New Beta Patch - 2/4

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Immortal standard CV Celts communitas map epic spd no bad events turn 526 Authority- Fealty(just 1 point)- Artistry- Industry Freedom
Went early domi because i didnt want to have to handle classical era Dauris II. When the AI are afraid theyre very easy to demand some good early tribute from. After daurius went down decided to groom some vassels and bullied maya and polynesia. Maya took awhile to capitulate and polynesia flat out refused to his dying breath to capitulate so i just ended up eating him.
When i finally met the other civs Iroquois was ahead of me in score and tech and sweden was close to my tourism. The science funneled from the maya made it easy to stay close to the lead. Was first religion so i snagged veneration and hero worship then zealotry and orders.
Then left a luxury and horses open on my main land to make Iroquois keep trying to colonize and take advantage of authority and hero worship.
What solidified it was the sea of musicians i flooded into the iroquios land. portugal kept everyones WC votes low and with mayas votes i was able to hold congress easily.
I wanted to try the new pantheon this game but had too many deer nearby to pass up cerrunos.

In my games with Morrigan pantheon did alright definitely good but not snowbally enough like many of the other celts pantheons. the culture influx is really good for some early territory claiming with authority tho.
 
Hotfix 3 posted. Fixes issue when loading a save game, adds a database option to enable Area Effect Promotions, and potentially fixes an issue with deals in multiplayer(?).

Hopefully but not definitely savegame compatible with Hotfix 2.

OP's files have been updated.
 
I tested hotfix 3. Good news and bad news:
1) Good: So far have not had any CTDs in reloading saves! :thumbsup:
2) Bad: Seems that there is an issue with Authority - you don't get the culture for destroying barb camps. You get the 12 culture for killing the unit in the camp, but nothing for the camp itself.
I tested this by killing the unit inside the barb camp with archers, and then took an empty barb camp - I still got no culture.
This was true even if I took it on the next turn, so it seems to be an issue no matter what the circumstances.
I'll post an issue on Github.
Thanks @Recursive and @ilteroi for your dedication to this mod!
 
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I tested hotfix 3. Good news and bad news:
1) Good: So far have not had any CTDs in reloading saves! :thumbsup:
2) Bad: Seems that there is an issue with Autocracy - you don't get the culture for destroying barb camps. You get the 12 culture for killing the unit in the camp, but nothing for the camp itself.
I tested this by killing the unit inside the barb camp with archers, and then took an empty barb camp - I still got no culture.
This was true even if I took it on the next turn, so it seems to be an issue no matter what the circumstances.
I'll post an issue on Github.
Thanks @Recursive and @ilteroi for your dedication to this mod!

I thank them too and I'd also like to thank people like yourself et al. - taking the time posting issues on Github.
 
I tested hotfix 3.

2) Bad: Seems that there is an issue with Autocracy - you don't get the culture for destroying barb camps. You get the 12 culture for killing the unit in the camp, but nothing for the camp itself.

Odd, quick authority check net me the 25 culture upon camp clearing with warriors
 
Oops. I meant Authority, not Autocracy of course. I did receive the camp bonus once if I recall, so it might be intermittent. I killed about 4 camps and got the bonus once. I was playing as Russia with the 3rd and 4th unique components for VP mod, so it could be some weird interaction.
 
Sorry, just as I settled in to get to merging my daughter got sick (not covid, thankfully, but she's been home with me all week). It's hard to do fun stuff like mod merging while keeping a 4yo occupied! :)

G
Just do what my parents did to me when I was sick. Tell me that I should be sleeping, and then ignore me.
 
I have a war score of 100, but am unable to make peace even if I would ask nothing. I waited a turn to see if it went away, but it didn't. There is already an impossible peace deal bug listed on github, so I'm not sure if I should post another issue.

If it helps, it was a simple war initiated by me. No bribed war or coordinated war or anything like that.
 
Spoiler :

upload_2021-2-7_16-4-4.png



Happened in the last two games. I got a forward settle followed by a double war declare. The Deity AI is out for blood!
 
I have a war score of 100, but am unable to make peace even if I would ask nothing. I waited a turn to see if it went away, but it didn't. There is already an impossible peace deal bug listed on github, so I'm not sure if I should post another issue.

If it helps, it was a simple war initiated by me. No bribed war or coordinated war or anything like that.

Same. Peace deal is impossible no matter what I offer.

Trying to figure this one out...
 


Happened in the last two games. I got a forward settle followed by a double war declare. The Deity AI is out for blood!

Make that number 3. Its very consistent, AIs get into the medieval era, and double tag team with war declarations. I'm also seeing more aggressive expansion. I have been trying a 6 city settle with a combination of stop growth and buying luxs from the AI in order to stay a float before the happiness policy. But now with these double declarations that usually cuts the luxs and tanks my happiness when I need it most. So I may need to try stopping all satellite growth at 3 pop (4 pop still generates unhappy once I have gotten to 5-6 cities on Deity). I may give that a shot on the next run, assuming a don't survive this one.
 
I just retried my save with the problem about no culture from killing barb camps. and it works as designed. I was looking in the notification log for the message about getting culture from the barb camp, but did not see it. However, I did actually get the culture!
Sorry for the alarm. It's kind of weird that when you kill a unit you get the message in the notification log and a culture icon over a city, but killing the barb camp does not do this. You get a quick icon over the unit which I missed because you get the pop-up that you got gold from the barb camp.
I'll close my github issue. Maybe we could add a message to the notification log when a barb camp is killed to make it consistent with killing units.
Again, sorry for any confusion my original post may have caused. Keep up the good work!
 
I'm a few hotfixes behind apparently (on the Op's original version), but I ran into this odd situation.

China lost their first settler to barbarians!

So apparently when this happens, it does not end the civ since the settler could be captured and returned (I guess theoretically, not sure what kind of altruistic/masochistic civ would do that). Assuming the settler spawned on the forest 3 tiles due north of the barb archer. Note Portugal on the right edge of the screen and Brazil (myself) up at the top:
upload_2021-2-7_21-40-17.png


Don't really think there's a bug here, but the AI ought to better protect it's settler if it decides to move it rather than settling on spawn.
 


So the founding of Goa triggered a "hey don't settle near me" request from:

1) Assyria (of course)
2) Sweden (eh....ok maybe)
3) Carthage (huh????)

Carthage isn't that close to Goa and I really don't think that should trigger.

I know what's up, will fix.

I'm a few hotfixes behind apparently (on the Op's original version), but I ran into this odd situation.

China lost their first settler to barbarians!

So apparently when this happens, it does not end the civ since the settler could be captured and returned (I guess theoretically, not sure what kind of altruistic/masochistic civ would do that). Assuming the settler spawned on the forest 3 tiles due north of the barb archer. Note Portugal on the right edge of the screen and Brazil (myself) up at the top:
View attachment 585240

Don't really think there's a bug here, but the AI ought to better protect it's settler if it decides to move it rather than settling on spawn.

Hmm, this isn't supposed to happen. Barbs are supposed to ignore players who've never founded a city. A bug report would be appreciated.
 
Not really a bug though perhaps needing some adjustments, current game is Marathon pace.
Trade deal seems to me to be abnormal in GPT adjustment, every 1 GPT increase is reducing the value of 1 GPT for all tradeable items:
@ 0 GPT
@ 5 GPT

At 4 GPT, the deal value for the AI is 49 gold.

With the lack of 1:1 the player can effectively screw the AI out of a lot of GPT. I feel what would be preferable, is a 1:0.5/0.75 ratio for every increase of 1 GPT,

Edit: Note sure why IMG tags are not working for me, so altered to embedded imagery.
 
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Is everything allright with building cost? Here is my city when selecting a building and selecting unit (Knight).

Looks like Modifier for unit combat class reduces my production instead of increasing it. Am I missing something?
 

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