you wind up paying a price - even if in theory it is lessened by renewing a deal sooner than otherwise.
Self-pillaging is a different issue, but that's up to you, I guess.