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

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To be fair, even with the expanded events mods they end up being pretty crap, IMHO.

Unrelated, but I just met a civ a couple turns ago ( @pineappledan 's Inuits, if it matters), and I have a bright red diplo modifier for " capturing or killing their civilians." I haven't even seen anything but one of their Pathfinders, much less captured or killed anything. Local barbarians didn't have any of their units either, at least as far as I saw. They're decently far away, too, with Indonesia right between us. No shared borders to speak of.

I'm currently without internet on my desktop, so unable to post a proper bug report. Can give any additional info that helps, though.

Edit: Also, I'm really sorry to see that we're sticking with the skirmisher doctrine. I was under the impression that we had reached a general consensus that it was pretty crap. I've been playing with Dan's unit tweaks for the past few games, and I have to say it feels much, much better than the current terrain modifiers. I don't see a numbers tweak making much of a difference, but we'll see.

Plundered any trade routes or razed any cities, by any chance? Playing as Morocco perhaps? If not, that sounds like a bug to me.
 
I wish the AI was taught to expect human archer rushes.

I could teach the diplo AI to expect it, but adjustments to military and tactical AI would probably be necessary as well.
 
It seems to me like archers (potentially comps/xbows also) should have a debuff against cities. I don't think siege should be obligatory for taking cities, since that would feel bad for several civs, but having the basic ranged units be so comparatively good against cities feels like it benefits humans way too much.
 
Close to finishing up a new game, and I think I remember why we took out that 33% science for CS allies in the first place. Germany is crushing this game with a 15 tech lead, going industry and freedom. That CS ally science is really really good when it snowballs.
 
Just be fun, honestly. It's been quite a long while since I used them, but IIRC they got extremely repetitive and annoying, particularly everything related to barbarians. Playing wide became almost masochistic, with multiple events in multiple cities every single turn.

I think the biggest thing was the complete lack of variety or even the perception of randomness. Even with extra events mods, I saw the same events every single game, aside from a few of the more rare ones.

More events = more variety. So make some! :)


G
 
Close to finishing up a new game, and I think I remember why we took out that 33% science for CS allies in the first place. Germany is crushing this game with a 15 tech lead, going industry and freedom. That CS ally science is really really good when it snowballs.

Huh? We never took it out...

G
 
Hehe, sometimes you just don't get the best start....

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It's been quite a long while since I used them, but IIRC they got extremely repetitive and annoying, particularly everything related to barbarians.

I used to feel the same way, really. Things have improved over time though! There are far fewer barbarian events in the current version for example :).

You still sometimes get multiple pillaging events on the same turn but it's a lot rarer than it was a number of versions ago.

This is exactly what the community events mod aims to fix! I always play Huge map sizes and having to repair my improvements all the time (and just wanting more interesting events) was my main motivation for trying it.
 
I think the Broadside promotion should get a boost...I'm doing the same damage to Cities with it as I do with Logistics ships (yes, they use one more movement point but they also get double XP from that). It doesn't necessarily have to be solely more %, but could be additional land attack to supplement Shrapnel Rounds or some defense against Cities firing back or something, like +50% against Cities and +25% against Land Units...now that ships can only fire on shore tiles it won't make them OP anyhow.
 
Religious pressure is also not working in my game, as reported above. Holy cities generate pressure on themselves, but not towards other cities. Modifiers do not appear to be working, but trade routes seem ok.
 
Plundered any trade routes or razed any cities, by any chance? Playing as Morocco perhaps? If not, that sounds like a bug to me.
Negative on all fronts. Would put together a report if I could, but it's not feasible at the moment.
 
Religious pressure is also not working in my game, as reported above. Holy cities generate pressure on themselves, but not towards other cities. Modifiers do not appear to be working, but trade routes seem ok.

GitHub has the bug report.

I do think we finally got the Lancer right at 37 CS. I find that the Lancer can stand up to (but not dominate) the Tercio, and is a good strong counter to Musketmen. Rifleman counter them about as well as Tercio counter knights, which is what I would expect.
 
Can someone with a GitHub account make a report on the potentially wonky religious pressure? Here are some screenshots, all standard settings, no other mods. Edit: Please and thank you!
I came back here to report the same issue, also inquisitors does not seem to remove the holy city status from the captured city anymore, besides the holy city itself cities no longer exert any sort of religious pressure at all.
Inquisitors remove heresy but do not convert your own cities back to the inquisitor religion.
Unrelated to the religion but Indonesia's ability sometimes work on captured cities and other times it does not i checked InGame Editor.
 
When you take Authority and your city kills enemy unit, all cities get culture bonus, not only that has killed

I noticed that as well. I think it was already the case before this patch, but I don't think it's intended. Probably a bug.
 
This is exactly what the community events mod aims to fix! I always play Huge map sizes and having to repair my improvements all the time (and just wanting more interesting events) was my main motivation for trying it.

How up to date is the Community Patch Event modmod, especially regarding the hapiness rework we had few months ago? Would love to try it but as the mod as not been updated since a few months, I'm not sure about the compatibility with VP current version.
 
When you take Authority and your city kills enemy unit, all cities get culture bonus, not only that has killed

This is also affecting Rome's UB generating great general or great admiral points in all cities. This was in the 12/20 version
 
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