Discussion in 'Community Patch Project' started by Gazebo, Nov 9, 2019.
Are there specific features with CBP you would like to tag as "stupid"?
And to me.
Also, my inquisitors aren't able to purify my cities - the bible icon in the graphic actions menu doesn't show up, but missionaries seem to work fine, also Great Prophets.
Pretty much the entire mod. City state diplomacy is bad, most of the civ 4 features are bad, vassalage is bad and buggy, the corporation system is bad and should be removed, the military AI is terrible and vanilla military AI is much much better, the new buildings are stupid, the changes to the old buildings are stupid, the happiness system is stupid, the policies are. The entire mod is just toooooo clunky and bogged down to the point a single turn in the modern era takes 5 minutes even with a good CPU.
The only good things about CP is basically just the mods from Whoward, the simple event system, the ability for ancient era boats to cross ocean tiles, other things like the AI actively trying to compete over city states, and a few minor diplomacy things, and the AI does better city management and tech progression plus tries to get wonders.
I know you are going to hate this post but it really is the truth. It's the simple things that get people hooked on CBP all these other complexities are just annoyances. Me personally I wish I never knew about this mod at least I could enjoy civ then and not spend weeks trying to get a decent game and then after a few hundred turns have the entire game crash or bug out in some stupid way.
Agree to disagree, I find the mod on a whole tremendous. Sure, occasional versions might be buggy, but all in all it makes Civ5 as good as it should have been from the start.
Well as they say "to each their own". I am glad that you were able to enjoy the CP only version....as that is the very reason that G offers it.
It's not occasional versions. They are all buggy. Every last version of the DLL is bugged. I have never not once been able to play a game with CBP past turn 500 without running into a civ with super tiles or hitting a turn that causes the entire game to ctd with no way of progressing past the turn short of loading IGE and deleting an entire civilization unit by unit.
And usually the AI is so freaking screwed up they've got 5 dozen civilians all parked in once city running back and fourth from one city to the other every turn.
imho you've all convinced yourself this mod is good simply because it's different. But the base game is so much better in many ways.
If you turned off all the mods and actually played the base game with no mods past turn 3 or 4 hundred you would see just what i'm talking about. No 5 minute turn times, AI does much much much better with its military, its very much enjoyable.
Then you say "meh it's fun but I miss this simple thing community patch had" then you turn that on and it back to this complex mess of a mod and 5 minute turn times literally putting you to sleep....
Someone with some knowledge of the DLL should really go in copy pasta some of the simple parts that don't kill turn times and make a very base version.
The only reason I even posted here again is because the CP is bugged. I had made my own mod that i've been using but when I saw a post here that they actually fixed the AI so that it builds navies now and doesn't embark units across the oceans straight into a dozen of my submarines I said alright finally after years they fixed it.
But like I said in my first post it's bugged. The ai workers don't work right, and the ai doesn't declare war even if you build a city right next to their capital they want to be your friend. So it just replaced one bug with another.....
If you are seeing bugs, the best place to report them is on Github: https://github.com/LoneGazebo/Community-Patch-DLL
There are several people on that site that don't frequent these forums as much, and so your concerns will get attended to quicker.
In case this is not elaborate trolling (which "the military AI is terrible and vanilla military AI is much much better" makes me strongly suspect, if nothing else), then:
- the "super tiles" are likely an issue on your end. If you use other mods, then it's likely a mod conflict. If you only use VP, then definitely report a bug with a save.
- the vanilla AI is a simpleton compared to the VP AI. The most well-known and egregious example is that ranged units don't know to move and shoot in Vanilla..........
I am on information era without the AI fix and well got to say I like the heroic epic change.
Spoiler 1st GG on turn 371 through a CS quest :
Something I noticed in 10-23 patch as well is that tradition AIs don't work all the specialist slots
Why would the AI use a settler and not a colonist on turn 329 to settle on the other side of its continent and by a tradition AI no less. Wont the city be crippled with unhappiness.
This is a problem with this version. My theory for this is: in previous versions "6 city Attila" would declare war on "2 city Isabella", but not realize that she has a DP with my 7 cities and 3 CS allies on the same continent. Now Attila is smart enough not to do this, but there is also much less war since it is rare for 1 civ to be more powerful than multiple civs with a DP. I'm not sure what the solution to this would be except to make it so civs are more likely to use joint wars and factor that into their decision making.
I haven't seen this at all, but if you are having a problem with this you can use the mod on Steam called Caravans Build Roads and I guarantee the cities will get connected.
I've had zero problems with crashes, and thus no reason to revert.
I'm not sure how large of a map you are playing on, but I don't have these problems at all.
My changes relating to AIs recognizing DPs affect 3rd party war bribes and DoWs triggered by insults and demand refusals - this is because it is very human exploitable.
Normal war logic was not changed.
The examples I've seen here do say some DoWs happened - my passive AI options don't lower war likelihood, they block it entirely, so I don't think it can be that either.
Edit: Are any of you seeing the "They suspect/fear/know you are competing with them" or "Your behavior worries/angers/infuriates them" modifiers?
My suspicion is either it's a bug with victory competition or the AI is much more reliant on declaring war because of bribery than I previously suspected.
Edit: Also, ilteroi made some changes to the calculation for strength assessments of other players - perhaps it's related.
I'll look at the code.
Am I the only one that read the GAP for pyramids as great artist points at first? lol I kinda feel like the ancient wonders should lean more towards unique long lasting bonuses than instant yields. I understand pyramids combo of those became too good and kinda got compounded by how making settlers and tech requirements were changed. I don't like the GAP though and GA length is already later. I have bad ideas, like no longer lose pop from settlers, free granary, workers ignore terrain costs or +1 move, +faith on building construction, border expansion, or growth in the city (capital 99% of the time), I just kinda want another early faithish wonder... Idk though just saying random stuff
The culture for terracotta is good but it feels like 2 secondary wonder bonuses crammed together. Even if it doesn't have the full dupe effect, I'd like it to give some free supply classical units/GG and the culture per kill. I don't really know where the worker boost should go though.
Feel free to uninstall and go back to Vanilla, I'll send you a refund.
I have one civ with "Your behavior angers them"...still on version 10/23. The problem with aggression in this game so far seems to be less with a lacking willingness to declare war and more with a lacking courage/interest in following through. The AI will have heaps of units just sitting around doing nothing or moving a little to the side and then back again when at war instead of sending them to the front, even if they are losing a city. So it seems to be a problem with the tactical AI from my experience with 10/23...no idea if the update fixes it.
In case anyone is wondering where that tank balance thread is: I'm on it; it's just more complicated than I thought and I've had some stuff come up that needed doing IRL and I'm also about to release some other things for several mod-mods here, so just bear with me, it's coming.
There were some issues with tactical AI aggression in the 10/23 version; the 11/8 version and hotfix were intended to address this.
Feedback seems to be that this version has an issue with diplo AI aggression, and the state of tactical AI aggression is unclear.
I wonder if the current city combat strength balance is a factor here? I'm finishing a game on communitas (epic/emperor) with quite a few one tile island cities. I was only aware of the AI successfully capturing island cities twice. In one case it was my island city which I settled extremely late and made zero effort to defend. It was completely surrounded by naval melee 2-3 deep and it still took them a very long time to capture. The biggest/most obvious problem was a lack of ranged but given the number of melee ships Montezuma had he could have taken it in no time just slamming into it. On land, it seemed like the AI was unwilling to push in for cities because it knew it didn't have the ranged to take it. So I just whittled them down at the border before pushing in. Oh and when I was taking cities they completely ignored my squishy siege. That bit honestly reminded me of vanilla AI. And I did add the extra manual patch file.
Does this version have anything about the AI's tendency to squeeze a new city onto some tiny corner of your civilization where there are like 3 tiles available (none particularly valuable), with no hope whatsoever of military reinforcements being able to reach it? It's super annoying to those of us who are OCD about cluttered maps, but I also think I just made the case on why the AI should consider it bad tactics and even a flat-out liability.
I have in my recent game. What annoys me so much is I can easily take it....but now I'm stuck with a 49% (immortal) anti-warmonger penalty for like two eras...all to take out a city I'm going to raze anyway.
I will say, its good to see City Strength back to a proper form again so my melee units no longer lose half their health attacks an 8 strength city!
I'm just over 100 turns into my game (Standard/Emperor), but everything seems fine, so far. Inca is sandwiched between me and England; Lizzy asked if I wanted to declare (I told her to give me 10 turns of prep), and then we went to work on Pacha.
Also, I have a unique idea for Terracotta: What if on unit death there was a %chance to spawn another unit of the same type in the city which houses the wonder (the current +10 culture scaling could be incorporated into these units if successfully respawned)?
It was a mausoleum for one of the most menacing tyrants in history - there was a staggering amount of people of all ages, from peasants to nobles, who had to just drop what they were doing and go with him into the tomb when he suddenly died - so I think having units "come back from the dead" is a thematic and fun feature that'd be a nice touch on the myriad of warrior clones and figures that to this day are still being unearthed.
I realize that nobody, including myself, likes incentives revolving around getting your units killed, but it would allow warmongers to take more risk and keep applying pressure in situations where the player might not normally push in, knowing that there's a chance the unit is replaced instantly. It saves hammers/gold and makes wars a bit more efficient for the owner, while representing the waves of warriors that line the site in Xi'an. All that would be lost is the dead unit's exp that it'd gained; less impactful of a loss when another clone is potentially ready to be thrown into battle. You couldn't just suicide units though, as you wouldn't be guaranteed to have a killed unit respawn; the %chance to respawn is debatable, but 50% might be a good place to start.There's even neat synergy with authority as you'd have a chance of culture on death to go with the culture on kill. The AI would be able to utilize it perfectly fine and it might not even need new code; a new unit respawning on unit death used to be an old AI handicap, if I'm not mistaken.
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