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

Discussion in 'Community Patch Project' started by Gazebo, Nov 9, 2018.

  1. Gazebo

    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
     
    Last edited: Nov 10, 2018
  2. randomnub

    randomnub Chieftain

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  3. CppMaster

    CppMaster Chieftain

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  4. Aristos

    Aristos Lightseeker

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    Hey, you did it... nice! Was that elusive bug you told about squashed? What was it?
     
    vyyt likes this.
  5. chicorbeef

    chicorbeef Chieftain

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    .: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

    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.
     
    Last edited: Nov 9, 2018
  6. pza

    pza Chieftain

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    ? there's no such thing in the changelog i believe?
     
  7. chicorbeef

    chicorbeef Chieftain

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    Ah whoops. I was checking out this Github page https://github.com/LoneGazebo/Community-Patch-DLL/issues/4860 and rushing through it I assumed that defensive flanking was eliminated, not so when I look at it more carefully.

    Please ignore my senseless ramblings right now.
     
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  8. Stalker0

    Stalker0 Baller Magnus

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    G, can we get a few examples of this new flanking model....color me very confused by the description.
     
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  9. Micadi

    Micadi Chieftain

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    Was there something done with the freedom tenets bug?
     
  10. HorseshoeHermit

    HorseshoeHermit 20% accurate as usual, Morty

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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?
     
    Last edited: Nov 9, 2018
  11. pza

    pza Chieftain

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  12. Enginseer

    Enginseer Salientia of the Community Patch Supporter

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    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.
     
  13. Gazebo

    Gazebo Lord of the Community Patch

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  14. chicorbeef

    chicorbeef Chieftain

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    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?
     
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  15. Enginseer

    Enginseer Salientia of the Community Patch Supporter

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    Your jagaur's promotion.
     
  16. nekokon

    nekokon Chieftain

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    Sweet, right before my long weekend :rotfl: Time for a new game :rotfl:
     
  17. chicorbeef

    chicorbeef Chieftain

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    How do I go from 10% flanking bonus to 16.48% after adopting Shock I? Those values seem off.
     
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  18. Gazebo

    Gazebo Lord of the Community Patch

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    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
     
    Last edited: Nov 9, 2018
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  19. glider1

    glider1 Chieftain

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    Thanks for updating Github as well.
     
  20. Gazebo

    Gazebo Lord of the Community Patch

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