New BETA Version - 4.13.1 (July 13, 2024)

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axatin

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Hi everyone,

new release inbound, fixing the game-breaking bugs of the previous version: The happiness calculation now works correctly again and the free buildings from Tradition policies are no longer given in every city. Also fixed some crashes and other bugs.

In this version, the city governor has been completely reworked. In particular, specialist assignment and happiness management should be better now. Please give feedback on it here on the forum or on discord. Several improvements have also been made to the worker AI.

Full changelog:
Code:
AI improvements:
    - City governor rework
        - The city governor has been completely rewritten
        - In particular, it should now be better at choosing which specialists to work and at managing unhappiness
    - Builder AI bugfixes and improvements:
        - Fix some issues causing the AI to love removing some existing improvements
        - Increase value of already owned resources a bit
        - Improve planning of China's Siheyuans
        - Fix AI (way) overvaluing yields for X worked features from buildings and beliefs
        - Make workers less focused on local improvements
    - AI will no longer buy aluminum if they don't need it yet
 
Observer mode:
    - In observer mode with quick movement and quick combat, all animations are now turned off, making turn processing faster
    - When switching to observer mode, the AI taking over will now make tech, policy and city production choices immediately and not one turn later
 
Modmods:
    - Map generation modified to support the Aloe Vera resource modmod
 
Bugfixes:
    - Fix buildings giving large amounts of negative happiness
    - Fix capital-only free buildings being granted in every city
    - Fix free buildings sometimes not being provided in 34uc
    - Fix several crashes
    - Fix units being conscripted whenever a new policy after the conscription policy is adopted
    - Fix incorrect difficulty level after returning from observer mode
    - Fix cities not expanding to all tiles within range
    - Fix duplicate notifications when a deal is canceled

Link: https://github.com/LoneGazebo/Commu...download/Release-4.13.1/Vox.Populi.4.13.1.exe

Online as of 2:02 PM CDT, July 12. Not savegame compatible

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Version 4.13.1 has been released. Link above has been updated.

Changelog:

Code:
- Espionage AI is now more strategic about its usage of the "block buildings" mission
- Tactical AI improvements
- Performance improvements
    For performance, the World Wonder quest will only be given out if no other civ has built at least 25% of that Wonder's *base* Production cost
    Previously it was using the actual Production cost with all the extra penalties, which was expensive
- World Congress exclusive Wonders can't be chosen by the City-State quest anymore
- Fixed four crashes
- Fixed a bug in city building production AI (was using wrong city for buildings that granted free buildings)
- Fixed a bug in improvement AI
- Fixed a Diplo AI bug making the AI ignore religious differences in the approach calculation
- Code cleanup

Online as of 2:39 PM CDT on July 13. Savegame compatible with 4.13.
 
Last edited by a moderator:
Kudos to this hardworking team.

4.11 was great. I had some very competitive games on Emperor. I was thinking about just hanging there for a few months, but you guys just keep releasing more gold. I was going to post that the happiness was borked, but you have already rolled out another patch! If only the developers at work were this productive...
 
I have a questione about azumroll new supply system: does the public works reduce also the penalties for empire size regarding the supply cap?
 
On this version I find Azum's Supply Rework needs its modinfo updated to include the new CP version.
1720833623990.png
 
On this version I find Azum's Supply Rework needs its modinfo updated to include the new CP version.
View attachment 696257
It does, yes. I wasn't anticipating more than one more savegame incompatible release between then and the end of the session, but here we are.

Here's an updated version.
 

Attachments

  • azum4roll's Unit Supply for VP.zip
    5 KB · Views: 75
Version 4.13.1 has been released. Link in OP has been updated.

Changelog:

Code:
- Espionage AI is now more strategic about its usage of the "block buildings" mission
- Tactical AI improvements
- Performance improvements
    For performance, the World Wonder quest will only be given out if no other civ has built at least 25% of that Wonder's *base* Production cost
    Previously it was using the actual Production cost with all the extra penalties, which was expensive
- World Congress exclusive Wonders can't be chosen by the City-State quest anymore
- Fixed four crashes
- Fixed a bug in city building production AI (was using wrong city for buildings that granted free buildings)
- Fixed a bug in improvement AI
- Fixed a Diplo AI bug making the AI ignore religious differences in the approach calculation
- Code cleanup

Online as of 2:39 PM CDT. Savegame compatible with 4.13.
 
I haven't played this mod in years, but might get back into it soon. Is the 4 uniques per civ just a proposal at this point or is it incorporated into Vox Populi?
 
I haven't played this mod in years, but might get back into it soon. Is the 4 uniques per civ just a proposal at this point or is it incorporated into Vox Populi?
It's not incorporated right now; it's been voted on, community decided that they want it integrated, but it has not happened yet; right now there are proposal going on in Congress section regarding what should be 3+4 component for each civ
 
I have noticed that for a while now the AI takes way too long to build trade routes. Anyone noticed that too ?
Also the fact the barbarians can spawn on top of civilian units and trade route paths needs to be addressed.
 
I don't know what you did in the recent versions, but my games now load literally 5 times quicker, huge respect.
 
Also the fact the barbarians can spawn on top of civilian units and trade route paths needs to be addressed.
They can't spawn on units, but can on a trade route path so the caravan crashes into them, which is very historical.
We just need to teach the AI to station more units on their exposed trade routes, or avoid sending them through unguarded areas.
 
I have noticed that for a while now the AI takes way too long to build trade routes. Anyone noticed that too ?
Felt the same since at least 4.7, very noticeable as Morocco.
They can't spawn on units, but can on a trade route path so the caravan crashes into them, which is very historical.
Glad to know it was intended, though a big handicap for trade reliant civs in the early game (which I guess is also very historical).
 
The bigger annoyances for trade are that you can't fully trust the AI (At least until like medieval) or CS to keep their internal territory barb free.
 
I'm playing on 4.11. (waiting out newer versions until more bugs a fixed). The lack of units the AI builds in the early game is very apparent. Multiple Civs lost cities due to barbarians. Germany had 3 cities and lost 2 of them to barbarians. It's super silly at times, but I feel like something needs to be done about the lack of units or the way the AI handles them in situations like that. Because it takes multiple turns until a city falls and the AI seems to be unable to prevent that from happening. Is anyone else witnessing stuff like that?
 
In a recent Indonesia game, my friend and neighbor Arabia got its capital lost to the barbarian, so yeah.
 
I think barbarians are fine. The real issue is that barbarians can spawn on visible tiles. The AI may be effective at clearing camps, but doing so causes more camps to spawn --> more barbs eventually overwhelming the AI; because the camp spawn rate is faster than the unit spawn rate if the camps are getting cleared quickly.

Try a game with barbarian spawning on visible tile turned off (in custommodoptions). You'll see that the barb hunting game is much more manageable and less frustrating.
 
Moderator Action: Thread closed due to new release.
 
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