New Beta Version - 1-11 (1/11)

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Something wrong with espionage, I just got to Renaissance and I am second in science, but they steal techs every 3 turns, Byzantium 3 times in 10 turns, sometime as soon as I discover it
 
Hi i was wondering if anyone also ctd when razing the city till 0 pop as I just got it
Or whether it was due to my other modmod
 
Playing the latest beta, no other mods, Everytime I declare war the game crashes to desktop. Tried lowering gfx quality, declaring war by attacking instead of the diplo screen, everything I could think of. It just crashes. Have a save file if anyone is interested.

Thanks in advance
 
I was wondering if it's a vp thing that others hav experience or it's due to my other modmod
If it is the later I would be testing the various modmod before posting it in its own forum
Sure, but you can post on GitHub regardless, just don't forget to include the list of mod-mods you're using. There's also people who are more active on GitHub than here and they might spot the problem, even if it's one of your mod-mods, if you open an issue there while they may not be aware of your post here at all.

I haven't razed a City with the newest version yet, so personally I can't verify if the issue is with VP; if you have some time you could start a new game with IGE and VP only and just raze a City that way to see if it crashes...you won't be 100% sure that it's definitely not VP if the issues doesn't occur in that test case, but it would at least indicate that; or the opposite if it does occur.
 
Is anyone else finding that the experience granted by a city state quest for conquering a city in the later ages is ridiculously high? Like 50-60 xp?
 
Is anyone else finding that the experience granted by a city state quest for conquering a city in the later ages is ridiculously high? Like 50-60 xp?
I think a lot of the yields/influence is ridiculous high in the late game, I've not seen that high amount of XP yet, but 400+ influence for one mission or 2k science are also extremely high and not rare.
 
Is anyone else finding that the experience granted by a city state quest for conquering a city in the later ages is ridiculously high? Like 50-60 xp?

There are differences, not sure if it depends on what era the conquest quest activates or if it matters if you've done previous quests for the city state, but the exp yields does increase.
Also note that rewards for statecraft (foreign service) is +50% and Austria have their own +50% bonus on top of that.
50-60 exp is quite a lot but not gamebreaking if its at the later ages.

If having units at lvl4 is a garantueed win you should maybe consider upping the difficulty?
With some civs you can have that in medieval era.
 
I'm playing on deity already as is. The 60 experience was without statecraft or Austria. It was around turn 230, so not horribly late. But yes, level 4 units is a guaranteed win because the AI never uses level 4 units in the same way. They don't get range, or logistics, or march, or stalwart.
 
I'm playing on deity already as is. The 60 experience was without statecraft or Austria. It was around turn 230, so not horribly late. But yes, level 4 units is a guaranteed win because the AI never uses level 4 units in the same way. They don't get range, or logistics, or march, or stalwart.

60 EXP is certainly too high but calling it a guaranteed win is silly. If you're behind and losing then 60 EXP to all units isn't going to magically fix things for you. It could certainly turn the tide in a close game but c'mon.
 
I like the high damage the city bombardment is doing to my units when attacking in this version. Gives me a sense of urgency when attacking a city that the game had been lacking. Before I could just go nice and slow and wither down the AI's army without ever really being at risk of losing a unit. I've actually had to bring a medic unit for the first time in ages.

My experience has been the exact opposite.
With Cities dealing so much damage I've found that sieges last longer than before when you're on the same tech level as your opponent.
The first reason the number of Tiles that I can safely engage from has gone down (I consider a tile safe when I can move a full HP unit into that Tile and not have to fear that it will die on the enemy turn).
The second reason is that I need to cycle out Units much more frequently.
Especially Archers/Composite Bowmen and Catapults are currently so fragile that I oftentimes need to pull them out just one turn after I've moved them into range or else they will die.
Tradition is a real pain to deal with right now.
 
Especially Archers/Composite Bowmen and Catapults are currently so fragile that I oftentimes need to pull them out just one turn after I've moved them into range or else they will die.

We are currently discussing this in this thread: https://forums.civfanatics.com/threads/city-damage-brainstorm.653918/

I would definitely say that any city that can 2 shot units (city + garrison) at full hp is doing too much damage. Human players can't afford to lose units every round a siege last, that's simply not viable. But beyond that, its a question of what the community wants.

This scenario (where the unit can take a round but must immediately retreat) is a hard siege, but a viable one at least. Is that difficulty we want in our sieges?
 
We are currently discussing this in this thread: https://forums.civfanatics.com/threads/city-damage-brainstorm.653918/

I would definitely say that any city that can 2 shot units (city + garrison) at full hp is doing too much damage. Human players can't afford to lose units every round a siege last, that's simply not viable. But beyond that, its a question of what the community wants.

This scenario (where the unit can take a round but must immediately retreat) is a hard siege, but a viable one at least. Is that difficulty we want in our sieges?

I don't know how other people feel, but personally that seems a bit of a pain to me. I like cities having enough range to hit things and enough HP to actually stand for a while, but I'd rather not be loosing units all the time if I make any kind of mistake.
 
60 EXP is certainly too high but calling it a guaranteed win is silly. If you're behind and losing then 60 EXP to all units isn't going to magically fix things for you. It could certainly turn the tide in a close game but c'mon.

If the 60 xp is enough to make my units lvl 4, and there isn't a runaway 10 techs ahead, then yes, I *will* win. Pretending otherwise is silly. The AI cannot deal with the increased range from the lvl 4 upgrade. I would say that my win rate, on deity games in which I have 6+ ranged units with range and 6+ siege units with range is ~100%.
 
If the 60 xp is enough to make my units lvl 4, and there isn't a runaway 10 techs ahead, then yes, I *will* win. Pretending otherwise is silly. The AI cannot deal with the increased range from the lvl 4 upgrade. I would say that my win rate, on deity games in which I have 6+ ranged units with range and 6+ siege units with range is ~100%.

What was this about again? City-state quest rewards?

(Btw, your name reminds me of a voice line from one of the characters in the RPG Icewind Dale.)
 
What was this about again? City-state quest rewards?

(Btw, your name reminds me of a voice line from one of the characters in the RPG Icewind Dale.)
Im pretty sure it’s a Princess Bride reference.
 
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