New Beta Version - June 22nd (6/22)

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Suggestion for Progress (the opener)

Receive 30 :c5science: per :c5citizen: in the capital as an immediate boost.
Gain 30 :c5science: every time a :c5citizen:citizen is born in the capital, scaling with era.
Gain 15 :c5culture: whenever you discover a technology.

You would get 30 :c5science: more than ever before, thanks to your first citizen counting, but what is more important is its no longer devastating to reach 4 population before unlocking your first social policy. This make the tree much more consistent
 
Yeah, good idea. But not count first citizen and no to scale with era(immediately boost for citizens).

Gazebo can u post a fixed version with movement bug? pls :mischief:

And right now I have so good balanced game - never seen such games. It is amazing. And I love new Progress -> it is so cool now(all our continent love it, cause Casimir is near us, so Byz(me),Rome,Morocco and Danish are happy - we all go progress)
Game now is very cool for not aggressive civs, now u can focus on trade and not trying to conquer all continent to win. And other continent are full with aggressive civs, and looks like there will be only 1 or 2 AI at end... After this game will try Progress Venice :love:
 
How peace offer works? Is there way to adjust it somehow?
I mean, when i declare war to civ with 1 city and destroy everything he has for about 5 turns, when only 1 click to destroy civilization left, he won't negotiate at all, saying "here to beg for mercy?"
Annoying!
 
I think a number of turns has to pass after a declaration of war until peace negotiations are possible. If you don't want to destroy them wait another couple of turns until they are willing to negotiate.
 
I think a number of turns has to pass after a declaration of war until peace negotiations are possible. If you don't want to destroy them wait another couple of turns until they are willing to negotiate.
One time i had to wait something like 40 turns with army around nude city. That was totally stupid, because my enemy had no single unit or working tile around his only city.
 
Also, i think cities exchange musn't reqiere embassy. If you'r a military monster, your own vassal would never take embassy to return his own Capital.
 
One time i had to wait something like 40 turns with army around nude city. That was totally stupid, because my enemy had no single unit or working tile around his only city.
That seems to happen a lot less often now. My problems with the AI's willingness for peace have been addressed.

Well, except when an AI owns a vassal. I should be able to demand ownership of the vassal, not just liberation.

Also it would be nice to tell an AI you're entering war to help them out. I declared war on China who had 100% WS with my friend Portugal, and the next turn Portugal accepted capulation.

So now I'm at war with my friend who I wanted to rescue, china and her defensive pact partner, Russia. >.>

I mean I still won, but it was uncool that I needed to genocide Portugal as a result of my rescue mission and China refusing to offer liberation for some reason.
 
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Yeah, good idea. But not count first citizen and no to scale with era(immediately boost for citizens).

Gazebo can u post a fixed version with movement bug? pls :mischief:

And right now I have so good balanced game - never seen such games. It is amazing. And I love new Progress -> it is so cool now(all our continent love it, cause Casimir is near us, so Byz(me),Rome,Morocco and Danish are happy - we all go progress)
Game now is very cool for not aggressive civs, now u can focus on trade and not trying to conquer all continent to win. And other continent are full with aggressive civs, and looks like there will be only 1 or 2 AI at end... After this game will try Progress Venice :love:

I didn't think this was too annoying until the modern era, holy **** archaeologists are tedious D:

Ilteroi is working on it – once I get a chance to do the merge I'll hotfix it.

G
 
Hello, we see the problem of mp. If we play with 2 player we don't have any problem. If we play with 3 player we see desync, but the desync we know now the problem, we have 3 notebook with amd quad core, 2.2, same ram and the grapichs its integrated, but one friend buy a expensive pc, ssd. ryzen 1600, 16gb ram ddr4 3000mhz, a amd rx580, and when he finish chargin his turn, we starting to chargin, and with this pc we got desync, we see if you want play more than 2 player, its necesary use the same spect of pc if you don't want a desync xD, we don't know why but testing this is happening, and we use a lan network without internet. don't want lag xD.
 
Hello, we see the problem of mp. If we play with 2 player we don't have any problem. If we play with 3 player we see desync, but the desync we know now the problem, we have 3 notebook with amd quad core, 2.2, same ram and the grapichs its integrated, but one friend buy a expensive pc, ssd. ryzen 1600, 16gb ram ddr4 3000mhz, a amd rx580, and when he finish chargin his turn, we starting to chargin, and with this pc we got desync, we see if you want play more than 2 player, its necesary use the same spect of pc if you don't want a desync xD, we don't know why but testing this is happening, and we use a lan network without internet. don't want lag xD.
Have you tried having the faster friend host? That normally helps.
 
I still have an issue with the nerfing of GM's and GS's, as opposed to GA's and GW's. While the latter makes culture buildings more relevant, the former don't really have much else to do, unless you think a civ should be planting a GS late in the game.

I also discovered an unintended consequence of the AI being tougher on giving up OB: in the late game, you can't move around to respond to trouble away from the immediate area. (The three expansionist AI have refused to give me OB's for most of the game.) This falls into the no fun/possibly gamebreaking category. It's only not a problem when playing for domination.
 
I still have an issue with the nerfing of GM's and GS's, as opposed to GA's and GW's. While the latter makes culture buildings more relevant, the former don't really have much else to do, unless you think a civ should be planting a GS late in the game.

I also discovered an unintended consequence of the AI being tougher on giving up OB: in the late game, you can't move around to respond to trouble away from the immediate area. (The three expansionist AI have refused to give me OB's for most of the game.) This falls into the no fun/possibly gamebreaking category. It's only not a problem when playing for domination.

There's an easy way to get OB...

G
 
Hello! So I started a new Civ game a few days ago and it all was working fine up until today. Usually I like to try and fix bugs and glitches myself but this one is way beyond me. Basically my game progressed up to turn 237, I completed everything I needed to do and then hit "Next Turn". Everything worked fine, turn transitioned all the way up to player 28 (Venice). As soon as it hit Venice I got a CTD (it was either right when or one second after it hit Venice). Therefore I believe the crash has something to do with AI Venice and something it is doing (a troop movement, building construction, etc.) however I am not completely sure. Now, naturally I checked the logs but to my dismay nothing showed up in Database.log, LUA.log, and XML.log (Logs are enabled). So, my only reasonable assumption was that I was dealing with a dreaded DLL error (the only thing I hate more than LUA).

I was able to get to the CvMiniDump file because I knew that would tell me about where the error was coming from and it did. Specifically I think it was sighting the Community Patch (1) file and the CvGameCore_Expansion2 component of it. However, I am not particularly sure with my way around DLL bugs and specifically Visual Studios so I was not able to debug it to be sure (whenever I tried to debug it I was asked to "Set Symbol Paths", not sure what this is). I figure that posting the actual file for you would be the most helpful (I can post logs and mod list if you need as well).

If you could take a look at it and tell me the issue and maybe how to fix it I would greatly appreciate it, also, if you could explain to me how to "Set Symbol Paths" for Vox Pop. so I could work on finding a solution myself that would help as well. Thanks!

https://www.dropbox.com/s/eeecv319zutfaft/CvMiniDump.dmp?dl=0
 
Workers that are under the "route to" mode connecting two cities will prevent you from ending the turn after they reach their end destination city. I'm able to consistently replicate this. Using the hot-fix featuring the movement fix (though I still see issues with it here and there).
 
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