New Beta Version - November 9th (11-9)

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Gazebo

Lord of the Community Patch
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New version inbound. Lots of good stuff here!

Code:
General
    Bugfixes and performance improvements
    Fixed some aberrant diplo issues related to approach and power estimation
    Fixed some deal issues with reference to demands sometimes passing through when they shouldn'they
    Tactical AI and Homeland AI performance improvements

Modding
    Added 'GAMEEVENT_ConquerorValidBuilding' for overriding Rome's UA for buildings (takes 'city->getOwner, city->getID, conquerorID, buildingID' as values) - is a true/false test
   
Balance
    Civs
        Huns - UA modified - now 50% less war weariness, 50% more war weariness for enemies. Claims adjacent tiles when a city gains a tile of the same type (all types, not just Plains/Grassland). Loses flanking bonus modifier.
        Mongols - now get a large lump yield based on the type of CS conquered when they conquer a CS. Is 250% the value of the heavy tribute of that CS at the moment of capture, scaling with era. Big beefy yields.
        Venice - now has no route restrictions for TRs (export/import limitations)
    Tiles
        Perfume gains +1g on Plantation
       
    Religion
        Thrift now caps at 10 (was 15)
        Inquisition now starts at 500 gold (was 300)
        Mendicancy TR bonus now scales with Era, but is dropped to base 2f/p (was 4)
        Syncretism gains +1p per 2 followers of other religions
       
    Combat
        Flanking bonuses are now calculated the same way as all other bonuses (directly, instead of modifiying the bonus) - the bonus itself was reduced to 5%x the delta of friendly v. unfriendly units adjacent to the unit being attacked
            Flanks should actually be 'flanks' now, and the bonus will be more potent than before. All promotions that affected flanking were reduced numerically to compensate, but the % value of the buff remains the same (i.e. 50% flanking modifier, etc.)
           units with noDefensiveBonus flag still profit from forts & citadels
          walls etc don't count against units with ignoreBuildingDefense flag. default promotions on cannon etc should have been changed to compensate this
    Happiness
        Luxury happiness now exists on a gradient curve using average city size in your empire as the gradient modifier - should result in a more natural curve than before
            Luxuries are now base-2 happiness (instead of base 1) to compensate for this changes
        Sanitized the happiness functions so that the tooltips for things (such as % need modifier reduction) are more accurately reflected in the per pop estimations
            Doing so resulted in a reduction of the bonuses - the outcome is roughly the same, this was largely for UI purposes
                This affected buildings and policies that modified needs, but the balance is the same, so I won't list the changes
        Increased happiness need modifier from pop by 30 (Was 420, now 450). This is to compensate for increased luxury happiness and the leniency afforded by static-ized yields
        Positive (i.e. bad) need modifiers (like tech) are now set statically when a city grows, so that researching techs won't suddenly jump your unhappiness
            This means that unhappiness swings should be even less likely than before, and the UI is even more accurate at predicting unhappiness on growth

Not savegame compatible. I'm leaving 10-10 up in case there's a bug a missed and I'm out of town.

Link: https://mega.nz/#!6ZUi2YjJ!SSKLlpln-EQCGagVRoc9E0mkwWKWoi2A8-TYRAD9Crk

Cheers,
G
 
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Hey, you did it... nice! Was that elusive bug you told about squashed? What was it?
 
.:rockon::run::dance::w00t::aargh: :banana::band::nope::salute::banana::yup::mwaha:

:bowdown::bowdown::bowdown::bowdown::bowdown::bowdown::bowdown::bowdown::bowdown::bowdown::bowdown::bowdown::bowdown::bowdown:

Good stuff here. Perfectly timed with my break too :D

All promotions that affected flanking were reduced numerically to compensate, but the % value of the buff remains the same (i.e. 50% flanking modifier, etc.)
This means that Shock is now 3.75% flanking bonus for every layer? Is that right?
Also flanking no longer works on defense, so even if I'm outnumbered, I won't suffer a combat penalty when I attack the enemy?
Edit: Ok so I just checked Shock. It still tells me the Flank Attack Bonus is 25% but in the civiliopedia it tells me that it's 3% per layer. Raider is 150% flank attack and says 15% flank attack modifier. I will have to see this in action.
 
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Patch notes on flanking are confusing. Change is now 5%-based, but the bonuses are "more potent" ? And this flank modifier... a friendly unit behind what is being attacked gives a bonus? edit: I mean, a unit can be supported by a friendly unit who is adjacent to no part of the action but the defender?

What was motivation for change?

And how does flanking work on defense, then?
 
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sad.JPG
 
The flanking model used to be
If 3 units surrounded an enemy unit, they get +30% Combat Bonus. This is regardless if the enemy unit is surrounding the complete 3 units, etc.

However, the new current flanking model is that if 3 units surround an enemy unit, then the bonuses may vary. If one of the 3 unit is surrounded by 2 enemy unit, then they get +10% Combat Bonus(well 5%). If one of the 3 unit is surrounded by 3 enemy units, their bonus is completely nullified.
 
Did a little 10 minute test run.
I will post to Github, but...I just want to know how is the system supposed to function?
Spoiler :

20181109181521_1.jpg

20181109183707_1.jpg
20181109183758_1.jpg

First and second pics seem okay but what's up with the third one?
 
Your jagaur's promotion.
 
How do I go from 10% flanking bonus to 16.48% after adopting Shock I? Those values seem off.

Because the flanking bonus modifier affects the base value of the flanking value (which is now a delta of friendly - enemy units). That's how @ilteroi redesigned it.

Ultimately I call it a mixed buff because the bonus can be substantial in the right situations, but - because of the delta - it is harder to get a flanking bonus.

As always the values are in testing - since the model changed I had to make some estimates as to what - say - a '100% flanking modifier' should be in the new system. I feel it is largely the same, but time and testing are needed, as this is one of those 'human mouthfeel' situations.

Edit: code, for the curious:

Code:
int CvPlot::GetEffectiveFlankingBonus(const CvUnit* pUnit, const CvUnit* pOtherUnit, const CvPlot* pOtherUnitPlot) const
{
    if (!pUnit || !pOtherUnit)
        return 0;

    const CvPlot* pOtherPlot = pOtherUnitPlot ? pOtherUnitPlot : pOtherUnit->plot();

    //our units are the enemy's enemies ...
    int iNumUnitsAdjacentToOther = pOtherPlot->GetNumEnemyUnitsAdjacent( pOtherUnit->getTeam(), pOtherUnit->getDomainType(), pUnit);
    int iNumUnitsAdjacentToHere = GetNumEnemyUnitsAdjacent( pUnit->getTeam(), pUnit->getDomainType(), pOtherUnit);

    if(iNumUnitsAdjacentToOther > iNumUnitsAdjacentToHere)
        return /*5*/ (GC.getBONUS_PER_ADJACENT_FRIEND() + pUnit->GetFlankAttackModifier() /* from promotions */ ) * (iNumUnitsAdjacentToOther - iNumUnitsAdjacentToHere);

    return 0;
}

G
 
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