New Beta Version - December 20th (12/20)

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I like the idea with no healing, but I think that will ruin all AI's war logic. Human can much better use promo's and swap first line of infantry. Imho.
Strange that main person who code AI war logic propose that.
@ilteroi can you explain in separate thread how this will help AI. I think many ppl will be interested and I am too.
 
The biggest think for me on the city attack is it’s got a very high variance right now. Sometimes it’s doing 17-20 damage to competitive units, sometimes it’s doing 3.
 
The biggest think for me on the city attack is it’s got a very high variance right now. Sometimes it’s doing 17-20 damage to competitive units, sometimes it’s doing 3.
My last game I had a city with walls in modern doing 3 damage to corvettes. An enemy city had the red fort and was 1-shotting my cruisers from 4 tiles away.

I get that it’s a wonder, but the variance is extremely high right now.
 
My last game I had a city with walls in modern doing 3 damage to corvettes. An enemy city had the red fort and was 1-shotting my cruisers from 4 tiles away.

I get that it’s a wonder, but the variance is extremely high right now.

To be fair, the enemy city get an Arsenal from the Red Fort so it has three defensive buildings and the Wonder itself.
 
I've created a new build that makes a few diplo fixes & adjustments.

Savegame compatible with the 12-20-2 and 12-20-3 hotfixes; just swap the attached CvGameCore_Expansion2.dll file with the one in your MODS > (1) Community Patch folder.

I tried this, but the game crashes immediately upon setting up a new game. Is it just me or has anyone else encountered such a problem?
 
I don't know whats going on but this version seems to make my game crash mid game (fyi I am using vp 12-20-3)

Also im going to try the dll from Recursive to see if that fixes it

I've created a new build that makes a few diplo fixes & adjustments.

Savegame compatible with the 12-20-2 and 12-20-3 hotfixes; just swap the attached CvGameCore_Expansion2.dll file with the one in your MODS > (1) Community Patch folder.

(Note: Does not work for 43 Civs CP version)

To avoid confusion, if you're giving feedback or reporting a bug and you're using this updated build, please identify it as the 12-24 Build or 12-24 DLL.

Changelog:
Code:
Bugfixes

Fixed some instances where the disable victory competition advanced setting wasn't working with the new strategic diplomacy changes

Increased FRIENDLY approach weight for beneficial trades with conquerors or diplomats under some circumstances

Added a second failsafe check to prevent war declarations on friends (if this doesn't work, grrrrr)

Slight adjustment to AI peace logic (was a little too aggressive in not making peace, to its own detriment)

AI will no longer request Research Agreements from players they're HOSTILE towards or planning WAR against

There's also a small typo causing a diplo penalty instead of a bonus when you vote a civ for World Congress host and they win.

You can fix this by going to MODS > (1) Community Patch > Core Changes > DiploOpinionWeights.sql, searching for OPINION_WEIGHT_THEY_SUPPORTED_OUR_HOSTING (near the end of the file), and changing the value from 20 to -20.

Merry Xmas and/or Happy Holidays to the VP community! :)
 
What is the city's ranged attack supposed to even represent? If there is lack of a garrison / defensive buildings, or none at all, in what means are invaders receiving this damage? Is it general attrition? Civilians with sticks and stones? Resistance from the local authority? Wildlife attacking troops (10% chance to be attacked by bears for every turn spent on a forest tile, 20% for crocs on jungle/river, 1% chance for moose on tundra = insta kill)...?

I can't remember the last time I wasted hammers on overpriced guided missiles during late game - you could scrap the innate ranged city attack and rework the missile group to include a constructible projectile unit available for each era aside from just modern+. They would take no supply (caps at 3 or 5 per city), be relatively cheap (ancient era projectile could be called "sticks and stones" and require 1 turn to build), and be strong enough to utilize and justify building / buying to store in reserve in case of bombardment from enemy invaders. Red Fort could be the special exception that keeps the city ranged attack; a set value offensively, strong enough to be devastating toward contemporary units, but not to the point that you're still 1-shotting modern armor from 4 tiles away in the year 2000 AD...

I know it would take some work to make that all come to fruition, but it's a thought that seemed feasible the more I thought about it.

Also, merry Christmas everyone! Enjoy your holidays! :cool:
 
One of the greatest generals of the classical world, Pyrrhus of Epirus, was killed by an old woman throwing roof tiles at invading soldiers during a revolt in Argos. It is absurd to think that civilians, women, the old and the infirm would not contribute to their own city’s defense, even fighting and defending themselves in whatever way they could. Throwing stones and tiles from rooftops, fletching and recovering arrows, putting out fires and even picking up weapons. The idea that any city would simply roll over and let themselves be killed and enslaved by an invader is ridiculous. We can debate the appropriate power for city attacks until the cows come home, but I don’t see any reason why a city’s attack should be removed entirely.
 
I tried this, but the game crashes immediately upon setting up a new game. Is it just me or has anyone else encountered such a problem?

I don't know whats going on but this version seems to make my game crash mid game (fyi I am using vp 12-20-3)

Also im going to try the dll from Recursive to see if that fixes it

Please report game crashes on Github, including the CvMiniDump file and if applicable a save game.
 
Playing at the moment against the huns and I have to say that their UA is a piece of crap. I was thinking that, when it gets introduced and I see me confirmed, that this UA, together with the rise of your war wearines for beeing successful is the most unfun ability/mechanic in the game.
I kill like 6 or more of them for loosing one of my units and its an endless stream of units comming from their cities. Ive also pillaged 10 of their trade units and while Iam already running at 75% war weariness and have some problems in replacing lost units, their war weariness is only at 37% (checked with Ingame editor). They not even have picked authority and get the 25% war weariness reduction and theres such a discrepancy in war weariness, which is ridicoulus.

Got again a conquered city with zero HP, is this a new feature or whats happening here?
 
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Hello guys, I'm new here and I'm lost a bit.
There are some ''new beta'' versions but in the main download page the last version is from July, so... What should I do?
 
@gabinike, The version here is newer, has some new features and balance fixes and cool stuff, but has kinks and bugs that are still trying to be ironed out. There have been quite a few errors in the code recently with quite a few people merging code in a way that has caused errors. If you are interested in having the most up to date test version of the mod and want to contribute stories and feedback here, then you should download the 12-20 version

The July version is a “stable version”, it is recent and relatively free of bugs, so it should feel like a more polished experience. If you are interested in just having a smooth gaming experience with a stable version, download the July mod.
 
One of the greatest generals of the classical world, Pyrrhus of Epirus, was killed by an old woman throwing roof tiles at invading soldiers during a revolt in Argos.
What are the odds that the random movie I decided to throw on after Christmas dinner (and I rarely watch movies anymore) was Troy? I know Pyrruhs isn't portrayed in that film, but I didn't witness any gypsies mowing down troops with roof tiles during the sacking of the city. :lol:

I agree with you, but it's fun to contemplate other ideas from time to time.

Edit: Neoptolemus, Achilles son, was also known as Pyrrhus, so I was mistaken.
 
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I posted on Github as well, but on this version with Recursive’ DLL I’m getting a consistent CTD late game, two turns after the ISS resolution is passed (ie after my cities have been working the project for a turn). Going back a few turns doesn’t seem to help. I’ll try going even further back or purposefully not working the project etc to see if the save can be salvaged.
 
It seems that the "civilized mission" policy in the "Imperialism" Branch is a bit broken.
I already get the per era modifier for buildings even I didnt have a courthouse in the city.
And ît seems that offices from corporations count as "ancient" buildings, cause I get the era bonus 6 times while beeing in the atomic era.
Is this simply a description error or are those bugs?

I also think, that offices should be a high priority building in puppets, especially if Order is taken.
 
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What do people think of the compensatory Culture when losing Wonder races? I like the concept, but I feel that it could be tuned such that the bonus Culture scales with Era...the base amount could maybe be reduced a bit or the Era scaling be adjusted to multiply by (Era / 2) or something like that to prevent too high yields, but as it is currently, the compensation, while very significant in the early Eras, tends to be less than one turn's worth of Culture in the later Eras (from Industrial onward, approximately), so it is almost as if the feature doesn't exist anymore at that point; I realize that some may like that and that it's intentional, but personally I'd prefer it scaling somewhat with Era.
 
What do people think of the compensatory Culture when losing Wonder races? I like the concept, but I feel that it could be tuned such that the bonus Culture scales with Era...the base amount could maybe be reduced a bit or the Era scaling be adjusted to multiply by (Era / 2) or something like that to prevent too high yields, but as it is currently, the compensation, while very significant in the early Eras, tends to be less than one turn's worth of Culture in the later Eras (from Industrial onward, approximately), so it is almost as if the feature doesn't exist anymore at that point; I realize that some may like that and that it's intentional, but personally I'd prefer it scaling somewhat with Era.

It’s so low in the later eras it’s almost insulting.
 
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