New Beta Version - February 13th (2/13)

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Gazebo

Lord of the Community Patch
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Hello all!

Big, shiny new beta incoming, just in time to be my Valentine's Day gift to you all. I'm sure you've all sent me your cards - I can't wait to get them! ;)

Anyways, some great new features, optimizations, and changes in tow. The AI is doing really well, and there are some fixes here that I've been meaning to get around to for some time.

Here's the changelog:

Bugs/Optimizations
  • Reworked unit plot improvement construction AI quite a bit (major optimization and cleanup of build logic) - villages on roads, farms in clusters, GP improvements in workable spots, proper forts, etc.
  • AI logic improvements for secondary worker usage (esp. sea units)
  • Diplo AI adjustments re: over-warmongering (tuning) and fixed some quirks in new warmonger system
  • Fixed some issues for maps/scripts that don't set proper team/observer slots (ilteroi) - should fix some bugs with Really Advanced Setup
  • Fixed issues with compatibility for mods that grab the cityid (i.e. extra victory conditions) - also finally fixes the 'Who's Winning' Tourism popup
  • Fixed other assorted lua issues in EUI and no-EUI
  • Made it possible to delete citybanner from CP to get back 'old' warmonger tooltip if just using CP + EUI (delete citybanner files from CP to do this)
  • Smaller bugfixes from github, bugs thread, et al
  • Moved C4DF DLL databse entries info to the CP for lua purposes (take note, Putmalk)
  • CSs should venture forth to slaughter barbs a little less often (slightly)
  • Fixed some CS-on-CS skirmish issues when neither party has an ally
  • Tons of optimizations of city functions for yields - should speed up turn times and improve responsiveness in the city screen
  • Fixed for slow banners on hover for EUI
  • Big improvements of plot and specialist selection for cities
  • Reworked attack protocols and tactical positioning logic for AI (ilteroi)
  • Fixed compatibility issues re: potential 43 Civ DLL
  • Fixed CBP trigger issue resulting in broken custom civs

QOL
  • EUI QOL tech tree changes for tech yields from specialists (easier to discern in tree)
  • Added new icons for writers and musicians (easier to distinguish in tech tree)
  • Rewrote tech tree help lua to actually make it useful (gives you an auto-generated breakdown of everything a tech does) - workaround of 5 button limit of tech tree (rewrite only works for CBP+ right now, but I can add to CP if interest is there)
  • Colosseum now Arena, Arena now Colosseum (Roman UB now actually Roman, normal building now generic)

Balance
  • Pantheon functionality change: Open Sky and Sacred Path now require worked tiles for bonus (not just # of tiles nearby) - reduced x needed to 2 (was 3 for open sky, 4 for sacred path)
  • Open Sky now +1 culture per 2 worked featureless grasslands as well
  • Base Yield of Great Works now +2 Culture (was +1)
  • Future Tech now grants +10 happiness every time you take it (helps real long future games from blowing out on unhappiness)
  • Great Musician gains can move through all territory without needing OB
  • New Concert Tour effects - change based on tourism level with target:
    If Unknown or Exotic: Your Tourism with the target Civilization is immediately raised to Familiar status.​
    If Familiar or Popular: a large amount of Tourism (and 20% of this amount with all known Civs), based on your Tourism and Culture output, is applied as Cultural Influence over this Civilization. Also receive Happiness in your Capital, scaling with Era. The target Civilization experiences 'We Love the King Day' in all cities, scaling with Influence and Gamespeed.​
  • Cannot perform Concert Tour this action if at war with the target Civilization, or if your Cultural Influence over the Civilization is Influential or greater.
  • Amphitheater, Opera House, and Museum buffed:
    +33% to their respective GP specialists (Writer, Musician, Artist), and each one built boosts the Gold of their respective guilds by +1 (stacking global bonus)​
  • Shuffled some tech yield buffs around late game (moved musician and embassy off of globalization)
  • Musician base culture improved by 1
  • Reduced Naga-Malla CS to 25 (was 30)

Files affected: CP, CBP, C4DF, EUI-CBP Compatibility and No-EUI CBP Compatibility. Pretty much all files. Auto-installer updated as well.

New version online as of 2:15am EST (whew!). Github updated as well.

NOT savegame compatible (lots of database work!).

Beta Downloads Folder

Happy weekend,
Gazebo
 
Nice job!
Can we expect Multiplayer version anytime soon? :mischief:
 
Why is it that Assyria is the the only nation without unique unit? I checked down the entire list and Assyria doesnt. Only Royal Library.

assyria.jpg



EDIT: I figured it out. I deleted the MP_MODSPACK_EUI_10-2_beta from my DLC folder and it works now. :S Then my game seems to work again.
 
I am trying to learn to play CiV all over again now after this great mod. But something is annoying me and that is that enemies seems to want to buy my city for 2 gold. Happens every 10 turns or so. Anyone else seen this? Yeah I am using 2/13 betapack.
 
Bug - taking a Settler from someone after deciding to declare a war by moving on the tile makes it remain a settler, also no indication that it ever belonged to somebody else. I really enjoyed my freebie settler from Gandhi

Besides that great change with Arena/Colosseum, this fix was truly needed. I feel Great Musicians may become a bit too strong (esp compared to the writer... but then he is accessible earlier so I guess that's fine?) and the changes to Great Works have probably made Tradition even stronger, but that will remain to be seen.
 
Pantheon functionality change: Open Sky and Sacred Path now require worked tiles for bonus (not just # of tiles nearby) - reduced x needed to 2 (was 3 for open sky, 4 for sacred path)

I feel like it is my place to point out that Sacred path does not exist anymore, you have to stop living in the past, bro, she is not coming back.
 
Great update, I just found one minor issue though:

The AI sends trade requests for luxuries even if you have only 1 item of it left now. Is this intended?
Furthermore it seems that all AIs send you trade requests at once, and if you've traded your last item of the requested resource already, the remaining trade requests will be empty on your side of the trade window (where the resource you don't have available anymore would be displayed).

PS: Playing with CP only.
 
2) The game was working fine, until out of a sudden all my units got an extra movement point. This happened around turn 80, so all my land units (military and civilian) have 3/3 movement points now. I didn't do anything specific, like building a wonder or picking a social policy.
There is nothing about it in the lua-log.

PS: Playing with CP only.

Are you perhaps playing Persia, and hit a golden age?
 
Yeah I just recognized this and wanted to edit my post, but you were faster! :D
I randomly picked persia for my test game, and didn't care about the civ or the UA. It indeed was a golden age! Shame on me!
 
Has anyone ever been able to purchase Great Diplomats in the Industrial Era? Statecraft finisher supposedly unlocks them, but the option doesn't appear in the purchase list, even though other Great Person types do.
 
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