Hotfix and a New Beta Version (4-5)

Status
Not open for further replies.
Always hard decisions with Vox Populi...
Should I continue my (not so long) game with the fix, or try the newest version?
I will continue my game, there is only one change(city defence) - but I think it is not so important to start a new game.
 
I think it would be pretty cool if there was a Geneva Convention in the World Congress that changed some rules about war. Like non-nuclear proliferation, but with razing and pillaging.
That sounds like a great idea for a WC motion.

Geneva conventions:
Unlocks at Ballistics
Population and building loss from city capture is reduced by 50% (stacks with influence). Pillaging non-road improvements and city razing is disabled.
 
That sounds like a great idea for a WC motion.

Geneva conventions:
Unlocks at Ballistics
Population and building loss from city capture is reduced by 50% (stacks with influence). Pillaging non-road improvements and city razing is disabled.
I think all new resolutions must be added to World Congress Reformation mod or first incorporate all good resolution from there(or just include mod in the installer) and only after that add some new.
 
Geneva conventions:
Unlocks at Ballistics
Population and building loss from city capture is reduced by 50% (stacks with influence). Pillaging non-road improvements and city razing is disabled.

This actually sounds REALLY cool, IMO!

The only issue would be nuclear weapons, since their use is definitely not Geneva-compliant except in extreme cases of self-defense (see Protocol I of the 1977 amendment of the Geneva Convention as well as the International Court of Justice advisory opinion of 1996 on the matter).
So either the use of nuclear weapons would have to be disabled entirely by the treaty or possibly for all wars except those where the civ using them was declared upon and has a negative war score or something like that.
Buuuut this would likely make it super complicated to implement I bet...
 
Hey all,

Two versions inbound.

One, a hotfix for games on 3-31b. Should be savegame compatible. No gameplay changes, just a fix for a few game-breakings bugs that slipped past my tests. Link: https://mega.nz/#!HJslwCYC!PPYAQP_NcKvKab-dEH5sj3L7pXwchGXZlE3i4VS7jfg

Two, a new beta version with the following changes:



Link to new beta: https://mega.nz/#!7EEy0Q4R!jhlglHNS8hK0cm2uIjDSunooZnbEWz1wl8egYFjlEGM

Not savegame compatible. The new version obviously contains the hotfix bugfixes. :)

Cheers,
G
Sounds cool about paratroopers but now I need to do balance testing again on my custom civ (UU is a paratrooper replacement)Well back to balance testing. Is balance more of a feeling then an actual statistical analysis?
 
  • Like
Reactions: pza
Sounds cool about paratroopers but now I need to do balance testing again on my custom civ (UU is a paratrooper replacement)Well back to balance testing. Is balance more of a feeling then an actual statistical analysis?

Balance is more than a feeling (~ more than a feel-eh-ing ~).

You can give paratroopers interception defense to reduce their damage received.

G
 
  • Like
Reactions: pza
Balance is more than a feeling (~ more than a feel-eh-ing ~).

You can give paratroopers interception defense to reduce their damage received.

G

Then I should be able to do a statistical analysis I make the assumption that all civs have equal chance of winning(given a random map) many people don't understand that if the game has a high variance to the wins (problem with feeling is that too many people base feelings on too small a sample size) you may only play 2 or 3 games and may come to an inaccurate conclusion about balance. You will need to run many test to overcome short term variances in RNG.
 
Then I should be able to do a statistical analysis I make the assumption that all civs have equal chance of winning(given a random map) many people don't understand that if the game has a high variance to the wins (problem with feeling is that too many people base feelings on too small a sample size) you may only play 2 or 3 games and may come to an inaccurate conclusion about balance. You will need to run many test to overcome short term variances in RNG.

I'm not sure what you're getting at, tbh. I run lots of tests. The bigliest tests.

G
 
I'm not sure what you're getting at, tbh. I run lots of tests. The bigliest tests.

G
And it's not like there wasn't any analytic work just before those 'feelings'. Some things are simply too different to even compare (how many city states can a player claim confidently for himself?). So at the end of the day, it's a work of fixing the biggest offenders (civs that win too often, victories that are not achieved frequently, culture trees that leads to victory too often, such things).

Probably, actual human games are not huge to make good statistics, but it's backed by your AI games, so everything is fine.
 
I still get this issue after the hotfix ( 3 -31b)
I will make a post in github after activation data log
 

Attachments

  • 20180407040955_1.jpg
    20180407040955_1.jpg
    589 KB · Views: 123
If you're doing that the turn you load the hotfix, you need to give it 1 round to process the bad sites.

G
I have just an empty selection screen during one dig. (hotfix was installed before industrial era, in ancient era)

If I will start a new game with new version(4-5) - will I get the same archaeologist bug or not?
 
I tried it and it didn't change anything.

I have just an empty selection screen during one dig. (hotfix was installed before industrial era, in ancient era)

If I will start a new game with new version(4-5) - will I get the same archaeologist bug or not?

The bug is that artifact 'resources' were remaining or appearing on the map without archaeological data. The hotfix retroactively clears tiles that have bad data on them. If you were in the process of digging and the bad data was cleared, it will still trigger for that event (as that event has already begun).

G
 
And it's not like there wasn't any analytic work just before those 'feelings'. Some things are simply too different to even compare (how many city states can a player claim confidently for himself?). So at the end of the day, it's a work of fixing the biggest offenders (civs that win too often, victories that are not achieved frequently, culture trees that leads to victory too often, such things).

Probably, actual human games are not huge to make good statistics, but it's backed by your AI games, so everything is fine.

I guess it's from my stint as a programmer for the actuarial department of a large insurance company. My degree is in mathematics so I am really skeptical about feelings. Getting back the problem with such test is that we don't have corporate backing and a large budget to go out and by racks of servers to run test on. You could speed it up by disabling the graphics system (if that's even possible) you are only interested in logs and results.

Tip to some people out their AI is not an optimization. An AI could pick a solution from a set of optimized moves, such an AI would be incredibly slow it takes a lot of computation to get the optimizations result set (the optimized set of optimized moves normally resulting in a parabolic shaped space representing the edge of a vector space) this is called the efficient frontier.
 
@Gazebo , I haven't played with the non-fixed version, only with the hotfixed, but I'm getting "empty" archeological digs as well. Unfortunately I can't provide logs due to my computer&internet connection.
 
@Gazebo , I haven't played with the non-fixed version, only with the hotfixed, but I'm getting "empty" archeological digs as well. Unfortunately I can't provide logs due to my computer&internet connection.

Logs are just a few kb here and there - shouldn't be an internet burden.

G
 
@Gazebo

Is it still the case that only Gandhi will do a nuclear first strike?

I'm pretty sure this was still the case in civ v vanilla (in appreciation of the famous bug), and in my most recent game nobody used them until I did, although sadly India was not a player.
 
Status
Not open for further replies.
Back
Top Bottom