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UNIT_GUIDED_MISSILE and UNIT_ROCKET_MISSILE should not have promotion PROMOTION_AIR_SIEGE_1
+50% vs Cities is added in ENW. I just removed Heavy Payload and gave them Siege I instead (same promotion, why keep both?)
 
+50% vs Cities is added in ENW. I just removed Heavy Payload and gave them Siege I instead (same promotion, why keep both?)
They have no effect against cities. In VP guided missiles does note have any promotions.

'A cheap Unit that may be used once to damage Enemy Units or Garrisoned Units in Cities.'
'TXT_KEY_UNIT_HELP_GUIDED_MISSILE

Special: Missiles always attack the unit, even when it's in a city
 
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Version 4.1 has been released. Link in OP has been updated.

Changelog:
Code:
General
- Policy table CapitalYieldPerPopChangeEmpire (used by Statecraft) can now stack
- The game now remembers the highest total population a player has ever reached (not used yet)
- Reduced log spam

Balance
- Units can now capture undefended civilian units by moving into the tile even if they have already attacked this turn
    Also applies in Community Patch Only
- Cooldown on making peace after declaring war on a City-State now scales with game speed
    Since it's currently 1 turn base, this means 3 turns on Marathon and 1 otherwise, since it rounds down

AI
- Major tactical AI improvements from ilteroi
- Greatly improved AI handling of garrisons (shouldn't abandon cities and citadels anymore)
- Refactored Tactical AI cache to clean itself up properly, reducing memory consumption and lategame crash potential
- Improved AI early expansion prioritization a bit
- Removed opinion penalty towards other players if AI denounces them (was -35)
    Buffed opinion penalty for denouncing the AI to -50 (was -35)
    After an AI's denouncement expires, if the other player has not denounced the AI and isn't untrustworthy:
       AI will immediately reevaluate its approach (without a denouncement penalty)
    These changes are intended to reward humans who successfully appease the AI instead of counter-denouncing, making recovery of relations more possible
    They also make the AI a bit more strategically flexible diplomacy wise
- If a Declaration of Friendship is signed, any existing denouncement is now immediately removed
    This mostly affects the IGE function to force a DoF: a denouncement and DoF cannot be active simultaneously now
    However, since Afraid AIs will usually agree to DoFs even if they don't want one, this can be used to clear a denouncement

City Governor Fixes
- Fixed a bug that caused specialists to be overvalued
- Fixed city governor not being able to handle the case when specialists consume less food than normal citizens
- City governor will focus more on growth in smaller cities (if default focus is used)

Other Bugfixes
- Fixed a crash when running forge GW mission, due to improper handling
- Fixed units not being able to promote
- Fixed incorrect or missing icons & displays in several places
- Fixed Spain starting with a Conquistador instead of a Pathfinder (lol)
- Multiplayer desync fixes from seroperson relating to diplomacy/deals
- Fixed many tactical AI bugs
- Simplified code for Diplomacy AI reevaluations of players & fixed several reevaluation bugs
- Fixed Boarding Party promotions not being available
- Fixed incorrect international trade route gold amount

The beta should now be playable again. Sorry for the wait, there was a lot to fix.

Online as of 7:22 PM CST. Not savegame compatible.
 
They have no effect against cities. In VP guided missiles does note have any promotions.

'A cheap Unit that may be used once to damage Enemy Units or Garrisoned Units in Cities.'
'TXT_KEY_UNIT_HELP_GUIDED_MISSILE

Special: Missiles always attack the unit, even when it's in a city
If there's no garrison unit, it attacks the city.
 
What's the right way to report stuff?

I'm noticing a lot of fun things happening in 4.1 beta.

1. Every so often the AI will request a trade for my aluminum...problem is it's 1200 AD, I'm researching theology and definitely have no aluminum. (I normally reject these requests. I'll try accepting it to see if I get some free gpt)

2. In the fealty social policy tree, Fiefdoms is disconnected from everything else, so I was able to pick it first. Is that intended?

3. The promotion allowing embarkation was never applied to my units.
 
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If there's no garrison unit, it attacks the city.
So the question mark is this. Previously the guided missile when attacking a city (or the garrison within a city) got a large bonus to the attack. If that is no longer the case when attacking a garrison, than its a significant nerf to the unit.
 
@Recursive Has the fix for the Prod ITR -> Process bug been included? Git suggests it has been didn't see that int he changelog.
 
So the question mark is this. Previously the guided missile when attacking a city (or the garrison within a city) got a large bonus to the attack. If that is no longer the case when attacking a garrison, than its a significant nerf to the unit.
They didn't have any promotion. Now they have.
 
I see similar as reported.
No disembark, I get aluminium in classic era (settled on resource maybe?), also no reformation building for my religion.
 
@Recursive Has the fix for the Prod ITR -> Process bug been included? Git suggests it has been didn't see that int he changelog.
Yes, actually, I forgot to note it in the changelog. It was fixed in 4.0.
 
I see similar as reported.
No disembark, I get aluminium in classic era (settled on resource maybe?), also no reformation building for my religion.
Bugs -> GitHub.
 
Playing as England and not able to embark Pathfinders or Scouts after researching Fishing . I checked the civlopedia on embarking and it mentioned having to get the Optics tech. Nothing in the civlopedia on Optics tech that I could find. Am I just not seeing it?
 
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