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New Beta Version - December 1st (12-1)

Discussion in 'Community Patch Project' started by Gazebo, Dec 1, 2019.

  1. Yaviel

    Yaviel Chieftain

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    I might just had my most amazing game of Civ V to date and I can't wait to share it. I'll even make a video out of it and feedback's coming soon too. My game had to do with a grand naval invasion from another continent against a demon who would consume this world.
    Sid Meier's Civilization V Screenshot 2019.12.11 - 09.23.13.18.png
    Sid Meier's Civilization V Screenshot 2019.12.12 - 16.54.58.20.png
    Sid Meier's Civilization V Screenshot 2019.12.12 - 16.55.04.03.png
    Sid Meier's Civilization V Screenshot 2019.12.12 - 16.55.14.78.png
    Sid Meier's Civilization V Screenshot 2019.12.12 - 15.44.08.97.png
    Sid Meier's Civilization V Screenshot 2019.12.12 - 16.53.50.74.png
    In the end I brought back both Caesar and Sejong but with most games I live long enough to win, I see myself becoming the demon..
    And finally reminding me of Friedrich Nietzsche's words: “Whoever fights monsters should see to it that in the process he does not become a monster. And if you gaze long enough into an abyss, the abyss will gaze back into you.”
     
    Last edited: Dec 12, 2019
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  2. civplayer33

    civplayer33 King

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    That doesn't sound so good; maybe after the city strength nerf the city bonus of Drill should be reduced a bit?
     
  3. Stalker0

    Stalker0 Baller Magnus

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    Well keep in mind this was a civ's UU...not just some ordinary longsword. That makes an important difference.
     
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  4. HeathcliffWarriors

    HeathcliffWarriors King

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    After several days of work, I have completed what I've titled the Strategic Diplomacy Update, which is a major overhaul of several parts of the diplomacy AI logic, intended to result in more dynamic diplomacy, especially in the Renaissance Era onwards.

    Of course, these are in beta, and adjustments will continue to be made, but you should notice some significant changes as of the next version.

    Full changelog for upcoming version (long!):
    Code:
    General
    - Fixed merge errors.
    
    - Text fixes.
    
    - All diplomacy opinion weight values have been moved to a new file, DiploOpinionWeights.sql within the Community Patch folder.
        These values affect AI opinion scores, and the strength of individual modifiers.
    
        I added every currently used value here, and added some new globals, so all of the modifiers can be customized by players or modders locally without having to rebuild the DLL.
    
    Game Options
    - The No Barbarians game option now truly means no Barbarians: they will not spawn from rebellions, advanced spy actions, or events.
         Useful for new players struggling with happiness management.
    
         Useful in preventing desyncs in multiplayer.
    
         Updated text to reflect this.
    
         City revolts are not affected by this, only rebel spawning.
    
    - New Random Seed: corrected explanation text.
    
    - Added a new advanced diplo AI option to CoreChanges.sql (Show True Approaches).
         Enabling/disabling it is savegame compatible. Disabled by default, since it's a cheat mode.
    
         When enabled, the AI's true approach towards you (including WAR or DECEPTIVE) will be displayed in the list of opinion modifiers, if you mouse over their visible approach.
    
         Enabling this setting also temporarily activates Transparent Diplomacy (even if turned off in game options, and even if the C4DF mod isn't in use).
    
         Additionally, while enabled, AIs that are not at war with you will always share their true approach towards other players, if you ask them.
    
         Intended for debugging and reporting issues: if you don't know whether the AI is secretly plotting against you and/or want to understand their behavior, this is an easy way to check.
    
    - If Show True Approaches is disabled and the AI's visible approach is something other than NEUTRAL, a white explanation message will appear in the opinion table, e.g., FRIENDLY: "They desire friendly relations with our empire."
         Should help new players understand the diplomacy mechanics a bit.
    
         Previously these would only appear if the opinion table was empty, and were rarely seen.
    
         The red/green modifier colors were also misleading, since they implied Opinion was being affected.
    
    - Added an advanced option to CoreChanges.sql: If enabled, the white (neutral) modifiers will no longer display a (0) after the text in the opinion table when Transparent Diplomacy is enabled, since these never affect opinion anyway.
    This is purely for people who are OCD enough to be bothered by it, and has no other effect. :)
     
    Barbarians
    - Rebels that spawn from unhappy civs' cities will be more varied in composition, just to be less boring.
         Each unit's type is randomized, rather than all units in a rebellion being of the same type.
    
         While they will still always be land units, the rebels can now be ranged units as well as melee units.
    
         If you have a Unique Unit, spawned rebels have a chance of being your UU. Warmongers, watch out for rebellious Jaguars or Impis!
    
    Deal (Trade) AI
    - Fixed some AI trade exploits.
    
    - AI will now charge 200 extra Gold for Open Borders every time you steal one of their cultural artifacts.
    
    - Slight bump to deal value for the AI for the most valuable potential Defensive Pacts.
    
    - AI third party war and peace logic improvements.
         A bit less exploitable, and target valuation improved slightly.
    
         AI will never accept peace bribes against players close to victory or that own the AI's original capital/Holy City.
    
         AI will never accept peace bribes if close to Domination Victory.
    
         Peace bribes are more expensive if AI really hates the player they're at war with, or is going for Domination Victory.
    
         Removed check only permitting third party war bribes against AI's major competitors.
    
         AI third party war more likely against players who are about to win the game.
    
    Diplomacy AI
    - AI should be significantly less likely to peace out when winning and/or going for world conquest.
    
    - AI will now strategically target players who are unhappy, if they have a way of fairly knowing that information (at war with you, spying on you, you have the worst global approval rating under Demographics).
    
    - AI aggression increased in certain circumstances, particularly against easy targets.
    
    - Doubled opinion penalty for capturing AI's original capital to 160. However, both this penalty and the penalty for capturing their Holy City will be halved if they're your capitulated vassal.
    
    - If you capture an AI's capital and/or Holy City and don't vassalize them, they will be much more likely to declare war on you.
    
    - Approach weight for attacking an AI's protected minors now applies regardless of whether you make any promises.
    
    - AIs that are bankrupt will calculate if going to war with you would cause them to gain GPT (say, because they're paying you hundreds of GPT for a technology you gave them). If it would, they will be significantly more likely to declare war on you to end the debt slavery.
    
    - After the game has been won, AI victory competition penalties will be disabled, since it has been rendered pointless.
    
    - Restored Victory Block approach penalty for Friends, but opinion penalty is still removed (to allow even successful players who behave well a better shot at making friends).
    
    - Substantial changes to GetBestApproachTowardsMajorCiv and DoRelationshipPairing
        Increased AI war/hostility weight for border disputes in the early game; increased friendliness weight for far and distant civs
    
        Alliance building and bloc formation matters more in general
    
        AI is better at determining which players are major competitors
    
        If the AI considers you a backstabber, you're hostile to them, or they think you're planning a war with them, they will no longer allow you to move troops near their borders without question if you *only* have a Defensive Pact (Open Borders/DoF
        still works normally)
    
        Beginning in the Renaissance Era (Medieval for conquerors), the AI will obtain weight for "strategic diplomacy", i.e. they will choose approaches towards other players based on the victory condition they are aiming to achieve.
        As an example, conquerors care more about land disputes, but have an increased tendency to befriend distant civs with strong economies (so they can trade/request help from them).
        This will make the AI significantly more competitive.
    
        If the AI has leader traits that lean towards a certain type of victory pursuit, they will get the weight for that condition anyway, even if not actively pursuing it. So, for instance, Siam will always care more about City-State influence
        disputes than the average leader because of their bonuses; the Zulus will always care more about land disputes, etc.
    
        Will post the mechanics for this on the wiki once the next version comes out.
    
        Experimental: Three civs (Assyria, the Aztecs, and India) have approach weight added based on their leader's personality, and two of them have unique mechanics.
    
        Let me know what you think about this! (It can be disabled by selecting Random Personalities)
        - Ashurbanipal will be more likely to go to war with players that have a tech lead, and more likely to be friendly when ahead in tech. If equal, he's more likely to be neutral.
    
        - Montezuma will always be more likely to go to war than any other civ, all other things equal. However, he now has a special diplomacy trait: he always applies 0 warmonger penalty for declaring war on/capturing cities
          from any player other than him, his teammates, or his DPs. NOTE: Only applies if he is an AI; human Montezumas will still get normal anti-warmonger fervor.
    
        - Gandhi will always be more likely to be friendly than any other civ, all other things equal. Just be sure he never gets access to Uranium, or you may be in for a surprise. ;)
    
        - If these are well received, I plan on adding leader personality weight for every civilization.
    
    - Human-only cooldowns for asking the AI for a Declaration of Friendship, coop war, or to share their opinion of another player have all been removed.
          You can now ask the AI as many times as you want for any of these, and the AI will perform a new evaluation of its willingness each time you ask.
    
          If you ask the AI what they think of a player they're at war with, they will always answer (not much of a diplomatic secret, is it?)
    
          The button to ask for a Declaration of Friendship should no longer disappear if the AI rejects your request.
    
          If you asked recently and they reject it a second time, they will still use the "we've been over this already" message.
    
          The diplo penalty for being caught plotting against an AI (can happen if the AI chooses to warn the target about your coop war plans) can only be obtained once every 30 turns (per target) to prevent exploits.
    
    - Reduced AI message spam for Open Borders requests.
    
    - Recent assist score ("Your recent diplomatic actions please/disappoint them.") will now decay significantly more quickly. Now takes 50 turns to disappear if you have the maximum bonus/penalty (was a not-so-recent 150).
    
    - You can now gain recent assist bonuses in more ways: ending a DoF with a player through the Discuss menu, denouncing them, or declaring war on them.
         You will receive diplo bonuses for ending a DoF or denouncing with civs that really hate the person you denounced
    
         Civs that are at war with the player you DoW'ed will add a diplo bonus if their war is going badly, since your actions supported them. If you denounce them, they will add a bonus even if their war is going well.
    
         If you denounce or declare war on a player other civs view as a backstabber, you will gain diplo bonuses with them.
    
        However, beware! You can also receive recent assist penalties for ending DoFs and denouncing, so it can be a double-edged sword or a bad idea, depending on global politics.
    
        You cannot receive these bonuses if the AI considers you a backstabber, or Unforgivable.
    
    - Small changes to warmongering penalty logic.
        If you capture a city from a civilization, any player that is at war with them and has a negative warscore (they're losing against the guy you conquered a city from) will apply 0 warmonger value, since you actually did them a favor.
    
       Change to AI Montezuma's calculation of warmongering penalties (see above).
    
    - Improved AI logic for Declarations of Friendship: should see more of them, and smarter choices.
       AI cooldown between DoF offers reduced to 30 turns (was 60).
    
      AI now has a cap on DoFs determined by leader flavors (DoF Willingness flavor) and the number of civs alive, just like with DPs.
    
      AIs that get World Congress votes from having friends will have a higher cap.
    
      The cap can occasionally be exceeded if a civ has a higher DoF value than all of the AI's current and potential friends.
    
      AI will prioritize making DoFs with players that have the highest DoF value, in order from best to worst.
    
      AI will end Declarations of Friendship early if the DoF value for the player falls to -32 or below (32 is needed to make a DoF).
    
      AI more difficult to exploit with DoFs.
    
    - Improved AI logic for Defensive Pacts: should see more of them, and smarter choices.
      Fixed bugs in prioritization logic.
    
      AI will offer Defensive Pacts more often in later eras, if they're willing to make one.
    
      AI Defensive Pact cap can occasionally be exceeded if a civ has a higher DP value than all of the AI's current and potential DPs.
    
      AI might backstab players they only have a Defensive Pact with (and not a DoF).
    
      AI more difficult to exploit with DPs.
    
    - Improved AI logic for promises
      Anti-frustration feature: AI vassals are now required never to dig in their master's lands for artifacts or convert their master's cities. They will refrain from doing this even without asking them.
    
      AI should be much less exploitable in regards to promises.
    
      AI less likely to make promises if it doesn't serve their strategic interests.
    
      AI less likely to make promises to players they don't like.
    
      AI will not make a promise to stop doing something if you did the same thing to them (for instance, they'll never agree not to spy on you if your spies stole from them), except if AFRAID, or you made a promise to stop and kept it
    
      If you ask the AI to do something (like not settle near you) and they agree, but they then ask you to stop doing that thing and you ignore them or break a promise to stop, this will cancel the AI's promise not to do that thing against you.
    
    - Completed rework for backstabbing penalties; should now be significantly more sensible and dynamic.
        Each AI will now evaluate you for trustworthiness, rather than a flat global penalty.
    
        AIs that consider you untrustworthy (i.e. a backstabber) will be extremely reluctant to help you or agree to your requests in any way.
    
        All backstabbing penalties now have a finite duration, and will eventually expire.
    
       Backstabbing penalties are no longer erased when a civilization capitulates to you (they are still cleared by resurrection).
    
       AI must have actually met a betrayed player to apply backstabbing penalties: no more psychic cheating!
    
       Diplo penalty for declaring war on your own vassal ("You declared war on them while they were your vassal!") now fixed to work properly.
    
       If you no longer have an opinion penalty with any (living) civ for breaking a military or City-State conquest promise, the global penalty will also be removed.
    
       Now a three-tier system of penalties.
    
       Lower tier: Ending a Declaration of Friendship early through the Discuss menu. This results in a large, but temporary penalty with the betrayed civ and their friends and teammates. Other civs won't care.
       The affected civs will consider you a backstabber, however ending a DoF early does not count as backstabbing for the purposes of the "backstabbing mark" (see below). There is no global opinion penalty.
       The diplo malus for ending a DoF early lasts 1.5x the game deal duration (75 turns on standard). It ends early if their Opinion of you is Friend or higher, or if you kill them.
    
       Middle tier: Declaring war on your own vassal and breaking war promises (not to declare war on a civ, not to conquer their protected City-State). These result in a large penalty with the betrayed civ and
       their friends and teammates, and they will consider you a backstabber. Other civs won't care if you DoW your vassal, but will usually apply a global opinion penalty for breaking war promises. The diplo malus for
       DoW'ing a vassal lasts 3x the game deal duration (150 turns on standard). The diplo malus for breaking war promises lasts 150 turns (shared counter with other broken promises); however, if you kill a player,
       the diplo malus for broken war promises with that player will be erased early, since they're no longer around to complain about it.
    
       Higher tier: Denouncing a friend, declaring war on a friend. These result in very large penalties, but only with civilizations that view you as untrustworthy because of it. The betrayed civ and their friends and
       teammates will always view you as a backstabber. Other civilizations may also view you as a backstabber based on the circumstances. The diplo malus for denouncing a friend lasts 2x the game deal duration
       (100 turns on standard). The diplo malus for declaring war on a friend lasts 3x the game deal duration (150 turns on standard).
    
       Backstabbing penalties are not applied at all if an AI civ views you as trustworthy, but they are increased compared to the vanilla penalties if they don't consider you trustworthy, especially if you betrayed their
       friends or teammates by denouncing/DoW'ing them.
    
       If a civ's opinion of you is ALLY and you haven't backstabbed them or their teammates before, they will always consider you trustworthy.
    
       The following actions cause a "backstabbing mark" to be applied to a civ: killing a civ (applies to all players on the killer's team), capturing a civ's original capital, capturing a civ's Holy City,
       nuking a civ, breaking a military or City-State conquest promise with them, declaring war on them while they're your vassal, denouncing them while you have a DoF with them, declaring war
       on them while you have a DoF with them.
    
       The backstabbing mark is permanent; once you obtain it, it cannot be removed unless you later resurrect the player; however, it is only used to determine whether the civ you "backstabbed" will care about others backstabbing you.
    
       If you backstab someone, anyone who has also backstabbed that civ won't care, and neither will anyone who was backstabbed by that civ (also counts if one of their teammates was backstabbed by that civ). This also applies
       to military/City-State conquest promises.
    
       AI civs who consider another civilization Unforgivable will ignore any backstabbing of that civilization; however, beware that their opinion might change!
    
       AI civs that have backstabbed others will be more tolerant of backstabbing.
    
    Miscellaneous
    - AI has not been trained to backstab via DoW intelligently yet, so you shouldn't see much DoWing of friends going on, but you should still see the impacts of the rework in other areas
    
    - Removed different majority religion opinion penalty for teammates (not that it matters, but it shouldn't show up in the display)
    
    - Unique opinion modifier text added for:
       - Successfully demanding tribute from a vassal
       - If you have a warmongering penalty with Montezuma (requires you to DoW/capture a city from him, his teammates or his DPs)
       - Something to do with Gandhi :)
    
    - Declaring war on or denouncing a friend resets the counter for both penalties (not possible in normal gameplay, as AI will never befriend backstabbers, but you could use IGE to make yourself a friend and backstab them a second time...I have foreseen this possibility!)
    
    - Obviously, the update will not be savegame compatible. :)
    
    NOTE: Some of these new mechanics may seem intimidatingly complicated, but in actual gameplay it should be a lot more intuitive than it sounds - I avoided making any newbie traps. So give it a try next version and tell me what you think!

    Ultimately my goal is to make the diplomacy AI feel real and immersive while still being both fun and challenging.

    (I just like to provide exhaustive detail; it's a habit of mine. :) )

    You can discuss diplomacy in the dedicated thread: https://forums.civfanatics.com/threads/vox-populi-diplomacy-feedback.652134/
     
    Last edited: Dec 13, 2019
  5. th3f00l

    th3f00l Chieftain

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    Apologize for this, I don't know what happened. I had just uploaded the image to google photos and when I posted here it disappeared after a while even continuing in the gallery there. If it is against the rules to post so many times on the same subject, moderators can delete my messages, you don't have to bother replying either. I'm just having a dumb question, but I was wondering if this happens to everyone who uses the mod or if it's just me.


    As I mentioned before, when I try to fight air units, naval units and even land units (especially after the Industrial Era) my planes become useless happening all the time as shown in the picture. The question is, is it normal to happen when these units have all the promotions and end up facing each other? If this really happens it would not be more strategically interesting than:

    Bombers, strong against naval units (battleships, aircraft carriers and cruisers) and land units (infantry, tanks and artillery).

    Bombers, weak against anti-aircraft gun units and interception aircraft (jet fighter, biplane)

     

    Attached Files:

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  6. Coffee Monopoly

    Coffee Monopoly Warlord

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    I've been playing another game as Japan, but it's progressing very slowly since other things keep me busy. I'm still medieval and at the height of my warmongering phase. Couple things I noticed, that are all recurring problems or issues addressed by other people this version.

    Sieges: As others have noted in various threads, taking cities is much faster now, and infantry is amazing at it. So much so that I feel like siege weapons have lost their niche and are now actually more often in the way than they are useful. If you catch a city with minimal defences, you can blitz it in 2 turns. The real threat is always your enemy's army, against which siege sucks. And space is always limited. I'd much rather have another samurai than a trebuchet on virtually any tile.

    Diplo AI: William asked me for a Defensive Pact, then denounced me ~15 turns later. He's on another landmass. Really stupid of him to eat that massive global opinion penalty for no reason.

    And another instance of someone asking for a joint war, me saying 10 turns, and then them declaring on their own without calling me in. This seems to happen every single time. How is this supposed to work, and is it working as intended? Because to me it seems either completely broken, or completely unintuitive and intransparent.
     
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  7. TranceBlossom

    TranceBlossom Warlord

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    I'm so excited to try out the smarter diplo AI!!

    I'm curious how this might affect Cultural Victory, since IIRC you can't use great musicians on someone you're at war with.
     
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  8. HeathcliffWarriors

    HeathcliffWarriors King

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    Counter must still be bugged...sigh

    The AI does not receive a diplo penalty for denouncing a civ they have a DP with, you must also be friends (and in any case it's being adjusted next version).

    This affects players already at war, so not really. :)

    I'm glad you're excited! I am likewise excited to see what people think (and hoping I didn't screw up, hah, although chances are there will be a bug to catch somewhere).
     
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  9. Edaka

    Edaka King

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    A note about weaker cities: I'm liking it so far, but I also feel like city bombardment should have a a minimum amount of damage it can always make, for example, 10. Otherwise it may as well not be there at all with how often I see it literally do 0 damage nowadays.

    Having said that, I don't think it should go completely, because I like it as a representation of attrition damage. Besides, some defensive buildings,as well as tradition, modify it in some way, so we'd have to rebalance those if it was to go.
     
  10. civplayer33

    civplayer33 King

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    Does the AI show this in the opinion table when hovering over their portrait in EUI? (I think they do but I just want to be sure.)

    Regarding the unique civ diplomacy traits thing: I'm in favor as long as this doesn't bug out / weaken the AI somehow (maybe it gets too complicated for the limited amount of "reasoning" the AI can do?).

    Do I understand correctly that this is not a global penalty? Does it occur even when your vassal tries to liberate himself and you say no? What about the Global Liberation WC resolution (I was actually never a victim of it so I don't even know if I get the popup asking if I accept or not (=DOW)) ?

    Also: good work! :goodjob:
     
  11. HeathcliffWarriors

    HeathcliffWarriors King

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    Whether the AI considers you trustworthy is not explicitly shown in the opinion table, but if you have backstabbing penalties, those come with opinion modifiers that provide clues as to why the AI is mad; and an indicator is shown in EUI if you backstabbed a civ by denouncing or declaring war on them.

    The diplo bonus "Your recent diplomatic actions please them." is shown, in case that's what you meant.

    While this may have been true of the vanilla diplo AI, the VP version is much more robust, thanks to Gazebo and co.

    The leader personality weight is mostly intended to provide a bonus geared towards the leader's individual traits (with one explosive exception), it's not really so much for flavor, although it may achieve that effect.

    Not a global penalty, only the vassal civ(s) and their friends will be upset. Refusing to give them independence does not give you an opinion penalty for declaring war on them, although now that you mention it, I will add it as one of the conditions that causes the AI to consider you a backstabber and not care if others backstab you (that penalty already has a 100-turn expiry timer IIRC).

    The Global Liberation resolution forces peaceful liberation of all vassals without a prompt.

    Also, thanks! Hope you enjoy :)
     
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  12. civplayer33

    civplayer33 King

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    @HeathcliffWarriors I have another question: are Vassals specifically more likely to give in to Demands at all? I was never able to successfully demand from Vassals before and I figure they should at least be more likely to do so for the first demand, given how you get a strong malus with their "contentment" score if you do so.
     
  13. Edaka

    Edaka King

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    I see you tease this time and time again and it makes me anxious in a bizzarely satisfying way. :D By the way, I love your work! It's amazing to see the dedicated and passionate VP team still grow today, almost 10 years after the release of Civ V.
     
  14. andersw

    andersw King

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    With cities being weaker they also have less CS, and it feels like its easier to clean up surrounding AI units.
    Before most of my army had to stay out of city bombardment, now I can bring a BIG force and just brute force units around.
    But yes in this case it also showcased the Danish UU, which both is strong and have 3 movement, russia had a lot of forest terrain which meant skirmishers were crap and struggled to use composite longbows.
    Crusader spirit had kicked in but not sure how much impact it had since Russia didnt have a religion.
    If Russia was mowed down a bit easy the steam roll of my next target Bysantium was a joke I also had zelotry to reinforce a few throwaway losses from the war with Russia.
    Maybe I just need to up my difficulty to immortal.
     
  15. HeathcliffWarriors

    HeathcliffWarriors King

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    Vassals are more likely to give in to demands, yes. As of the next version, if you demand successfully from a vassal it will also display a unique opinion message replacing the demand message.

    Certain demand items always result in an "Impossible" response, such as third party war or a defensive pact.

    Note that I removed the mechanic where a failed demand will trigger the "too soon" response; if a demand fails, you can try again and they will evaluate it separately.

    Hehe. :)

    Why, thank you! I have a passion/fascination with the diplomacy AI in particular, mostly, but I think what the mod and the people here have managed to accomplish is fantastic.
     
    Last edited: Dec 13, 2019
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  16. ASCII Guy

    ASCII Guy Chieftain

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    Now that the merge errors are fixed, I'll work on fixing my API additions.
     
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  17. Stalker0

    Stalker0 Baller Magnus

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    Ok I could see it that time (at least as an attachment). It looks like your using the advanced naval mod (as its called an advanced destroyer, which is not in base VP).

    In terms of damage, it looks like the destroyer has cover II on it, and has greater CS than you, so I am not surprised it takes little damage for what it does to you. Destroyers are the anti-plane ship in the game afterall. That said, the modifiers do look strange, I have no idea where that -205% misc penalty is coming from (and it says its negative though clearly its increasing the units CS). So you may want to bring that up as a bug.
     
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  18. Arbi

    Arbi Chieftain

    Joined:
    Oct 20, 2019
    Messages:
    16
    Aloha!,
    I wonder, have coalition wars seen any related rework? I find it excruciatingly difficult to start a joined war against anybody lately..., when at the same time the AI I had asked will declare war immediately after I declare and press next turn. Happened several times now.. It's like they do not properly weigh our joined military against the target's DPs or sth.

    Also related to wars in general, I feel like the AI is pretty incompetent in taking cities from each other aside from cases where one AI snowballed the game and then goes on a steamroll over some other AI. During my 4 games with this patch, only in a single one did an AI take any city at all outside of city states. And that was Assyria who proceeding steamrolling through France (-:

    PS: thanks for all the good work :)
     
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  19. HeathcliffWarriors

    HeathcliffWarriors King

    Joined:
    Dec 19, 2017
    Messages:
    842
    Gender:
    Male
    Location:
    Canada
    I'll take a look at the coop war logic.

    Tactical AI issues should be reported on Github to get ilteroi's attention.
     
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  20. Stalker0

    Stalker0 Baller Magnus

    Joined:
    Dec 31, 2005
    Messages:
    5,888
    Just finished up a quick one as Theodora (quick in that I died on Turn 358. Korea has 77 techs, I have 56, and the world can't stop their advanced military so I'm calling it at this point). Only a few notes:

    1) I think lancer could use one more 1 CS bump. I got to enjoy a lot of Cataphract -> Lancers in this game, and they still have a bit of trouble being relevant at that point in the game. But again I don't want to see a big buff, mainly because lancers are dirt cheap compared to other units at this point.

    2) I gave God King a real try in this game. The idea was to use Theodora since my lack of founding wouldn't matter, just to see how well it scaled. I'm not saying I had the best game, but I was just disappointed all around. I have 26 of the various yields by the end game....and this thing is garbage to found with. I think I founded like 25-30 turns after the Immortal 100 turn cutoff. I guess if you are warring and have just converted the world this could get nice...but there are also better pantheons to help you war as well....so I'm not convinced this pantheon is worth anything on standard maps. Now on larger maps with a lot more people I could see how the scaling could get better. Frankly I would rather the pantheon scaled quicker and had a cap, that way it scale more consistently on map size and provide more useful yields when you need it.
     
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