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New Beta Version - April 29th (4-29)

Discussion in 'Community Patch Project' started by Gazebo, Apr 29, 2021.

  1. Stalker0

    Stalker0 Baller Magnus

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    And there are, you have created specific missions which are best used in high value targets. The GPP hit and the city defense one are often good ones to use in a strong important city. You did it, you won....no need to overcomplicate it:)
     
    vyyt, DeAnno and Gazebo like this.
  2. Gazebo

    Gazebo Lord of the Community Patch Supporter

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    I feel like the 'tech comparison stuff' will make it complicated as well. I'm going to enable erascaling on the instant yield functions, see if that helps.

    G
     
  3. Stalker0

    Stalker0 Baller Magnus

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    Now this is the classic problem with powers that let multiple opponents hit you at once....one poison well is not so bad. But....how about 8?

    I will also note that the notifications definitely need work, I had no earthly idea I had been poisoned so much until the starvation notice kicked in.


    Spoiler :

    upload_2021-4-30_2-4-15.png
     
    vyyt and DeAnno like this.
  4. skodkim

    skodkim Deity

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    Thanks! Looking forward to trying the release!

    \Skodkim
     
  5. Hinin

    Hinin King

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    Yup, but increasing Bandeirantes base CS to 20 was basically an idea mentionned by 2 people one week ago, so seeing it implemented so quickly seemed a bit weird to me, hence my question. There was no "discussion" on the matter : I'm all for increasing the potency of unique reconnaissance unit combat-wise, but I just wanted a bit of Gazebo's pov here.

    I know it's not of the same magnitude as a civ rework, hence why it is easy to change, but it has big implications in term of design : it signals that it is ok to have unique reconnaissance units that can truly stand on their own combat-wise, even going near the power of heavy hitters of the same era like the Longswordsman here (don't forget that, with reconnaissance promotions, the CS of the unit can go quite high, especially in defense).
     
    Last edited: Apr 30, 2021
  6. Stalker0

    Stalker0 Baller Magnus

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    On counterspies, my choices are:

    1) +50% to identify
    2) +50% to kill
    3) +25% to kill and identify.

    I am not sure what value 1 and 3 have, I am always going to try and kill spies, that's the best way to lower my enemies spy levels and slow them down.
     
  7. Stalker0

    Stalker0 Baller Magnus

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    Also not this version specifically but just something I've noticed of late. Were the AI's difficulty numbers adjusted at some point recently?

    I used to be pretty competent at Immortal, won the vast majority of games, enough to play and win deity on occasion. Now I play Immortal, I was once 3 techs from the lead, and suddenly poland is 11 techs ahead of me by Turn 257. I don't feel like I suddenly changed my style, and yet it seems impossible to keep up with the AI in tech nowadays, like I am losing constantly on Immortal now.

    Maybe I need to try that Emperor but with the adjustment for maximum AI.
     
    DizzKneeLand33 likes this.
  8. jekke

    jekke Warlord

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    Thanks! will try it very soon.

    Just a quick nitpick: 6 beakers per turn at +125 is actually not 0.5% but 5% which is pretty decent I'd say (per 1 spy).
     
  9. youngsteve

    youngsteve Prince

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    Stalker0 -

    Two questions. Firstly why is your happiness so tanked. Is that due to the spy actions?
    Also how many civs are in game. I know you play normally on standard settings, but mention having 8 poisoned wells. Can enemy civs send multiple spies into same city? Even in same country would be bad enough. Thought it was harder each spy action against a city.
     
  10. Stalker0

    Stalker0 Baller Magnus

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    Happiness is due to a couple of things. The poisoning is giving me some starvation, but the real reason is there is a bug right in this version where when you conquer a city you often auto annex it. As such, several of the cities I took I couldn't puppet, and therefore unhappiness. Of course then the barbs appeared, killed all my TR (like they do), cut all of my road networks (like they do), pillaged all my tiles (like they do)....which just plummeted my happiness.

    I play with 8 civs (so 7 opponents). So the poison lasts for 10 turns, and right now I am seeing mission times as low as 4 turns. While completing a mission in a city does increase the security, its not enough....cities just remain pretty vulnerable most of the time with the current numbers. So in effect, 7 opponents could lay down 14ish poisoning at once if they really wanted to. So I guess I got off easy with only 9:) I did put in a counterspy recently to try and push back against it....but I do think this gangup is probably too strong.
     
  11. youngsteve

    youngsteve Prince

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    Interesting. I think I will wait until spy actions are more ironed out. Imagine if you were playing on huge map with 16 civs or more, or even 43 civs like some play. Be absolute chaos..
     
  12. Phosphoraptor

    Phosphoraptor Chieftain

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    Is this tied to the events system? I play with events off.
     
  13. youngsteve

    youngsteve Prince

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    Looking at the posts on here about the new spying system, it looks like that the vulnerability to actions increase significantly the more civs in game. I know it always did, but now it can have serious effects to cities that it didn't before. If you play on tiny map for instance the most you have to worry about is three other civs, & although they could for instance damage your water supply, the more you have the worst it gets, as Stalker0 example shows on standard. Higher amounts could cause cause utter chaos. 15 civs all trying to damage your water would be hilarious/not.

    If in real life a cities water supply was sabotaged the security level would rise significantly not only on the civ that did it but on anyone else trying the same. That doesn't seem to happen here, as the 7th civ doing the action has the same chance of polluting the water as the first. Doesn't seem right to me.

    To Phosporator - No this isn't connected to the events system, which I also have turned off, but the new spy system.
     
  14. azum4roll

    azum4roll Emperor

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    In real life if the water is poisoned it's poisoned - you can't poison it more. Maybe we should make it unstackable.
     
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  15. Padre19

    Padre19 Warlord

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    I play with events system on but it doesn't seem to work.
    No event is triggered.....
    .
     
  16. Recursive

    Recursive Covets Lands That You Currently Own Moderator

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    But you can poison more of the water.

    I'd just make it stack/refresh the duration rather than the yield.
     
  17. brutalz

    brutalz Chieftain

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    Happy to pitch in for an .EXE certificate if you create a fundraiser
     
  18. Grassland Farm

    Grassland Farm Warlord

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    I might be asking a dumb question but what mod (or unknown feature to me) is it that simplifies the UI panel on the right, and neatly so? I've always hated scrolling so much to manage specialists and GWs.
     
  19. Gazebo

    Gazebo Lord of the Community Patch Supporter

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    Security Level is global, so it does affect all civ speeds.
     
  20. Gazebo

    Gazebo Lord of the Community Patch Supporter

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    A file with the notifications was not added to the file registry. I've fixed, will update today.

    G
     

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