New Beta Version - April 5th (4/5)

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I'm having issues getting the Beta to work, I used the Beta folder's installer, and it just ends up crashing to desktop when loading the mod. I thought it was JFD's Cultural Diversity but even without it it does it.
 
Glad to hear about the brokering peace changes! It makes a lot more sense to me if that's something that the AI does only when you're getting thrashed. It's like we invaded Afghanistan and Pakistan went to the Taliban like "Say you're sorry, fam," and we peaced out like nothing ever happened. That's not how it works.

RE: 4/5, is the written masterpiece event only supposed to trigger in cities with Writers' Guilds? It's going off in some of my puppets, which makes the 100 GW points kind of a tough sell.
 
Glad to hear about the brokering peace changes! It makes a lot more sense to me if that's something that the AI does only when you're getting thrashed. It's like we invaded Afghanistan and Pakistan went to the Taliban like "Say you're sorry, fam," and we peaced out like nothing ever happened. That's not how it works.

They don't even say they're sorry :D. You just realize one turn that you're now allowed to attack their exposed units anymore, or grab that city that you've worked down over the last 30 turns, followed by a denouncement on the next turn.
 
In my latest game as mongolia the AI's are unwilling to peace out even when they are down to their last city with no army left, its quite wierd as I wanted to test out the vassal feature but they never surrender.

or maybe its because my horde of 6move ingore ZOC double attack 2range full barrage/accuracy cavalries are killing them too fast :D :D :D
 
Spoiler :
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Offered a Great Temple for 500g (even though I have one, but that's not my point).

Spoiler :
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The event charges 1500g, not 500g as was shown in the tooltip. Perhaps related to the issue where events will deduct all of your gold instead of preventing you from buying an option you can't afford.

Spoiler :
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The event option modal says 1 :c5happy:, 1 :c5faith:, but here it's showing just 1 :c5faith:.

Spoiler :
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Note the tooltip: '' did not occur.
 
Thinking more about events and frequency, I personally would categorize them as such:


:c5citizen: Human Events
(Events that depend on the current condition and setup of the empire)

Prosperity Events - Good Events
(Increased chance based upon Happiness (capped of course), can rarely happen on negative happiness)

Corruption Events - Bad Events
(Increased chance based upon Unhappiness (capped of course), cannot happen on positive happiness)

Logistic Events - Mixed Events
(Based on player's decisions, buildings, and such. Usually the ones that offer choice. Not dependant on happiness)

 

:xtree: Natural Events
(Events that happen regardless, perhaps depending on terrain and such)

Fortuitous Events - Good Events
(Decreased chance based on the player's relative score - higher chance the lower it is)

Disaster Events - Bad Events
(Increased chance based on the player's relative score (karma is a b*tch) - higher chance the higher it is)

Situational Events - Mixed Events
(For those that require some choice by the player. Not dependant on score)

 
 
Thinking more about events and frequency, I personally would categorize them as such:


:c5citizen: Human Events
(Events that depend on the current condition and setup of the empire)

Prosperity Events - Good Events
(Increased chance based upon Happiness (capped of course), can rarely happen on negative happiness)

Corruption Events - Bad Events
(Increased chance based upon Unhappiness (capped of course), cannot happen on positive happiness)

Logistic Events - Mixed Events
(Based on player's decisions, buildings, and such. Usually the ones that offer choice. Not dependant on happiness)

 

:xtree: Natural Events
(Events that happen regardless, perhaps depending on terrain and such)

Fortuitous Events - Good Events
(Decreased chance based on the player's relative score - higher chance the lower it is)

Disaster Events - Bad Events
(Increased chance based on the player's relative score (karma is a b*tch) - higher chance the higher it is)

Situational Events - Mixed Events
(For those that require some choice by the player. Not dependant on score)

 

Sounds great :salute:
 
Thinking more about events and frequency, I personally would categorize them as such:


:c5citizen: Human Events
(Events that depend on the current condition and setup of the empire)

Prosperity Events - Good Events
(Increased chance based upon Happiness (capped of course), can rarely happen on negative happiness)

Corruption Events - Bad Events
(Increased chance based upon Unhappiness (capped of course), cannot happen on positive happiness)

Logistic Events - Mixed Events
(Based on player's decisions, buildings, and such. Usually the ones that offer choice. Not dependant on happiness)

 

:xtree: Natural Events
(Events that happen regardless, perhaps depending on terrain and such)

Fortuitous Events - Good Events
(Decreased chance based on the player's relative score - higher chance the lower it is)

Disaster Events - Bad Events
(Increased chance based on the player's relative score (karma is a b*tch) - higher chance the higher it is)

Situational Events - Mixed Events
(For those that require some choice by the player. Not dependant on score)

 
I, too, think this is great, and how it should be.
 
with a wide empire, this typically happens every few turns

Spoiler :
etirzt.png


that's 8 improvements or 56 worker turns destroyed, so my 33 workers will have to spend the next 2 turns doing nothing but fix them, not to mention travelling to the locations, then couple of turns later, it happens again :sad:

I had to automate workers because it became too much of a chore
 
Events are happening way too frequently on Marathon. With a 6-city empire I was getting an event roughly every 3-6 turns.
 
Events are happening way too frequently on Marathon. With a 6-city empire I was getting an event roughly every 3-6 turns.

On standard speed you're getting events every 1-2 turns, so I don't really think that's a Marathon issue.
 
Thinking more about events and frequency, I personally would categorize them as such:


:c5citizen: Human Events
(Events that depend on the current condition and setup of the empire)

Prosperity Events - Good Events
(Increased chance based upon Happiness (capped of course), can rarely happen on negative happiness)

Corruption Events - Bad Events
(Increased chance based upon Unhappiness (capped of course), cannot happen on positive happiness)
I do think should be able to happen on positive happiness as well, no empire is free from corruption, no matter how happy it is.

I do however like the idea that happier empires have a bigger chance of getting positive events, but you really have to be careful with punishing unhappiness, you definitely don't want people stuck in unhappiness because they keep getting events that lower their happiness even more, the 'pile on' effect.
 

:xtree: Natural Events
(Events that happen regardless, perhaps depending on terrain and such)

Fortuitous Events - Good Events
(Decreased chance based on the player's relative score - higher chance the lower it is)

Disaster Events - Bad Events
(Increased chance based on the player's relative score (karma is a b*tch) - higher chance the higher it is)
The score system is definitely not sophisticated enough to deal with this. While score is definitely in a better spot than it was in Vanilla, it is still way too exploitable to base disasters off of.

Also I really don't see what score have to do with Karma, unless you're not talking about the actual scoreboard and instead about something else.
 
To be clear the score would not be a definitive modifier, only a parcial one. So disasters would not be "based" off of it, just influenced a bit by it.
 
Dont know if mentioned before but I would suggest a lil improvement, do you know the events system in galactic civ 3 ?
There you choose your event option and gain a direct benefit OR hit + each option is tied to a specific "belief"-tree and give you points to unlock the next tier of the mentioned "belief"-tree.
So you can have good AND bad decisions in one event and the player will sometimes choose the "bad/hit" decision to get the needed points, to unlock the next tier of his prefered "belief"-tree !
 
Dont know if mentioned before but I would suggest a lil improvement, do you know the events system in galactic civ 3 ?
There you choose your event option and gain a direct benefit OR hit + each option is tied to a specific "belief"-tree and give you points to unlock the next tier of the mentioned "belief"-tree.
So you can have good AND bad decisions in one event and the player will sometimes choose the "bad/hit" decision to get the needed points, to unlock the next tier of his prefered "belief"-tree !
That's where my CBP E&D Compatibility intends to do completely, but you know making DLL-based events is actually harder than LUA events ironically. :lol:
 
Some notes from core CP:

I agree that events happen too often, but this might just be in comparison with Sukri's events: they tended to happen every 25 turns, and so having your first event appear at turn 8 is a bit odd. I also don't like the look of the event window, but this might just be me comparing it to E&D.

The icon for Events' EUI button is missing - DC_ATLAS_45 or something. More importantly, however, the CP is breaking those icons, as well as the diplomacy icons on the right. I only noticed the missing texture because JFD's EUI patches for RTP and CID fix the NotificationPanel. Lua log didn't seem to say anything in particular, but CP: Events is the prime suspect.

Bump since I don't think G saw it.
 
I can support this, I don't get - happiness from events, even when I choose an option that should give it.

I actually think you do. It's hard to tell as most of the events that gives happiness also removes either buildings or yields (which in turn gives you extra unhappiness).
I'm fairly certain I've seen happiness increase by 1 when picking up that wartime decision for -5 GPT and +2 happiness.
 
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