New Beta Version - December 10th (12/10)

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I'm also having an issue with the AI not accepting peace deals *when they suggest them*

The key thing here is that the AI is ready to surrender, and approaches the player with terms. If you hit accept, they decline, just like the old bug, and won't accept anything you suggest. However, once the player's turn rolls around, in my experience, you can ask the AI for peace and they'll accept.

So it's half fixed, as long as you're willing to wait until your turn to make peace :p I don't have a relevant save file right now, but I'm playing a Swedish game so I'm sure something will come up soon. When it does, I'll post a save here for reference.
 
Yes, it's the most updated version.

Just to to clarify: is your CP folder called '(1) Community Patch (12-11b)' with the 'b'? And you cleared cache after downloading/before installing the hotfix, right?
 
This is a reported issue, the policy does not provide any happiness and any city with a garrison when you pick the policy gets stuck with a permanent -3 culture per turn.

Wish I would have known that before starting my first immortal authority game :) hope G fixes this soon.
 
Wish I would have known that before starting my first immortal authority game :) hope G fixes this soon.
It was fixed in the hotfix version from what I've gathered (haven't confirmed)

Yeah, it's also savegame compatible, so try it out!

Also, it'd be neat if anyone still experiencing the issue with AIs not accepting peace deals could share their savegame.
 
Noticed with the beta for gold cost it now shows how much you need instead of how much it cost (although this is still shown in the building/unit tool tips). Would it be possible for me to revert this change?
 
Noticed with the beta for gold cost it now shows how much you need instead of how much it cost (although this is still shown in the building/unit tool tips). Would it be possible for me to revert this change?

This is EUI, not me. Report to EUI.

G
 
I'm only playing with the CP, but I just had a barb spawn on a mountain. Is that intended or is it only supposed to be a CBP feature?
 
I'm only playing with the CP, but I just had a barb spawn on a mountain. Is that intended or is it only supposed to be a CBP feature?

It's a bug actually, not a feature. Barbs can spawn on a mountain tile next to barb-camp, the three times I've seen it happen the barb spent its next turn walking off the mountain (not attacking from it). They can also get stuck on a mountain tile if there is no legal move they can make from there (they can't move into any other mountain tile, so if the tile they are on is surrounded by mountains they end up stuck).

Anyways this have already been reported and is probably being worked on or was fixed in the hotfix (are you using that one)
 
@Zanteogo, phantomaxl1207, glaivemaster: regarding your peace deal issues: do you remember if the AI was demanding peace or proposing it? I suppose you were winning and the AI was offering something for peace?
 
@Zanteogo, phantomaxl1207, glaivemaster: regarding your peace deal issues: do you remember if the AI was demanding peace or proposing it? I suppose you were winning and the AI was offering something for peace?

The AI was surrendering in every case. However, my theory has just been blown to pieces by the Netherlands offering surrender equal to their max war score and then accepting it, so it can't purely be whenever the AI offers surrender.

However, it was offering a peace deal in the region of 2 billion war score, which I'm not sure if it is a bug or not:

Spoiler :
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It's a bug actually, not a feature. Barbs can spawn on a mountain tile next to barb-camp, the three times I've seen it happen the barb spent its next turn walking off the mountain (not attacking from it). They can also get stuck on a mountain tile if there is no legal move they can make from there (they can't move into any other mountain tile, so if the tile they are on is surrounded by mountains they end up stuck).

Anyways this have already been reported and is probably being worked on or was fixed in the hotfix (are you using that one)

My barb acted a little differently. On the first turn he attacked me and also took attrition damage. On the second turn he just stood there and died from attrition damage.

I didn't download the hotfix because I'm only using the CP and I assumed it was for the CBP (because I thought the issue was with the Inca-speific changes therein).
 
I didn't download the hotfix because I'm only using the CP and I assumed it was for the CBP (because I thought the issue was with the Inca-speific changes therein).

The hotfix is CP specific, so downloading it is probably a good idea.
 
@Zanteogo, phantomaxl1207, glaivemaster: regarding your peace deal issues: do you remember if the AI was demanding peace or proposing it? I suppose you were winning and the AI was offering something for peace?

It was the AI giving up to me in a war I was winning. It was also a war that I started. (so it's not limited by diplomatic deal limits)

I also noticed that vassalage in peace deals always shows worth "-1". However the AI seems to be able to calculate it's value regardless.
 
Warscore is still dropping off faster than the AI will make a peace deal when I'm winning the fight. Example: Early war with Poland. Pillage all their Improvements, beat both of their cities to the '1 more attack will capture' point, kill every unit outside their cities. Takes 5 more turns for them to accept Peace, they don't manage to get a single unit out to threaten my army. Warscore drops from 100 to 35 in this time.

I feel like the 'smart play' at this point is to declare war, sit outside their borders sniping units for 10 turns, and THEN move in and pillage / destroy everything. That way I can actually get a 100 warscore peace deal.
 
Warscore is still dropping off faster than the AI will make a peace deal when I'm winning the fight. Example: Early war with Poland. Pillage all their Improvements, beat both of their cities to the '1 more attack will capture' point, kill every unit outside their cities. Takes 5 more turns for them to accept Peace, they don't manage to get a single unit out to threaten my army. Warscore drops from 100 to 35 in this time.

I feel like the 'smart play' at this point is to declare war, sit outside their borders sniping units for 10 turns, and THEN move in and pillage / destroy everything. That way I can actually get a 100 warscore peace deal.
While things might not be balanced (I'm not making a call on whether they are or not), I would like to throw in that doing what you mention about waiting those 10 turns would allow the AI to build up a larger army, fortify cities, etc., thus making the fact that DoW -> Wait -> Conquest -> DoP gives a larger warscore than DoW -> Conquest -> Wait -> DoP actually making sense.
 
While things might not be balanced (I'm not making a call on whether they are or not), I would like to throw in that doing what you mention about waiting those 10 turns would allow the AI to build up a larger army, fortify cities, etc., thus making the fact that DoW -> Wait -> Conquest -> DoP gives a larger warscore than DoW -> Conquest -> Wait -> DoP actually making sense.

My victory is no less total and overwhelming in either case. Warscore is meant to be a comparison of my strength to theirs, and the damage each side has dealt. Them creating more units and fighting me outside their borders forces the warscore negative in the first ten turns, often past -50, which I then rebound to 100.

Further, it means I'm fighting my wars to manipulate a game mechanic, rather than the game mechanic rewarding what is the most beneficial from a strategic standpoint. This means, if we want the AI to get valuable peace deals, they need to be taught to manipulate warscore as well.
 
It sounds to me that the issue here is less with the warscore mechanic and more with the AI's arbitrary refusal to acknowledge their total defeat until they've been at war for x number of turns. Reducing that number would probably be the easiest fix. Removing it outright in cases of blatant total defeat would be best but probably much harder to code.
 
Minimum war durations has been a positive thing for the game IMO. I just don't believe warscore decay should be active while the AI won't make peace.
 
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