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

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I haven't seen any AI great works available to trade for the past few games I've played. Is this intended behavior, or do I have a corrupt install? I hadn't played in a few months so my apologies if this was a change sometime that I missed.
you have to put something up to swap first now.
 
With 3 matches on Emperor difficulty, standard speed, standard map size on Continents plus and communitas i can say the AI naval units production could use a little bit of tweaking; it does not seem to take into consideration the accessibility of enemy cities or the composition of opposing armies.
The game i'm in the middle of right now is on Continents plus playing as Egypt in late medieval/early renaissance .... i'm at war with China that has 7 or 8 land units and a similar number of naval units, Wu zetian lost most of her land units yet she keeps producing more naval units despite my army not having a single naval unit.
A similar scenario took place in the previous game as Assyria against the Celts.

Have you tried playing with just VP to see if you get the same bug? If so, have you tried reinstalling the mod? :)
I have been using this mod setup ever since i started playing with mods and i never had this issue, i played one match before this one and halfway through another one after it with the same setup without issues so it must be something wacky with the match itself.
 
I have been using this mod setup ever since i started playing with mods and i never had this issue, i played one match before this one and halfway through another one after it with the same setup without issues so it must be something wacky with the match itself.

It's still possible you have a bad install, even if it's unlikely. You do you though, thanks for sharing your feedback!
 
Hotfix, attempting to fix lategame CTD issues. Savegame compatible with 12-20-2, 12-20-3 and 12-24 DLL. This is the 12-30 build or 12-30 DLL.

To apply the hotfix, swap the attached CvGameCore_Expansion2.dll file for the one in your MODS > (1) Community Patch folder.

Please let me know if this fixes the crashes, and thanks to @ilteroi for identifying the issue.

Cheers!
 

Attachments

Hotfix, attempting to fix lategame CTD issues. Savegame compatible with 12-20-2, 12-20-3 and 12-24 DLL. This is the 12-30 build or 12-30 DLL.

To apply the hotfix, swap the attached CvGameCore_Expansion2.dll file for the one in your MODS > (1) Community Patch folder.

Please let me know if this fixes the crashes, and thanks to @ilteroi for identifying the issue.

Cheers!
The patch worked! Thank you so much.

Does this DLL include the diplo changes included in the 12-24 DLL?
 
I've been using pagodas a lot recently and either the tool-tip is wrong or they're bugged somehow.. I always get much more than +1 per religion, seems like +2 or more which makes it a very powerful building compared to others..I'll try to remember to take pictures next time..
Also in my latest game there was a GG fort garrisoned by a Nau in a good area I needed to pillage. I've never had this situation before so i wasn't sure how it would interact with a melee unit. I had a knight to use but no combat preview window comes up since its naval unit and I got a warning before attacking it saying bad attack...etc, but i was curious what would happen. Ends up my knight took 78 damage lol. Probably not a bug or anything but I'll remember it
 
I've been using pagodas a lot recently and either the tool-tip is wrong or they're bugged somehow.. I always get much more than +1 per religion, seems like +2 or more which makes it a very powerful building compared to others..I'll try to remember to take pictures next time..
Also in my latest game there was a GG fort garrisoned by a Nau in a good area I needed to pillage. I've never had this situation before so i wasn't sure how it would interact with a melee unit. I had a knight to use but no combat preview window comes up since its naval unit and I got a warning before attacking it saying bad attack...etc, but i was curious what would happen. Ends up my knight took 78 damage lol. Probably not a bug or anything but I'll remember it

Yeah with naval melee units vs. units garissoned in forts there doesn't seem to be a combat preview. I've taken to assuming they are just super-tough as that tends to be the case lol. I bombard them with ranged units where possible.
 
Upcoming diplomacy changes for next version:
Code:
Open Borders trade tooltip now correctly states that *military* units cannot stack, now includes a paragraph explaining the Tourism increase

Player proximity now acts as a multiplier on all non-neutral approaches, not just WAR and HOSTILE
- Makes it more possible to be FRIENDLY with your neighbors if you're nice to them
- This may not work if the AI hates you sufficiently, however
- AI will be more GUARDED/AFRAID of players who are near them

Added a diplomatic penalty for spamming World Wonders
 - Applied if you have built 3 more Wonders than the global average of players who have built Wonders
 - More intense if the other player's leader traits give them war or culture/tourism bonuses

Removed randomness from AI share opinion requests (now always gives the same answer given the same circumstances)

AI is now able to make share opinion requests of other AIs (although this functionality is not used for anything yet)

AI will be much more aggressive towards, and less willing to make peace with, players who are grabbing up all the land/Wonders, especially if they sense weakness

AI will no longer be AFRAID of players who are A) not at war with them and B) unable to declare war on them

AI more likely to declare war and be hostile if they've captured some of your cities, and haven't vassalized you

AI more likely to declare war and be defensive if you've captured some of their cities, and you haven't vassalized them

Increased diplomatic importance of victory competition, especially in later eras

Lowered AI aggression a bit when they're already at war with others, and made it slightly more forgiving of weakness, especially towards players who aren't major competitors

Victory Dispute/Block approach checks will no longer give a bonus when victory competition is disabled, or prior to when victory dispute/block bonuses/penalties can occur (turn 150)
 - Tends to make the AI more aggressive in the early game

Slight buff to diplomatic importance of religion pre-Modern Era, slight decrease after that

Nerf to diplomatic importance of ideologies (was a bit too high)

Casus Belli & Global Peace Accords resolutions now a bit more impactful

Victory Block approach & misc penalties no longer apply to players with at least Friend status

Opinion thresholds for each Opinion rating bumped up by 10
* note: In the code these values are reversed (negative instead of positive and vice versa)

Ally: 160 opinion (was 150)
Friend: 80 opinion (was 70)
Favorable: 30 opinion (was 20)
Competitor: -30 opinion (was -20)
Enemy: -80 opinion (was -70)
Unforgivable: -160 opinion (was -150)

Added these values to DiploOpinionWeights.sql.

Adjusted some Opinion modifiers
* note: same as above

  Victory Dispute
  FIERCE: -45 (was -40), -3 per era (was -1)
  STRONG: -35 (was -30), -3 per era (was -1)
  WEAK: -25 (was -20), -3 per era (was -1)
  NONE: 0

  Victory Block
  FIERCE: -35 (was -30), -3 per era (was -1)
  STRONG: -25 (was -20), -3 per era (was -1)
  WEAK: -15 (was -10), -3 per era (was -1)
  NONE: 0

  Victory Dispute & Victory Block penalties are now doubled if the other player is considered close to any victory condition

  Land Dispute: Maximum bonus for no contested borders is now 20 (for conquerors in the early game) (was 15); note: not visible if visible approach is FRIENDLY

  Wonder Dispute: Civs with cultural leader traits will care more (-10 penalty for competition, +10 bonus for no competition); note: neither of these is visible if visible approach is FRIENDLY
 - No competition bonus does not apply if you have a penalty for spamming World Wonders

  City-State Dispute: Civs with diplomatic leader traits will care more (-10 penalty for competition, +10 bonus for no competition); note: neither of these is visible if visible approach is FRIENDLY
 - No competition bonus does not apply if you have a penalty for performing a City-State coup

  Recent Trade: Maximum bonus increased to 40 (was 35), but now decays completely within 100 turns (was 175)

  Reckless Expansion: Civs with leader bonuses towards war now apply a -50 penalty (up from -35)

  Different Majority Religions / Too Many Vassals Penalty: No longer hidden if visible approach is FRIENDLY
You can discuss diplomacy in the dedicated thread: https://forums.civfanatics.com/threads/vox-populi-diplomacy-feedback.652134/
 
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Nice work! Some questions:
Victory Dispute/Block approach checks will no longer give a bonus when victory competition is disabled, or prior to when victory dispute/block bonuses/penalties can occur (turn 150)
Does this relate to the "Your behavior infuriates them" opinion? If so, what message represents a bonus?
Casus Belli & Global Peace Accords resolutions now a bit more impactful
Good! I've been meaning to argue for it to be increased in it's impact, so I'm glad it's implemented regardless! I assume this means the slowing / accelerating of warmonger score decays and increasing / decreasing of warmonger penalties from e.g. conquest is what is more strongly applied now.
Land Dispute: Maximum bonus for no contested borders is now 20 (for conquerors in the early game) (was 15); note: not visible if visible approach is FRIENDLY
I've been wondering: what's the reason for showing some of these modifiers when FRIENDLY, but not others? Does this actually have an impact or is it just the UI? If the latter is true, I think most would probably prefer to see those modifiers if they're being applied anyway.
 
Nice work! Some questions:

Does this relate to the "Your behavior infuriates them" opinion? If so, what message represents a bonus?

The absence of any message indicates a bonus.

Good! I've been meaning to argue for it to be increased in it's impact, so I'm glad it's implemented regardless! I assume this means the slowing / accelerating of warmonger score decays and increasing / decreasing of warmonger penalties from e.g. conquest is what is more strongly applied now.

Decay rate change and impact on approach will both be more strongly applied.

I've been wondering: what's the reason for showing some of these modifiers when FRIENDLY, but not others? Does this actually have an impact or is it just the UI? If the latter is true, I think most would probably prefer to see those modifiers if they're being applied anyway.

Land, wonder, City-State dispute, etc are mostly the AI being greedy, so having it be hidden when FRIENDLY (or faking it) allows them to hide their greed. The same principle applies if they want to hide e.g. warmongering penalties, so the player doesn't know how much of an impact the penalty has, because they could use that knowledge to gauge whether the AI is being honest or not.

I'm removing the hiding for those last two penalties because they are always the same value under the same conditions, and are not dependent on the AI's behavior.
 
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@Recursive one more question: do you know if razing Cities increases war score against other Civs (e.g. if I was at war with Alexander and captured one of his Cities and started razing it but made peace and then a war with someone else starts while Alexander's City is still burning would it increase war score against that other Civ)?
Because I think this is the case from observations I'm making in my current game (still 12-1-1)...I suppose one could argue for it, but personally I'd prefer war score only increasing against you from razing if it's your own City...why should I care if someone captures and razes Cities that are not my own (except maybe if they belong to my friend or vassal)?
 
Looks like some great changes!



Does this scale with game-speed? It feels like it should to me, at least to some degree.

No, it doesn't, although I had the same thought. There are a number of diplo mods that could be scaled in this way, but aren't because Firaxis was lazy. I'll look into it for the future.

@Recursive one more question: do you know if razing Cities increases war score against other Civs (e.g. if I was at war with Alexander and captured one of his Cities and started razing it but made peace and then a war with someone else starts while Alexander's City is still burning would it increase war score against that other Civ)?
Because I think this is the case from observations I'm making in my current game (still 12-1-1)...I suppose one could argue for it, but personally I'd prefer war score only increasing against you from razing if it's your own City...why should I care if someone captures and razes Cities that are not my own (except maybe if they belong to my friend or vassal)?

Don't think so, but I'll check the code later.
 
I wonder when it leaves beta and gets released as an official update.
Just saying
 
Hotfix, attempting to fix lategame CTD issues. Savegame compatible with 12-20-2, 12-20-3 and 12-24 DLL. This is the 12-30 build or 12-30 DLL.

To apply the hotfix, swap the attached CvGameCore_Expansion2.dll file for the one in your MODS > (1) Community Patch folder.

Please let me know if this fixes the crashes, and thanks to @ilteroi for identifying the issue.

Cheers!

Can we put this in the first post? Its easy to lose these types of posts as the thread gets longer.
 
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