New BETA Version - 4.17.8 (December 16, 2024)

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Sounds like a bug
I think it is but if so I think is in the dll as I vant find the change in any of the files.

I also started a new game just to verify and it's the same behavior (if anyone sees this I'd like to hear it), so I posted a bug report.

This is just to check if I'm missing something or is something with my mod setup.

\Skodkim
 
Did choping forests change in 4.17?

I don't seem to get the production boost I used to when one of my workers finish it.
It's tech-gated. Do you have the prerequisite techs?
 
I think it is but if so I think is in the dll as I vant find the change in any of the files.

I also started a new game just to verify and it's the same behavior (if anyone sees this I'd like to hear it), so I posted a bug report.

This is just to check if I'm missing something or is something with my mod setup.

\Skodkim
Do you have Bronze Working tech?
 
I think it may be on my end. I don't have bronze working yet but I do have mining. I thought you got a production body there too as the forest chopping build is tied to that tech. Will test as soon as I can 👍

Edit: Sorry, it was on my end as I didn't know that the Production boost was tied to Bronze Working while the build was tied to Mining.
 
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NOTE: The Community Patch Only version of the mod does not work in 4.17 versions.

Version 4.17.7 has been released. Link in OP has been updated.


Changelog:
Code:
- Fixed crashes from failed assertions
    Fixed a crash when a City-State tries to evaluate the diplomatic implications of creating a dig site for an artifact
    Fixed two crashes involving vassal taxes
- Fixed masters receiving negative taxes if a vassal's income goes into the red
- Fixed some issues with the backstabber flag in Diplomacy AI
- Fixed an issue that's been bothering me for 5.5 years: AI not disbanding diplomatic units if there are no City-States in the game
     (Also City-States will now disband them too if they have them somehow)
- When vassals refuse a demand from another civ because of their master's protection, they now have unique text for this
     It now also awards a diplomatic bonus to the master for protecting them, scaling with how strong the demander is relative to the vassal
     This bonus cannot make the value exceed 50% of maximum vassal protection bonus
     AI will now avoid making demands of vassals if they think the vassal will refuse due to the master's protection, but their estimate has some deliberate inaccuracy to allow it to still happen (no cheating)
- Made further tweaks to the "league alignment" calculation in World Congress AI, mainly for vassals
     Each mutual friend, mutual DP or denounced enemy now adds 1 to alignment (maxing out at 2 to 4 depending on WorkWithWillingness)
     Each DoF with an enemy, DP with an enemy or denounced friend now subtracts 1 from alignment (maxing out at 2 to 4 depending on WorkAgainstWillingness)
     Vassals now don't care about their master's religion or ideology
     DoF bonus for *capitulated* vassals with their master is now +1 (not +1 to +3) and doesn't apply if untrustworthy
     DP bonus now doesn't apply if untrustworthy
     Vassals will now apply an extra penalty to alignment (-2) if you stole from them, if you denounced them, or if you declared war on them while they were your vassal previously
     If any of these extra penalties apply, or if you're untrustworthy, voluntary vassals will now treat the master (for their treatment assessment factor) as if they were capitulated
     Protecting a vassal now adds 1 to alignment if it's at least 20% of the max bonus, and +2 if it's over 50%
     Not protecting a vassal now subtracts 1 from alignment if it's at least 20% of the max penalty, and -2 if it's over 50% (this also counts as an extra penalty for bad treatment)
     Content vassals that have a positive opinion modifier for good treatment now add an extra +1 to alignment with their master
     Mistreated voluntary vassals now have a -2 penalty to alignment (was 0)
     Unhappy voluntary vassals now have a -4 penalty to alignment (was -2)
     Enslaved voluntary vassals now have a -6 penalty to alignment (was -4)
     Mistreated capitulated vassals now have a -3 penalty to alignment (was -2)
     Unhappy capitulated vassals now have a -5 penalty to alignment (was -3)
     Enslaved capitulated vassals now have a -7 penalty to alignment (was -5)
     The aim here is to make how much a vassal likes you primarily reflective of how you're treating them
- The diplomacy bonus for creating a Trade Route is now equivalent to the bonus for giving the same amount of GPT to the AI
     Culture and Science are valued as giving 4 GPT in Ancient, 3 GPT in Classical, 2 GPT in Medieval and 1 GPT thereafter

Online as of 3:10 PM CDT. Should be savegame compatible with 4.17 versions.
 
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NOTE: The Community Patch Only version of the mod does not work in 4.17 versions.

Version 4.17.8 has been released. Link in OP has been updated.


Changelog:
Code:
- Fixed a crash from a failed assertion when attempting to convert your own city
- Fixed an issue where vassals wouldn't apply the opinion penalty for taxing them
- Units that can't build anything (or that only have instant builds, like Great People) can no longer receive the Prisoners of War promotion
- Vassals of the same master now get +4 to "league alignment" with each other if they're both voluntary or both capitulated, and +2 otherwise
- Vassals will apply the same religion bonus to "league alignment" with their master if the master has adopted the religion that the vassal controls (as an exception to the new rule)

Online as of 12:47 PM CDT. Savegame compatible with 4.17 versions.
 
Saw a minor glitch, I made peace with Mongols via accepting a gpt deal from Spain.
Peace treaty does now not show up on Mongol screen, it still works as intended.
Spoiler :

1734374913431.png

 
Saw a minor glitch, I made peace with Mongols via accepting a gpt deal from Spain.
Peace treaty does now not show up on Mongol screen, it still works as intended.
Longstanding issue (vanilla even), but I don't think it's been reported. Please open an issue on GitHub.
 
Anyone else seing more early DoWs, e.g. in Ancient Age, with 4.17?

Not a complaint, just asking :-)

\Skodkim
 
Anyone else seing more early DoWs, e.g. in Ancient Age, with 4.17?

Not a complaint, just asking :)

\Skodkim
Just one game so far and it had Denmark, Mongols, Aztecs and Shaka so yes it has wars.... :mad::mad::mad::mad::mad::mad:
The WAR approach isn't being randomly zeroed out by memory corruption anymore. :)

While the assertion failure crashes may be annoying, they're valuable for this reason. We're working on a better solution though.
 
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Yeah, I was thinking it might have something to do with that. It's actually a good challenge so I don't mind 😊

This job on rooting out all those bugs 👍

\Skodkim
 
So is 4.17.8 recommended over 4.16.2 for play? Or is it still considered a testing version?
Worked fine for me so far, its just the same ctd issues as always for me in late industrial where switching to strategic helps.
 
I've played out 2 full games on 4.17.x, and in middle of one on 4.17.8; works fine, on earlier 4.17.x versions I was getting some CTDs, but these got fixed with each hotfix, in game on .8 I haven't had any CTDs yet.Though I think the reorganization/changes to tables etc. has made bunch of mods incompatible, so if you play heavily modded games, it might give you some issues.
 
Though I think the reorganization/changes to tables etc. has made bunch of mods incompatible, so if you play heavily modded games, it might give you some issues.
A few mods were made incompatible in 4.17, but 5.0 will be a lot worse for mod compatibility, just as a headsup.

We're taking the 4UC integration as an opportunity to rename a lot of database entries.
 
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