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

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So the dazed status from the Inca's Slingers is getting inflicted on me even when attacking them? And more annoyingly, it's happening when the Slinger retreats and no blows were exchanged.

Is this intended behavior?

@Gazebo @Recursive
 
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... That's easily stronger than Freedom's +4:c5influence: flat on Treaty Organization, a lvl 3 ideology. Venice is gonna break this so hard, lol
I wanted to try this but it does not seem to be working at all.
I had the statecraft tree completed, i had 6 active City states trade routes.
Spoiler :

I expect to get +6 Influence per turn not counting the decay of course but i got something negligible like .1 per turn.
Spoiler :
 
I will say that Treaty Organization's influence was already crap before the Statecraft change, its been bad for a while. However, it gives you votes....which at the end of the day when your going DV is all you really need, so ultimately the policy has use. No one takes it for the influence, but the votes give it enough use to make it viable.
 
I will say that Treaty Organization's influence was already crap before the Statecraft change, its been bad for a while. However, it gives you votes....which at the end of the day when your going DV is all you really need, so ultimately the policy has use. No one takes it for the influence, but the votes give it enough use to make it viable.
My concern was merely a technical one; it does not do what's stated in the tool tip.
 
Do you mean the big, yellow production button above the Next button?
If yes, I have this sometimes too. The button didnt disappear, even every construction que is filled. you can jump to the next turn.
No, i cant jump to the next turn. When this bug happens, i have to quit the game, because it is impossible to choose the next building or unit. Without choosing something, i cant proceed to the next turn.

Another new problem with THIS new beta only: i cant declare war, because when i do and LEAVE the diplo menu its always a ctd. No matter which civ.
 
No, i cant jump to the next turn. When this bug happens, i have to quit the game, because it is impossible to choose the next building or unit. Without choosing something, i cant proceed to the next turn.

Another new problem with THIS new beta only: i cant declare war, because when i do and LEAVE the diplo menu its always a ctd. No matter which civ.

That does sound pretty bad. Have you tried reinstalling the mod?
 
I only resumed playing recently. I noticed that some wonders are gone - Kraks de Chevaliers, 2 of the 3 wondered available for completing each ideology. Just wanted to check that this was intentional and not a bug since I stopped playing for about half a year.
 
Those wonders are from an extra modmod. They were never part of base VP. Go to the mods repository and you can download them again.

There's some work being done on a new modmod to add even more wonders.
 
No, i cant jump to the next turn. When this bug happens, i have to quit the game, because it is impossible to choose the next building or unit. Without choosing something, i cant proceed to the next turn.

Another new problem with THIS new beta only: i cant declare war, because when i do and LEAVE the diplo menu its always a ctd. No matter which civ.
Are you sure you have the 6th compatibility VP mod component activated (one of the 6a, 6b, 6c depending on your setup)?
 
I wanted to try this but it does not seem to be working at all.
I had the statecraft tree completed, i had 6 active City states trade routes.
Spoiler :

I expect to get +6 Influence per turn not counting the decay of course but i got something negligible like .1 per turn.
Spoiler :

I've reported this being broken since August last year but both have been closed. The result was similar, having .1 per turn bonus.

https://github.com/LoneGazebo/Community-Patch-DLL/issues/5548
https://github.com/LoneGazebo/Community-Patch-DLL/issues/5664
 
Ok, the AI was never that really good in constructing improvements for their cities..... but this is really the worst case Ive ever seen.
Spoiler 3 of Portugals Cities have only 2 improvements, even with size 11 :


Edit: China to the west didnt have improved its plantation luxuries, which are locked behind forests, even after 150 turns normal gamespeed.
 
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I've reported this being broken since August last year but both have been closed. The result was similar, having .1 per turn bonus.

https://github.com/LoneGazebo/Community-Patch-DLL/issues/5548
https://github.com/LoneGazebo/Community-Patch-DLL/issues/5664
I don't play statecraft that much so it's was my first time noticing this thing but G made a change recently so at least the new one should be working.
It's a bug that's already being worked out.
 
Ok, the AI was never that really good in constructing improvements for their cities..... but this is really the worst case Ive ever seen.
Spoiler 3 of Portugals Cities have only 2 improvements, even with size 11 :


Edit: China to the west didnt have improved its plantation luxuries, which are locked behind forests, even after 150 turns normal gamespeed.

I've seen the AI neglect working forest/jungle luxuries is my games too (not this beta in particular even).

That said, is it possible Portugal lost some of it's workers (or is just being very careful with them) due to conflict with it's neighbours, or barbarians? Does the AI know how to escort their workers with a military unit?
 
Played a few Deity games on the new patch.
My impressions so far:
  • Attacks from Cities hurt quite a bit. Especially City States can deal very large amounts of damage. I think conquest is still possible unless you're behind technologically (if your enemy has Castles, attacking is essentially impossible unless you have Medieval Units). I would prefer it if attacks from Cities were to deal less damage.
  • AI seems to be more aware of attrition. I feel like the AI has become better at keeping their own Units alive. Especially Mounted Units seem to be more difficult to deal with now.
  • AI seems to be more competent at naval landing operations. I feel like the AI has become better at using a combination of Land Units and Naval Units. The AI seems to be better at not placing their Units on Tiles where I could easily attack them.
  • I think rushing Archers is still the strongest strategy on most Civilizations if you are playing aggressively. I think the window for a successful attack has become slightly smaller though. Currently the damage from Cities is so high that regular Ranged Units become a very poor choice for attacking Cities once they can no longer outrange the City. City States have the ability to one-shot Ranged Units in some cases.
  • Melee Units feel even worse now for attacking Cities. Since attacks from Cities deal more damage now the risk of losing Units has increased. Because of this you really don't want your Melee Units to take any damage during your turn at all. Depending on the situation even Melee Units at full HP will die relatively quickly when you put them next to a City.
 
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I have a minor issue in this version that captured cities have 0 hps and most of the time this means city will be retaken once.
After the first recapture the city will now have some hps and the same after I capture the city the second time.
Very often this costs me a unit (more commonly a high exp important unit).
Is this new? intended? unintended or just that I missed and been like this for a while?
 
I have a minor issue in this version that captured cities have 0 hps and most of the time this means city will be retaken once.
After the first recapture the city will now have some hps and the same after I capture the city the second time.
Very often this costs me a unit (more commonly a high exp important unit).
Is this new? intended? unintended or just that I missed and been like this for a while?
Since this has now been brought up again and again (and I've seen it myself, too, many times) I've posted it on GitHub.
 
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