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

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Did you remove the indicator for war score in the diplomacy screen, Gazebo?

It's definitely there for me in the latest hotfix + your mods. Just got to deal with the negative values of it thanks to an overaggressive Persia that manages to get leonardo's workshop. :rolleyes:
 
I meet a strange bug:When in Medieval Era. Egypt came to me and said "You are a fool.Your proposal to the World Congress will do notiong but sow conflict between us.Is that what you want?"
Then there was a new red line in his attitude list "They disliked our proposal to the World Congress."

The World Congress never be held,and I never submit a proposal. So what happend?
 
I meet a strange bug:When in Medieval Era. Egypt came to me and said "You are a fool.Your proposal to the World Congress will do notiong but sow conflict between us.Is that what you want?"
Then there was a new red line in his attitude list "They disliked our proposal to the World Congress."

The World Congress never be held,and I never submit a proposal. So what happend?

I can concur on that bug, if i get it again i will post some logs
 
Crash to Desktop trying to spread my Religon to my 4th City; I spread to 2nd and 3rd just fine. Playing as America and My religon is Faith from Lakes, Yields for entering a NewEra, and 5 Yields per Pop growth.
 

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I thought you had too, but I'm not so sure, as there are significant discrepencies between EUI v1.28 and the latest CP EUI files (both downloaded today). For instance, in the City Banner, EUI uses the EUI.GetHelpTextForProcess method, whereas CP EUI's City Banner has the GetHelpTextForBuilding method. There are, however, many more changes.
 
Hi
just finished a game with this patch.

I notice the ai build many many missionary. Even when all cities inside the continent converted to his religion. Even when all cities in the world have a religion.
Maybe making ai build some more prophet for the improvement? And later, building inquisitor instead of missionary?
 
I thought you had too, but I'm not so sure, as there are significant discrepencies between EUI v1.28 and the latest CP EUI files (both downloaded today). For instance, in the City Banner, EUI uses the EUI.GetHelpTextForProcess method, whereas CP EUI's City Banner has the GetHelpTextForBuilding method. There are, however, many more changes.

CP EUI? Which CP EUI? There's no longer an 'official' CP EUI - everything is updated in the compatibility files for CBP-EUI.

G
 
Hi
just finished a game with this patch.

I notice the ai build many many missionary. Even when all cities inside the continent converted to his religion. Even when all cities in the world have a religion.
Maybe making ai build some more prophet for the improvement? And later, building inquisitor instead of missionary?

The AI can't have more than 3 missionaries in existence at one time. Sure you aren't using a mod that adjusts flavor_religion (to be clear, I never see missionary over-production with the CP).

G
 
The AI can't have more than 3 missionaries in existence at one time. Sure you aren't using a mod that adjusts flavor_religion (to be clear, I never see missionary over-production with the CP).

G

No other mod.
And the 3 missionaries cap is ok.
If i see 3 missionaries idle in an ai capital, it's the expected ai stockpile?
Clever way to limit their production.:goodjob:

As it's one of my only game with middle-game conquest, i found odd to have at each war a stock of useless missionaries from the ai. If it's expected behavior, no problem.
 
No other mod.
And the 3 missionaries cap is ok.
If i see 3 missionaries idle in an ai capital, it's the expected ai stockpile?
Clever way to limit their production.:goodjob:

As it's one of my only game with middle-game conquest, i found odd to have at each war a stock of useless missionaries from the ai. If it's expected behavior, no problem.

Depends on the civ, and their approach to nearby civs. They'll hold them in reserve if no good targets exist.

G
 
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)

Happy weekend,
Gazebo

Praise be to the Pope! I now bow down in worship at the alter of the octagonal pavilion!
 
CP EUI? Which CP EUI? There's no longer an 'official' CP EUI - everything is updated in the compatibility files for CBP-EUI.

G

I meant CBP. But fml, I was so confused :lol: I thought the How to Install thread was the source of the latest CP including betas, and so I typically go through there to update. This has positively unleashed a Darkrai upon my mods, as I'd been referring people to the latest not-Beta whilst my files support only the latest Beta. Sorry for the trouble! I shall withdraw to my imperial dominion and leave His Codeliness be.

Probably explains the mysteriously not working GetTotalSpecialistCount, too.
 
I meant CBP. But fml, I was so confused :lol: I thought the How to Install thread was the source of the latest CP including betas, and so I typically go through there to update. This has positively unleashed a Darkrai upon my mods, as I'd been referring people to the latest not-Beta whilst my files support only the latest Beta. Sorry for the trouble! I shall withdraw to my imperial dominion and leave His Codeliness be.

Probably explains the mysteriously not working GetTotalSpecialistCount, too.

Haha, oh no! I'll put a 'latest beta' link on main thread as well.

G
 
I have a question. Landing units from the ships retain the moves? Why? It is pretty easy to destroy a naval city in one turn - it is like four moves by landing. I think it is OP.
 
I think he's referring to Denmark's UA and being able to disembark siege units, set up and fire all in the same turn. Quill18 has a Denmark CBP Let's Play running now and, with a little Great Lighthouse help, pulls off getting a 3/2 movement catapult at one point due to the UA keeping the bonus movement after disembarking.

Now, why he's posting that in this thread... *shrug*.
 
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