New Beta - March 7th (3/7)

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Great changes overall, especially on the religion front :) The science civ nerfs were also definitely warranted and it's good to see Brazil's tourism output toned down slightly. It was a bit out of hand.
 
I am pretty glad that I've had no time to try any of the new betas lately. Except for the "under the hood" changes, literally every other change so far has made me want to play with CBP less and less.

I'm afraid I'm gonna agree with this. Although CBP is still much better than vanilla game, so it's still my choice. Last full version (1-23) seems great for me at the moment, it's stable and features are simple enough.

I think these new changes seem complicated and bad on paper, but we just need a few playthroughs with the next full release and maybe we will change our opinions. Gazebo and the team know what they are doing. We should not forget that these betas are just testing and some of the new features are community members ideas, so if majority of community don't like those tweaks, I think they should be reverted or changed accordigly. Usually polls, discussions and testing are the only ways to know our thoughts. Funak is providing useful and clear own thoughts on the new changes in every beta and I think there should be more of these kind of posts from others.
 
I am not only one who will have say in this but nerfing Brazil won't make it more appealing or interesting. That's main beef with it, not it'soverperformance because of it's UA.
Same. Kinda disappointing that we were talking about reformulating brazil's UA in the other thread and all we got was a tiny numbers change that does nothing to fix the overlying problem. But, I imagine this may be just a last-ditch effort on the current one, so I'm not too mad.

I know next release is a stable one so we won't get balance changes but for the next beta I really hope we can do something about this.
 
I pretty much have to agree with Dallandra on all these changes. I was loving the community balance patch up through the 1/23 install, but now, I am seeing such fundamental changes to the game that I am not sure I want to continue with the mod. All these changes to wonder acquisition, science, faith and unit strength, have me wondering whether to even try one of these betas. I have not had time to search for each discussion thread to understand the rationale for each, so bad on me. :confused:
 
I have been following this project since its conception and you can't even imagine how many changes, for better or worse, it has been through... I guess you guys are just not used to it.

Have faith guys, don't just give up on the project because one release disappointed you. If you dislike something, just talk about it and say why.
 
In short: Religious belief bonuses are now standardized to look at founder status first, then majority, Reformations and Founder beliefs are founder-exclusive, and national yields are funneled through your holy city/capital.

Am I right assuming that Byzantium could potentially benefit twice from the same bonus ?

Buglist so far:
I can't generate great general points at all.

Great general points are not generated

Looks like it is more complicated, here what I observed:
  • GG/GA aren't awarded with exception of ranged units Vs cities
  • Combat reward XP against Barbarians but not City-States or other Civs, with the same expection as above
  • Authority yelds on defeating unit work fine
  • The setup option allowing GA/GG against Barbarians works

Tests were made with 3 differents Civs with a clean mod install between each. Units used were Warrior, Pikemen, Scout, Pathfinder, Explorer, Archer, Comp Archer, Trireme, Galleas.
 
Have faith guys, don't just give up on the project because one release disappointed you. If you dislike something, just talk about it and say why.

This. I only wish that even more people would write their opinions on changes and suggest them, that would help a lot. There are many of those who play and follow the forum, but probably even more who only installs and plays.
 
If wounded units still have movement points, they cant fortify until healed (no button and hotkey doesn't work)
 
If wounded units still have movement points, they cant fortify until healed (no button and hotkey doesn't work)

The button was removed because even in vanilla civ 5 a unit need all its moves to heal ANY hp, and to fortify, even if a horseman moves one and has 3 moves left he can only heal NEXT turn, the button was removed for the sake of demonstrating this behavior.
 
The button was removed because even in vanilla civ 5 a unit need all its moves to heal ANY hp, and to fortify, even if a horseman moves one and has 3 moves left he can only heal NEXT turn, the button was removed for the sake of demonstrating this behavior.

Wait, really? That was the reason the button was removed?
No one cares about demonstrations, but the situation where you want to tell a unit to wait until fully healed without having to wait for it to have full movement happens multiple times per game. If this was intentional it was a REALLY stupid change.
 
@ Funak and Dallandra Of course science Civs are being changed and of course the science numbers that you are used to are changing. But the value of those numbers have also changed as a part of the rework.

I wish people would temper their outrage a bit on this forum, by all means voice your opinions but please avoid all this sinking ship hyperbole, especially when these reworks haven't even had a chance to be balanced under testing.

The only folly of Gazebo has been putting so many trans-formative changes in the same bundle making it difficult for people to contextualize and balance the three individual reworks that are taking place. Gazebo also hoped for us to have the maturity and patience to digest all this new material.

The game is in a state of extreme flux because as gazebo has expressed we can discuss things forever, but experience often informs us differently so he has accelerated change.

These last few betas have included far more bugs then the betas we were used to previously but that comes with the ambition, but given this fact it has been difficult to access changes when things aren't functioning as intended.

So in this stage of volatility try to help in finding bugs, and balancing your current experiences with the new systems. So it can be the best it can be and then after the dust settles maybe then people will decide they still dislike the changes and the discussion can be reopened on the reworks.

I like the new science system and I do think it is progress in the right direction, but of course its isn't stable or what even Gazebo envisions it to be yet. He needs our help testing these things. Try not to be so put off by changes to the status quo without giving time for transition costs to be absorbed.

To the people my comments are aimed at and especially Funak, as people who do a lot of the grunt work in picking up bugs I am thankful for your contributions, you help make this mod better. I just wish you wouldn't be so intentionally inflammatory in your comments.

Crisp
 
Wait, really? That was the reason the button was removed?
No one cares about demonstrations, but the situation where you want to tell a unit to wait until fully healed without having to wait for it to have full movement happens multiple times per game. If this was intentional it was a REALLY stupid change.

Intentional or not, it is not a bid deal, and the fact that its been years since civ v release and a couple of people still don't know you cant heal after moving may suggest it is needed, now I can say a thing or two about REALLY stupid changes, they mostly come from your suggestions, but that is only my opinion, just because you disagree whit something does not make it stupid you know.
 
I'm afraid I'm gonna agree with this. Although CBP is still much better than vanilla game, so it's still my choice. Last full version (1-23) seems great for me at the moment, it's stable and features are simple enough.

I think these new changes seem complicated and bad on paper, but we just need a few playthroughs with the next full release and maybe we will change our opinions. Gazebo and the team know what they are doing. We should not forget that these betas are just testing and some of the new features are community members ideas, so if majority of community don't like those tweaks, I think they should be reverted or changed accordigly. Usually polls, discussions and testing are the only ways to know our thoughts. Funak is providing useful and clear own thoughts on the new changes in every beta and I think there should be more of these kind of posts from others.

I pretty much have to agree with Dallandra on all these changes. I was loving the community balance patch up through the 1/23 install, but now, I am seeing such fundamental changes to the game that I am not sure I want to continue with the mod. All these changes to wonder acquisition, science, faith and unit strength, have me wondering whether to even try one of these betas. I have not had time to search for each discussion thread to understand the rationale for each, so bad on me. :confused:

I am pretty glad that I've had no time to try any of the new betas lately. Except for the "under the hood" changes, literally every other change so far has made me want to play with CBP less and less.

I was against the science changes from the very beginning and we're starting to see now why. There's a massive tail on it, which is slowly gutting every other science-related ability (1 per 10 pop from the Babylon wall now? Really? Might as well not exist). You can say "oh, it all just needs a bit of tweaking!", but this is all tweaking that was not needed in the first place. The one game I did manage to start up was slow and boring and the science changes simply don't scale well with higher game speeds in the slightest. The fact that you just added at least some scaling science back onto the palace so early game doesn't slow to a crawl is all the confirmation that I need to see that this isn't really working.

The changes to wonder unlocking would've alleviated the slow science progression (and thus slow GAME progression in general) a bit, but then that got murdered again by being tied to techs once again. It was discussed before that the idea behind #policy requirements was as an alternate way of unlocking wonders for low-tech civs or games, now it's just yet another restriction on them that just hinders everyone instead of giving more gameplay choices.

Normally I'd just move on, but these made me stop in my tracks a little. I've documented the rationale behind every change we've made thus far. Aside from the re-organization of the mod into SQL, the only two big 'rule' changes (rather than raw balance) that have happened recently are the removal of free science from population, and the addition of a policy requirement for wonders.

Both of these changes stemmed from two changes we made a long, long time ago: the happiness system rework, and the removal of most % yield modifiers for cities. These changes were necessary to greatly reduce the tall v. wide dichotomy, so that a wide empire had as many benefits as a tall empire. We succeeded on that front. With one exception. Science.

Here's why: in vanilla civ, 1 citizen = 1 science, but 1 citizen also = 1 unhappiness. This isn't the case in the CBP. Because of this, food was now king, as it provided the two things you absolutely need to win: citizens and science. Food was so overwhelmingly important that any bonus to food was liable to throw off game balance entirely. There was a recent discussion about this, during which time (as others can attest) I had a 'eureka' moment (edit: I was actually at a conference when it happened, and proceeded to stop listening and start doing some math to see if I was right. I was). The free science was the problem. Every yield has, rule-wise, one core rule. Food had two. Now, it has been brought in line and has one rule.

If you've played previous iterations of civilization, you'll see why we made this change, and you'll also see that the removal of free science from population is actually the final step of the happiness system (but we didn't know that at the time).

I'm not going to ask you to try the beta, because - frankly - I don't need your approval to make changes that are necessary for the viability of the mod. But I also don't take kindly to 'if you do or don't do x, I'm not going to play your mod anymore.' Those kinds of statements sound really entitled, and clash with the ethos of the community. Testing, feedback, suggestions - these are what matter.

Anyways, on to the rest of the posts I need to address.

No one cares about demonstrations, but the situation where you want to tell a unit to wait until fully healed without having to wait for it to have full movement happens multiple times per game. If this was intentional it was a REALLY stupid change.

Button was not unintentionally removed. Changes under the hood fixed a flaw in the functionality of healing that's been there since day 1, IIRC.

Pantheon: Goddess of Protection doesn't give a healing bonus.

I'll look at this, as well as the other pantheons.

Am I right assuming that Byzantium could potentially benefit twice from the same bonus ?

Not sure what you mean.

GG/GA aren't awarded with exception of ranged units Vs cities
Combat reward XP against Barbarians but not City-States or other Civs, with the same expection as above
Authority yelds on defeating unit work fine
The setup option allowing GA/GG against Barbarians works

This is probably related to the VMC74 integration. I'll take a look.

Same. Kinda disappointing that we were talking about reformulating brazil's UA in the other thread and all we got was a tiny numbers change that does nothing to fix the overlying problem. But, I imagine this may be just a last-ditch effort on the current one, so I'm not too mad.

I have yet to see a UA that differs substantially from the current UA (in terms of gameplay). This was a balance change, not a last-ditch effort.

Do you need the changes to reflect which patch they are from?
If not, I'm almost finished with the first part, then I'm onto updating similar entries and deleting generic modifications ('Fixed bugs from github requests', or whatever).

I do not, no - they can all be lumped together (obviously some are going to overwrite others, so most recent changes trump older ones). You are a hero.

I don't know about the musketeer change, but I would say that if any ranged unit really fit with the idea of forcing retreating, it would be machine guns.

G, might it be easier to just make the Musketeer the Tercio replacement for the French? With generic Musketmen backing them up?

The musketeer promotion was an experiment of mine. It probably (99% sure) it won't stay. But the promotion is there, for whoever asked for it. :)

Anyways, the musketeer is unloved as a ranged unit, and will most likely make the switch back. I'd really prefer to have 2 ranged UU and 2 melee UU in the renaissance, so if someone wants to make a case for the janissary or the carolean stepping into the ranged UU role, be my guest.

G
 
@ Funak and Dallandra Of course science Civs are being changed and of course the science numbers that you are used to are changing. But the value of those numbers have also changed as a part of the rework.

I wish people would temper their outrage a bit on this forum, by all means voice your opinions but please avoid all this sinking ship hyperbole, especially when these reworks haven't even had a chance to be balanced under testing.

To the people my comments are aimed at and especially Funak, as people who do a lot of the grunt work in picking up bugs I am thankful for your contributions, you help make this mod better. I just wish you wouldn't be so intentionally inflammatory in your comments.
Except that anything less than 'completely outrage' is taken as 'silent acceptance'.
If people disagree with or dislike a change or a new feature the message needs to be delivered, not suppressed for the sake of politeness.


Intentional or not, it is not a bid deal, and the fact that its been years since civ v release and a couple of people still don't know you cant heal after moving may suggest it is needed.
Removing convenient mechanics because some people can't bother observing their units hp or reading the civpedia feels like a huger overreaction.
Besides, I haven't seen anyone complain about this, ever.


now I can say a thing or two about REALLY stupid changes, they mostly come from your suggestions, but that is only my opinion, just because you disagree whit something does not make it stupid you know.
Cute. Are you trying to make a point or is it just the usual 'I'm allowed to have an opinion, but no one else is'?



Button was not unintentionally removed. Changes under the hood fixed a flaw in the functionality of healing that's been there since day 1, IIRC.
I really don't see how this is a flaw, the button says "Fortify until healed" not "You can heal now by clicking this key", the fact that you can't heal after making an action is well known, which is why extra explanation on the march promotion is not needed.
 
Am I right assuming that Byzantium could potentially benefit twice from the same bonus ?
Not sure what you mean.
G

I think he's talking about the possibility now of Byzantium ending up controlling two holy cities that give the same founder/reformation bonus since Theodora can pick from already chosen options when founding her religion. For instance, if Theodora picked Transcendence for a founder belief and then conquered the holy city of a religion that also had Transcendence, does she now get double the bonus yields for advancing an era (may have the wrong belief name, but you get the idea)?

Edit: Actually, this could apply to other civs as well if they capture Theodora's holy city and happen to have the same picks she made.

Also, I would assume that removing the newly acquired religion from it's holy city via inquisitor would also remove the new beliefs, correct? Same for Spain's UA converting all the pop when capturing a city?
 
I think he's talking about the possibility now of Byzantium ending up controlling two holy cities that give the same founder/reformation bonus since Theodora can pick from already chosen options when founding her religion. For instance, if Theodora picked Transcendence for a founder belief and then conquered the holy city of a religion that also had Transcendence, does she now get double the bonus yields for advancing an era (may have the wrong belief name, but you get the idea)?

Oh, gotcha. I hadn't considered that possibility, but no, the abilities won't double-dip. Religious beliefs aren't stored in player data, they're stored in religion-specific data sets. So, when a city goes to look at religious beliefs (for, say, a specialist yield), it looks at the religious majority, grabs it, then grabs that data. For player-level stuff, it looks for your 'founder benefits' religion first (it actually looks to see who owns the holy city). If you have one, that's the religion that will be used. If you don't, it looks for your religious majority.

So civs can't 'amass' religions - you still only have one that can trigger bonuses. If, however, you didn't found a religion, conquering a neighbor's holy city should now give you the founder benefits. I'm also (hopefully) going to make it so that you can spawn a great prophet for that religion and enhance it (and reform it) if it wasn't already.

In short, it is still one player, one religion, but the rules of gaining that religion are now standardized.

G
 
Oh, gotcha. I hadn't considered that possibility, but no, the abilities won't double-dip. Religious beliefs aren't stored in player data, they're stored in religion-specific data sets. So, when a city goes to look at religious beliefs (for, say, a specialist yield), it looks at the religious majority, grabs it, then grabs that data. For player-level stuff, it looks for your 'founder benefits' religion first (it actually looks to see who owns the holy city). If you have one, that's the religion that will be used. If you don't, it looks for your religious majority.

So civs can't 'amass' religions - you still only have one that can trigger bonuses. If, however, you didn't found a religion, conquering a neighbor's holy city should now give you the founder benefits. I'm also (hopefully) going to make it so that you can spawn a great prophet for that religion and enhance it (and reform it) if it wasn't already.

In short, it is still one player, one religion, but the rules of gaining that religion are now standardized.



G

Thanks for the clarification.

It seems I'm one of the few who appreciate the changes made to science and musketeer. Here my crazy idea: Janissarie become a Musketman UU (don't know about promotions) and Musketeer become a Cuirassier UU ignoring ZOC without horse requirement. They were all mounted and wearing muskets and swords at the beginning after all.
 
Thanks for the clarification.

It seems I'm one of the few who appreciate the changes made to science and musketeer. Here my crazy idea: Janissarie become a Musketman UU (don't know about promotions) and Musketeer become a Cuirassier UU ignoring ZOC without horse requirement. They were all mounted and wearing muskets and swords at the beginning after all.

Yep!

Eh, they'll come around. I chalk most of it up to the fact that I'm being more verbose in my patchnotes lately, and also less discerning about releasing a beta version for help with bug-hunting.

G
 
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