New Beta Version - November 8th

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Hi. My game crashed today when i clicked Shaka's portrait at what felt like turn 20. (I made myself an account just to post this. Was a silent reader so far)
Is there any crash dump file that I can post?

I downloaded the latest beta. Deleted my year-old folder which it replaces. Then i overwrote the dll in cp1 with the one provided in the OP.
Accessed VP via "Mod" Menu. Singleplayer. Game was in window mode, I played Pacal, duel, standard speed, earth, against Shaka.
Shaka had some diplo interaction before, so loading the screen is not the cause. When i wanted to declare war, i clicked his portrait in the upper right corner.
Game crashed to desktop then without error message. Steam displayed me out of game.

Hello Rikai, welcome to the forums! :)

You should post bug reports on the Github issues page to ensure they're seen: https://github.com/LoneGazebo/Community-Patch-DLL/issues

I don't think aggression needs to be dialed down. At least it's too early to tell, sample size is still very small.

I am actually shocked at how far ahead I am at this stage of the game, especially considering my civ. I thought my start with 2 ancient and 3 classical wonders was good, before I built 5 Renaissance wonders (could do even more if I really wanted to). I also not only have the single biggest, but the 2 biggest cities in the world, and I have near permanent golden ages. Then again, I have virtually no army and China could roll me any time they wanted. Guess she's just extremely pacifistic, never declared war despite being hostile the entire game.

On another note, I can't help but feel that something is fundamentally wrong with the tactical AI in last couple versions. It's been ages since I've seen an AI conquer a city or even have a war score of more than 3. Anyone else?
In this game for example, on the other continent, Augustus' army (the entire game, I believe) has been more than big enough to steamroll Suleiman completely, or at the very least conquer some of his cities. He's been at war with him at least once, but never achieved anything. I didn't pay much attention to them tbh, but I've seen the same thing in all my recent games.

For the next version, I've sent a pull request just now to make the diplo AI significantly more likely to make opportunistic DoW's against weak competitors (or under a few other circumstances). If the issue persists the problem is likely with the military/tactical AI.

This should also make sure they don't become too passive again. Glorious Supreme Leader @Kim Dong Un did demand it after all, and he scares me. :lol:
 
Thanks for your fast reply. Are there any log files that i can make my github post more useful with? I did not find any yet. I also never used github. Is there anything I need to know first?
 
Thanks for your fast reply. Are there any log files that i can make my github post more useful with? I did not find any yet. I also never used github. Is there anything I need to know first?

Is your operating system Windows?
 
Upcoming diplomacy tweaks (for the new version):
Experimental: Warmongering penalties *during peacetime only* (both for approach & opinion) will scale based on global politics - this should result in AI forming better alliances,
being less resentful of friends and DPs' warmongering, etc. and will impact both current and previous warmongering

I really like the sound of this. So this means warmongering penalties are reduced if declared on a poorly reputable AI?

As for suggestions, I see a lot of AI making defensive pacts with the disliked players. Surely it makes sense for protection, but in another way it doesn't make sense - they should want to hinder the player, not form pacts with them. Could it be better to only allow DPs if they have a DoF?
 
I really like the sound of this. So this means warmongering penalties are reduced if declared on a poorly reputable AI?

As for suggestions, I see a lot of AI making defensive pacts with the disliked players. Surely it makes sense for protection, but in another way it doesn't make sense - they should want to hinder the player, not form pacts with them. Could it be better to only allow DPs if they have a DoF?

Warmongering penalties are already reduced under some circumstances that would qualify as "poorly reputable".

What I'm testing is a change that, when not at war, increases both current and previous warmongering penalties if a player has denounced you or you're untrustworthy; and decreases it if you have friendship/DPs. It would also take into consideration whether you have friends or DPs with the same players, whether you have friends or DPs with players the AI has denounced, or if you've denounced the AI's friends or enemies.

Religion and ideology would also affect this (including if at war).

You can test this out using ASCII Guy's most recent DLL compilation.

Also, I've added (edited: a check to the upcoming version) to address your concern

EDIT: Upcoming diplomacy changes. The issue with armies not moving is still being looked into.
Code:
Improved diplo AI war & opportunity attack logic

AI should no longer make DPs with players they're HOSTILE or planning WAR against

AI should be much more likely to declare war against nearby competitors who have a weak economy and/or military

Experimental: AI can now declare war against easy targets even if already at war (provided all of their wars are going well, and there is counterweight against doing so; but should be interesting)

Better bloc formation

Better lategame diplomacy

If a victory condition is disabled, AIs will no longer gain extra hostility weight towards players who are close to that victory condition
(except Domination Victory, since if you own 75% or more of the world's capitals, you deserve to be considered a threat)
 
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Im running Windows 7, Ryzen3 1200 CPU, Geforce 1060, and 8GB DDR4

Please read this on how to submit a bug report: https://forums.civfanatics.com/threads/bug-reports-–-please-read.566461/

To enable logging, perform the following steps (copied and modified whoward's instructions):
  1. Locate the config.ini file (usually in the "C:\Users\{username}\Documents\My Games\Sid Meier's Civilization 5" sub-directory)
  2. Using a plain text editor (such as Notepad) open it
  3. Search for the text "ValidateGameDatabase" (it's near the top)
  4. Change it to
    Code:
    ; Validates the game database whenever it is changed.
    ValidateGameDatabase = 1
  5. Search for the text "LoggingEnabled" (it's just over half way down)
  6. Change it to
    Code:
    ; Enable the logging system
    LoggingEnabled = 1
  7. Search for the text "MessageLog"
  8. Change it to
    Code:
    ; Enable message logging
    MessageLog = 1
  9. Search for the text "AILog"
  10. Change it to
    Code:
    ; Enable AI logging
    AILog = 1
  11. Search for the text "AIPerfLog"
  12. Change it to
    Code:
    ; Enable AI performance logging
    AIPerfLog = 1
  13. Search for the text "BuilderAILog"
  14. Change it to
    Code:
    ; Enable Builder AI logging
    BuilderAILog = 1
  15. Search for the text "PlayerAndCityAILogSplit"
  16. Change it to
    Code:
    ; Split AI Logging into separate files for each Player & City
    PlayerAndCityAILogSplit = 1
  17. Save your changes!
The log files will now (usually) be written to "C:\Users\{username}\Documents\My Games\Sid Meier's Civilization 5\Logs".

You only need to do this once, unless you uninstall the game (or install it to a new OS, etc), you do not need to do this every version. :)

For game crashes, look for the MiniDump file (you can find this in the same folder as the Civ 5 exe; usually this will be "Steam/steamapps/common/Sid Meier's Civilization V")
 
Playing with the current version and the little hotfix mentioned in the OP, not sure if everything going right.
Immortal, Communitas, Standard.
As Korea, I started Isolated on a clustered continent, able to found 10 cities and met the Shoshone and Egypt by coastal connection, all the other civs by crossing the ocean on a passage with very near coastal tiles.
Entering now industrial age, Ive never get DoWed, even I have only 11 Units. Probably cause border tensions are non-existant due to atleast a full screen distance between my cities and every other civ cities.
Egypt and Shoshone are permanent in war (border tension), same with Germany+Venice with Poland. I have to say, this is the friendliest game I can remember so far. Ive DoF with 6 of 8 AIs and get asked permanent for research agreements.
Like others have already reported, Statecraft seems to be the policy tree everyone likes. 6 of 8 AIs picked Statecraft, 2 Fealty and Iam the only one picking Artistry.
Everyone (except me) has atleast one DP.
 
Playing with the current version and the little hotfix mentioned in the OP, not sure if everything going right.
Immortal, Communitas, Standard.
As Korea, I started Isolated on a clustered continent, able to found 10 cities and met the Shoshone and Egypt by coastal connection, all the other civs by crossing the ocean on a passage with very near coastal tiles.
Entering now industrial age, Ive never get DoWed, even I have only 11 Units. Probably cause border tensions are non-existant due to atleast a full screen distance between my cities and every other civ cities.
Egypt and Shoshone are permanent in war (border tension), same with Germany+Venice with Poland. I have to say, this is the friendliest game I can remember so far. Ive DoF with 6 of 8 AIs and get asked permanent for research agreements.
Like others have already reported, Statecraft seems to be the policy tree everyone likes. 6 of 8 AIs picked Statecraft, 2 Fealty and Iam the only one picking Artistry.
Everyone (except me) has atleast one DP.

If you're extremely far away from everyone they won't be inclined to DoW you. :)
 
If you're extremely far away from everyone they won't be inclined to DoW you. :)
I played further and..... 2 minutes after Ive wrote the comment the Shoshone declared war against me and tried a naval attack. :lol:

Right after entering the industrial age, everywhere pops up the "competition" penalties to diplomacy and right out of the blue the far away Inca declared war against me. Ive not seen one unit of them but their CS allies are annoying me.
I dont know what is now different but with entering the industrial age every 2 or 3 turns a great diplomat is used against all those CS bordering me. Quiet annoying.
Iam now picking those civs I really want a peaceful relation with and ignore now the others, former I could DoF everyone and everyone was happy, now they get pissed if Iam a friend of their rivals.
 
I played further and..... 2 minutes after Ive wrote the comment the Shoshone declared war against me and tried a naval attack. :lol:

Right after entering the industrial age, everywhere pops up the "competition" penalties to diplomacy and right out of the blue the far away Inca declared war against me. Ive not seen one unit of them but their CS allies are annoying me.
I dont know what is now different but with entering the industrial age every 2 or 3 turns a great diplomat is used against all those CS bordering me. Quiet annoying.
Iam now picking those civs I really want a peaceful relation with and ignore now the others, former I could DoF everyone and everyone was happy, now they get pissed if Iam a friend of their rivals.

Working as intended, you aren't supposed to be able to befriend everyone with no penalties. Just like the real world :)

It makes diplomacy more strategic.
 
The lategame was truly boring, I was miles ahead in all areas except military and decided to just go for CV instead of diplomatic victory because I'd get there much faster. As I crept closer and closer to the arbitrary victory requirements (I've been influential with all civs and controlled more than half the WC delegates for a long time), everyone started denouncing me, but it took a long time before anyone declared war. They kept declaring war on each other, and didn't try to stop me until it was too late. In the end, they only annoyed me by killing my city states. I guess it would've been more of a problem if I was limited to diplomatic victory as my only option.

Augustus (by far the strongest AI in my game) seemed to have no problem steamrolling all my city states, yet he never managed to conquer any cities from other AIs the entire game, despite warring all the time. I hope we can get a fix released for that soon. I saw the github thread, thanks for reporting it!

@Coffee Monopoly How do you get those fancy custom city names?
upload_2019-11-20_19-30-42.png
 
The lategame was truly boring, I was miles ahead in all areas except military and decided to just go for CV instead of diplomatic victory because I'd get there much faster. As I crept closer and closer to the arbitrary victory requirements (I've been influential with all civs and controlled more than half the WC delegates for a long time), everyone started denouncing me, but it took a long time before anyone declared war. They kept declaring war on each other, and didn't try to stop me until it was too late. In the end, they only annoyed me by killing my city states. I guess it would've been more of a problem if I was limited to diplomatic victory as my only option.

Augustus (by far the strongest AI in my game) seemed to have no problem steamrolling all my city states, yet he never managed to conquer any cities from other AIs the entire game, despite warring all the time. I hope we can get a fix released for that soon. I saw the github thread, thanks for reporting it!


View attachment 539404

In the next version the AI should be better at opportunity attacks and more aggressive in the late game. Regarding the conquest bug, it looks like there was a check that was aborting all AI attack operations if the AI was unable to declare war on the player - but you can't declare war while already at war, and the check ignored that. ilteroi's fixed that so it also requires the AI not to be already at war, should be some improvement for the next version. :)
 
All this talk about next version and I'm over here wanting to start a game but wondering if I should wait :crazyeye::crazyeye::crazyeye:
 
Waiting for the next full version as well from G. Anyway started a game with the latest diplo fixes/improvements, some pianappledan modmods (units and building tweaks, 3/4 UC) and Enhanced Naval Warfare. 239 turns as Shoshone (Emperor/Epic/ Standard Communitu79 map/Strategic balance), Me and Askia on same continent with CS. I declared on him two times already he did not. Both authority. Map script is very tight on resources (got 2 spot for Iron and 2 for horses: 2+4 I, 2+2 H). More than Planet simulator. Fine on luxuries as far i could see. I got monopoly on Silver, Askia on Gems.

I'm finding tactical AI very competent. I'm keeping the edge on kill counter but without philosophy cannot push for annexation.

Probably a doomed game. I know there is Indonesia. Other five do not know.

Second DoW from me was about speeding culture/science through Killing and looking for a another General to citadel push one of Askia main city.
 
All this talk about next version and I'm over here wanting to start a game but wondering if I should wait :crazyeye::crazyeye::crazyeye:

Well, the AI conquest bug being fixed is significant, but it's up to you.

Couple (minor) changes for next version:
Code:
AI a bit more likely to adopt the AFRAID approach if it guesses the other player's approach is WAR/HOSTILE (this means they can get intimidated if you demand from/denounce/insult them,
your military deployment is extremely threatening, or other AIs warn them about your coop war plans; however, it also adds other approach weights, and you still need a big strength advantage for this to matter)

AI's opinion table will not display the "You have been at war in the past, but they do not seem to hold a grudge" message if their approach is NEUTRAL but their dialogue/leader scene is hostile
(you can tell by the words and body language). Will still display if NEUTRAL approach and not hostile.

AI teammates of humans should no longer offer/accept Defensive Pacts on their own

Opinion bonus for sharing intrigue slightly raised (2nd/3rd time sharing intrigue now grants +5 rather than +3)

Fix small bug in opinion calculations for religion in Industrial Era

Fix small bug in recent trade opinion modifier calculation

Tweaked ideology opinion weight

Netherlands will value duplicate copies of luxuries that they don't need at 5 Gold rather than 0...it's still worth *something* :)

There was actually intended to be a penalty for having different religions: "Religious differences strain your relationship."
However, it wasn't multiplying by -1, and this was therefore secretly giving up to 20 positive opinion to all civs with different religions (rather than up to 20 negative opinion).
Now fixed to work as intended. :)
 
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