Discussion in 'Community Patch Project' started by Gazebo, Apr 20, 2019.
Ah ok. Thanks, G. Anyone know a way to stop this behavior?
Stop, no. Fix when it happens? Check what programs are running, and shut down Steam.
Use google: https://www.reddit.com/r/civ/comments/9ywzbz/psa_you_can_disable_the_new_civ_5_launcher_by/
Gazebo tsundere comfirmed .
It was pushed before, but current VP git commit does not include the changes to source code, that's why I'm asking to clarify. So, changes are present in DLL but source code was not updated?
Want to mention now something for balance and not technically.
The happiness system is still a bit weird for me and heres something I didnt really understand. As example, my capital have a size of 46, a total happiness of 43 and unhappiness of 17.
The interface for empire wide unhappiness shows me, that I have 1 unhappiness, but nothing is listed below the unhappiness standard sentence. It probably comes from WW, cause I have 1 WW unhappiness in my capital, but the war is long ago, 43 turns.
It also seems the maximum unhappiness of my capital is 17, cause I have 1 unhappiness by WW, 14 by specialists and 2 by distress, distress says, it goes up to 2 unhappiness and all other yield based unhappiness is capped at 0.
An other city has unhappiness caps of 0/1/1/3, and this way I get only 5 instead of 21 unhappiness. Is this really intended?
This makes Public Works really senseless, cause it wouldnt reduce any unhappiness, the caps are always smaller than my potential unhappiness. I also want to mention, that spending 1k production in an industrial age city to reduce the needs from 250% to 240% is in no relation to the cost you have to pay. High unhappiness occurs in cities with bad infrastructure, but why should you invest such amounts of hammers to reduce only a "relative" small amount of the modifier, if you can also build infrastructure which help with unhappiness AND generate benefits?
I like to use internal trade routes to push infrastructure and size of my cities. So I was very happy to see internal trade routes buffed with those instant yields from buildings. But I have to say honestly, those yields are TOO HUGE.
Even with a 25% buff from statecraft you are able to generate only 20 production per turn with an internal trade route in modern era. If you finish it, you get 750 production, within 25 turns, thats 30 production per turn.
You get close the same amount of yields by ITR as you get by the ottoman UA. (500 food + 750 production VS. 750 gold + 750 culture)
Those ITR modifiers feel really awful, if buildings you will probably build anyway, give you an yield increase of +100-150% VS. policies which give +25-33% or a level 3 tenet with +200%.
I would take away the instant yields and simply increase the base yields by 25-40%. I think Gazebo will say, this could make ITR too strong in combination with trade route modifiers, especially Order tenet. But keep in mind how late the strong modifiers (Protectionismn, Iron Curtain) come, and which impact they will have that late in the game.
EDIT: Very strange AI behavior: I entered atomic era and immidiatly got 5 denouncements from 6 AIs (the 6th is my vassal). Even my all time friend denounced me, we had short before a defensive pact and never any conflict.
Open Steam, check under Civ 5 Properties and change the game path in the Launch Options. For me the line to add was "C:\Steam\steamapps\common\Sid Meier's Civilization V\CivilizationV_DX11.exe" %command%
That's excellent and much simpler than mucking about with the beta settings or whatever.
I'll just mention I had to add \Program Files (x86) to the start of the path.
I have about two or three happiness more than unhappiness, with four small cities in the early game. When I get a new tech, be it trade, calendar, or military theory, my unhappiness suddenly jumps to 5 or so more than my happiness and sends all my cities into instant famine. When I reloaded and changed my tech from trade to calendar just one turn before I was to get trade, I had no such unhappiness leap. That is, until about 25 turns later when I got calendar and my unhappiness suddenly shot up again. Yet when I reloaded and changed my tech from calendar to military theory just one turn before I was to get calendar, there was no unhappiness leap once again. That is, until about 25 turns later I got military theory, then the leap again. It seems that whenever I get a new tech, I get a huge jump in unhappiness. Can someone please explain?
Gustavus got super confused about int politics and started a civil war
Vox Populi (4-20-1)
Twice in the same turn even lol.
Don't have a lot of feedback for this patch yet myself. Mostly things have just been fine .
Cruisers still appear to have range 2 for me - anyone else see this?
2 range for me. I use ENW
Yes, but qt is wonderful in some cases!
very helpful but you forgot to add the full path. anyway, glad to see i won't have this CUTIE (qt..) on the background. literally pain in the ass.
Update inbound. Savegame compatible. Fixes a few merge errors and a few small things, nothing major.
No, I don't. None of the mods I use should change cruiser range.
Cruisers still shoot 2. Doesn't sound like the hot fix above changes that, but...
Someone who has experienced the cruiser range bug should write a bug report, as should be the case for all bugs.
Cruiser was a merge error. Should be fixed now. Won’t affect existing units.
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