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New Beta Version - March 2nd (3-2)

Discussion in 'Community Patch Project' started by Gazebo, Mar 2, 2021.

  1. Gazebo

    Gazebo Lord of the Community Patch Supporter

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    Hey all,

    New beta version inbound. It's been a weird winter for me, but we're getting through it. Anyways, thank you to everyone (especially @Recursive) for stepping up in my absence and keeping things moving along. As always, this is an incredible group project, much bigger than I ever imagined it would be so many years ago.

    Without further adieu, changelog (compilation of changelogs for betas since my absence - others may want to fill in brevity with more detail):

    Code:
    
    LUA
        UI code cleanup
        API cleanup
        
    Cleaned up tons of bugfix #if headers and 'zombie' globals
    Removed tons of unnecessary #if defines
    Operational AI - Cleaned up and fixed a few operations, including barb hunting
    Pathfinder Optimizations
    Adjusted barb spawning rates and theft amounts
    Cleaned up memory for beliefs, cities, city citizens, dealAI/dealclasses, espionageAI, game, globals, infos, flavors, maps, militaryAI, plots, religion, team, unit, and other assorted smaller memory opt
    Optimization of city code, city citizen code, corporation code, culture code, deal AI code, economicAI code, espionageAI,
    Complete refactor of DiploAI code - again! :)
    Adjustments to AI valuation model for trade deals
    Builders smarter at canals, forts, roads
    Adjusted Building, Unit, Process production AI
    Adjusted evaluation model for city value
    Fixed some promotion issues for giving out free promotions, etc.
    Tweaked some grandstrategy logic
    Cleaned up homelandAI targeting
    Adjusted PolicyAI logic
    Settler site logic adjusted
    Adjusted citycitizen logic for plots/specialists 
    TacticalAI optimization pass
    Balance pass for AI voting logic
    AI diplo flavor adjustments
    Database adjustments based on DLL API changes
    UUs from Ideologies now replace respective units in tree
    
    [Celtic Pantheons]
    Morrigan, the Harbinger
    Loses +5 HP healed per turn in friendly territory
    Gains +Gold, Culture, GAP instant yields if you pillage a non-road improvement
    
    Dagda, the All-Father
    Gains +5 HP healed per turn in friendly territory
    
    [Spain]
    A few changes from PAD: https://github.com/LoneGazebo/Community-Patch-DLL/commit/a1db82c0041822753b2de43d9903e899a949d45b
    
    [Diplo]
    Humans now use the base AI WarmongerHate flavor for their chosen civ (for calculating warmonger score and anti-warmonger fervor)
    
    [General]
    Cities now heal faster when no enemy unit is within 3 tiles of the city (visible or not)
    
    [City-States]
    No longer spawn units if their friend/ally lacks the strategic resources to spawn it
    Only spawn naval units if their friend/ally has a coastal city
    Now use simple plot distance rather than path length to find the closest cities, for consistency to the player
    
    [Units]
    Bomber now upgrades into B17 if you have the required tenet
    Fighter now upgrades into Zero if you have the required tenet
    Infantry now upgrades into Guerilla Fighter if you have the required tenet
    HFF added Policy_UnitClassReplacements or a table like that, seems like it was a lot of work!
    
    To-do for next beta
        Inquisitors not blocking- need to check
        Continued balance passes on late game content
    
    Balance
        Air Interception for Air Units now goes to 100% (33/33/34)
            Air Interception for non-air units now goes to 60% (15/15/15/15)
        AA Guns too strong
            Reduced CS on AA gun, SAM
        Air Bombers need more punch against cities
            Increased Air City Siege promotions to +50%; reduced Targeting to 15%
        Fighters need more punch against units
            Native penalty against land/sea units replaced with +10%
        Diplo Victory
            Vassals no longer vote in diplomatic victory - forced to abstain
        GS too strong
            Weakened turns to count for instant boost by 25%
        GM/GE too weak
            increased scaling off improvements to 25%
        Destroyers too fast
            now 4 speed
        Special Forces - 1750p cost now
        Bazookas too weak
            RCS to 70
        Cuirassier - increase CS/RCS by 1
        Light Tank - increase speed by 1
        All WC projects (olympics, UN, etc.) exempted from repeat voting rule
        Terracotta reduced to 10
        Hubble - reduced GS to 1
        Police Station - +1 Happy
        Stadium - 10 WLTKD turns
        Stock Exchange - gold hurry % now -20% (was -10%)
        Hydro- all tiles affected now +4
        Nuclear - increase %  production to 50
        Solar - cheaper
            now 20% for processes (was 15%)
    Online as of 3:30pm CST. Not savegame compatible.

    Link: https://mega.nz/folder/2Jdw3aQT#Z49gV7KAyMq6YiG5BD9jaA
     
    CrazyG, IAIWE, descent3 and 39 others like this.
  2. DeAnno

    DeAnno Prince

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    Ouch but I can't say it's wrong. Still a good wonder IMO.
     
  3. Stalker0

    Stalker0 Baller Magnus

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    Woot! Some good changes in here! Let me dig in on a few, as I agree with the vast majority just want to take a look at a few.

     
    Last edited: Mar 2, 2021
    Bromar1 likes this.
  4. CyberPhy

    CyberPhy Chieftain

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    Thanks for the Amazing work you guys put into this mod!
     
  5. Gazebo

    Gazebo Lord of the Community Patch Supporter

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    These balance changes are included. This is a 'first, rough pass' on some things I've seen brought up a few times over the past few months.

    Interception grabs 'best' interceptor first, and works way down, so yes, works as you want already.

    Special forces drop was about 150 production.

    For planes, idea is to allow fighters to be a little more generic, and for bombers to be a bit more explicitly anti-city (if promoted that way). Fighters were otherwise too weak against everything except air, now they're a bit more general purpose.
     
  6. Hinin

    Hinin King

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    By the way @Gazebo, what is your opinion on the current discussions about France, Songhai and America (and Byzantium for the aesthetic change to the UB) ? I feel like we've had good debates, but hearing your point of view would help to clarify things (especially about the feasibility of some ideas, and the whole Songhai conundrum).

    Also, welcome back on the front stage. :bump: I hope the advanced actions of @Kim Dong Un's ;) spies against you these last months didn't stress you out to much.
     
    Last edited: Mar 2, 2021
  7. Stalker0

    Stalker0 Baller Magnus

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    Actually double checking, the patch notes say targetting (which I think you mean Air Targetting) was lowered to 15%. Its already 15%, did you mean 10? Or perhaps Targeting 3 was lowered?
     
  8. Deaga

    Deaga Chieftain

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    Something weird is going on with the policy trees. Will know in a few turns if it's just a graphical glitch or not.:goodjob:
    upload_2021-3-2_21-26-42.png
     
  9. pineappledan

    pineappledan Deity

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    ... What happens if the civ you are playing has a unique Fighter/Bomber/Infantry? Do you become unable to build the ideology unit? The unique unit?
     
  10. Recursive

    Recursive Covets Lands That You Currently Own Moderator

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    Unique units are not replaced, but you can still build the ideology unit.
     
    Carloshooter, Bromar1, vyyt and 3 others like this.
  11. azum4roll

    azum4roll Emperor

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    Those also have 60:c5strength:/80:c5rangedstrength: though. Just a buff to 70:c5rangedstrength: with 2 range still doesn't make them useful other than being stationed in/behind a city.
     
  12. Gizmoman

    Gizmoman Chieftain

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    Yay, the G is back.
     
  13. Asterix Rage

    Asterix Rage Warlord

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    @HungryForFood
    What a breakthrough !
    :thumbsup:
     
    vyyt and JamesNinelives like this.
  14. JamesNinelives

    JamesNinelives Emperor

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    Sorry, what does this mean?
    Excellent :).
    Good. I like fighters but always wondered whether I should just be using bombers instead (except in air sweeps).
     
  15. Recursive

    Recursive Covets Lands That You Currently Own Moderator

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    Carloshooter and JamesNinelives like this.
  16. stii

    stii King

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    Changes seem good, bad things getting stronger, good things getting weaker.

    Terracotta still seems good for example. Only good thing that got buffed was solar plant and that is just because of how the end game works.
     
  17. Phosphoraptor

    Phosphoraptor Chieftain

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    On top of that i would also suggest 3:c5moves: moves to keep up with other information era units.
     
    Erikose and bigcat88 like this.
  18. stii

    stii King

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    I have remembered a problem that came about fairly recently, last couple of patches maybe? Building wonders now forces production focus. Which makes sense in most cases but for early wonders it can lead to the AI having size one capitals for quite a while
     
  19. Ranslee

    Ranslee Chieftain

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    Looks great! Thank you for your awesome work :)
     
  20. tothePAIN

    tothePAIN King

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    The only change that I'm less certain about is the elimination of vassal votes for diplomatic victories. That's a pretty big change. Autocracy was suited for diplomatic victory because of vassals. But diplomatic victory was also easily a substitute for domination victory with full vassal votes. We can play it and see? Maybe 50%?
     
    tommytoxen likes this.

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