New Beta Version - August 19th (8/19)

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Recursive brought it up in another thread, but there should be a better versioning system.

@Gazebo This version could have been made as an official version, unlike any other version you *knew* when posting it there weren't as many bugs because it had already been playtested and hotfixed.

But in future, we don't have the luxury of knowing whether a version will be bug free. So, I think the "Official Version" tag should be added retroactively, or a new post/version can be made after the dust has settled with the hot fixes with no code changes.

Unfortunately this version is still unplayable for those of us who don't use EUI due to a lack of notifications, so it's definitely not "Official Version" quality.
 
Unfortunately this version is still unplayable for those of us who don't use EUI due to a lack of notifications, so it's definitely not "Official Version" quality.

Plus one here - looking forward to this fix.
 
Just curious, why do you guys not use EUI? it makes the interface so much more usable.

Exact opposite IMO - EUI is a mess as far as I'm concerned and I can't use it (way too cluttered/confusing compared to the smooth original interface).

I'm totally fine with EUI being the semi-default for VP, but I would appreciate it if some support is given to non-EUI as well ;)
 
Just curious, why do you guys not use EUI? it makes the interface so much more usable.

I'm with cpm on this one - I simply find the EUI to be a hideous mess. Tried numerous times to use it and played a couple games through to really give it a chance, but in the end I'm just annoyed and confused. I appreciate the effort in EUI to provide "additional information" on various things (like science, promotions, etc...), but it would be nice if this information were displayed within the confines of the original non-EUI display. That is - what I would consider a truly "enhanced" EUI would be...

1. Leave all the Unit buttons exactly where they are (next unit, fortify, move, etc...) and don't move them.

2. No additional symbols on the side of the screen. It's just a mess.

3. Use the actual unit display as-is but adjust it slightly so we can actually see all promotions and hover over them properly. There's a ton of white space in the unit display that could easily be used for this.

4. I particularly hate the EUI city-state display (usually because I always forget where it is) and find the non-EUI City-State display vastly superior. One click and I see where all the City-States are and their quests and their relations, as well as basic info on all enemy civs, just by clicking the little planet button. I get no such service from EUI.

5. Extention of 4 would just be to have one more button under the world display that included other things like number of techs by Civ (like EUI has) without changing the basic display of anything else. Find a whitespace and put a button in it - and that's it.



If you ask me, calling it "enhanced" user interface is just a blatant form of propaganda. It sure isn't enhanced for me, nor do I find it usable.



EDIT: To the EUI benefit, I DO like how easy it is to queue production, though I find the building-purchase to be less tasteful.


As for displaying EVERY SINGLE DETAIL about EVERY SINGLE TILE and EVERY SINGLE TECHNOLOGY that could ever improve it - it's like I get a colour bomb on the screen when I hover over anything and it hurts my eyes. I can see the benefit of this for many people, so an "on" or "off" function for this level of display detail would be the simple solution to it.
 
I can see the benefit of this for many people, so an "on" or "off" function for this level of display detail would be the simple solution to it.

Spoiler :
NDau8yD.png


First one is the delay before seeing the standard, basic info, second one is the delay for the super-detailed one.
 
Okay, so barbarians have felt like... a little much, since I started playing again last week. I thought maybe I just needed to re-adjusted to VP and whatever changes they had made, and maybe I do, but...

Spoiler :
pAS2w2p.jpeg


Not pictured: at least ten brutes all hunting around in that jungle, and two other nearby encampments that were already cleared. Even Israel's love for eating barbs doesn't seem like quite enough to poke that hornet's nest.
It has always been like this in my games, but I only play pangea/oval so this might be the reason.
 
Big masses of empty inland territory + high difficulty level create giant swarms of barbs. This is actually one of the reasons Authority is hard to balance, just another thing making it better inland and worse on the coast.
 
Isn't that due to the trade route being too long, so it doesn't have the range to go around? It seems fine to me.
 
Isn't that due to the trade route being too long, so it doesn't have the range to go around? It seems fine to me.

The problem is that I'm at war with the civ whose city it's going through. If I assigned that trade route, it's a 100% guaranteed lost cargo ship.
 
The problem is that I'm at war with the civ whose city it's going through. If I assigned that trade route, it's a 100% guaranteed lost cargo ship.

Yes, but that would be on you for picking a trade route whose only possible paths go through an enemy civ. There are many "stupid, but possible" decisions in the game, and who knows, maybe you'd want to intentionally sacrifice that trade ship for a CS quest or something. The system itself seems to be working fine here, and it's clear to see what's going on and why.

EDIT: Thinking about it, I may have been a bit too hasty here. I suppose invalidating trade routes entirely when it has no "safe" possible path can be an option. That's more of a suggestion than a bug, but a perfectly valid one, although not one that I agree with.
 
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Yes, but that would be on you for picking a trade route whose only possible paths go through an enemy civ. There are many "stupid, but possible" decisions in the game, and who knows, maybe you'd want to intentionally sacrifice that trade ship for a CS quest or something. The system itself seems to be working fine here, and it's clear to see what's going on and why.

EDIT: Thinking about it, I may have been a bit too hasty here. I suppose invalidating trade routes entirely when it has no "safe" possible path can be an option. That's more of a suggestion than a bug, but a perfectly valid one, although not one that I agree with.

Going through cities is a bug. The tile shouldn't be passable.
 
Well then, I stand corrected.

On another note, are the Air Penetration promotions meant to exclude Stealth Bombers or not? Their promotion tree descriptions has been inconsistent with gameplay for quite a few versions now.
 
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Shouldn't be passable only because they're at war right? Just making sure we don't see a change where all city-canals become impassable for trade ships.

That's correct. Much like civilians can pass through a city they're not at war with.
 
That's correct. Much like civilians can pass through a city they're not at war with.
Actually this has started to work a bit differently recently. Civilians can't end their turns in non-hostile cities anymore, but can pass through them. And this restriction doesn't apply if you issue the action while the city is in the fog of war (they can stop in the city if they happen to run out of moves there).
 
Any word on the compatibility with Improved City View, or did I miss an update/fix? Since a few versions (including betas) hovering on a city's unhappiness doesn't break down the sources of it. Rest of the cityview work fine.
 
Any word on the compatibility with Improved City View, or did I miss an update/fix? Since a few versions (including betas) hovering on a city's unhappiness doesn't break down the sources of it. Rest of the cityview work fine.

I'm using Improved City View and do not have this problem. Seems I had a fixed version installed; it's been posted by someone else in this thread now.
 
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