New Beta Version - October 10th (10/10)

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Punched out a quick and dirty function for checking. I really, really don't want to play ping pong with filters on this (it gets complicated very quickly), but this should do the trick.

Rome can now get: all UBs, regardless of national wonder status, and all non-national-wonder buildings.
Everyone else: the same as before

Code:
bool CvPlayer::IsValidBuildingForPlayer(CvCity* pCity, BuildingTypes eBuilding, bool bGift, bool bRecapture)
{
    CvBuildingEntry* pkLoopBuildingInfo = GC.getBuildingInfo(eBuilding);
    if (!pkLoopBuildingInfo)
        return false;

    if (pkLoopBuildingInfo->IsDummy())
        return false;

    const CvBuildingClassInfo& pkClassInfo = pkLoopBuildingInfo->GetBuildingClassInfo();

    bool bIsNationalWonder = ::isNationalWonderClass(pkClassInfo);
    bool bCivUnique = pkClassInfo.getDefaultBuildingIndex() != eBuilding;
    bool bProductionMaxed = isProductionMaxedBuildingClass((BuildingClassTypes)pkLoopBuildingInfo->GetBuildingClassType(), true);

    if (GetPlayerTraits()->IsKeepConqueredBuildings())
    {
        if (bProductionMaxed || (bIsNationalWonder && !bCivUnique))
            return false;
    }
    else
    {
        if (pkLoopBuildingInfo->IsNeverCapture() || bProductionMaxed || bIsNationalWonder)
            return false;

        if (bGift || bRecapture)
            return true;

        int iConquestChance = GC.getGame().getSmallFakeRandNum(34, *pCity->plot()) + GC.getGame().getSmallFakeRandNum(34, pkLoopBuildingInfo->GetID()) + GC.getGame().getSmallFakeRandNum(32, GC.getGame().GetCultureAverage());

        return iConquestChance <= pkLoopBuildingInfo->GetConquestProbability();
    }

    return true;
}

Modders: if you see a small change you want added, let me know. Otherwise I'll hotfix this in this afternoon.

G

So what are some examples of buildings they get now (in 10-10) thst they would not get with the hotfix?
 
So what are some examples of buildings they get now (in 10-10) thst they would not get with the hotfix?
Guilds if Rome has 3 guilds already.

Unique Guilds may conflict, but that's a them problem(there can be a workaround for this issue without editing the DLL)...

Can't grab vanilla national wonders if they already have one. No 2 Dutch East India Companies.

That's the top of my head for now.
 
If [max number built or (national wonder and not a civ ub)] then
don't make it capturable....

I don't know if I can agree with this since there are some buildings that can fail the IsDummy test and then gets captured(due to incorrect mod loading order and such).

I know there are some civ mods I have in mind to make compatible that use dummy buildings as a UI building(which makes it not dummy at all, but serves a UI purpose). Of course, we can just make the compatible civ balancer do more work, but I guess that's the compromise we have to make.

IsDummy should always register, there's no situation in which a database update shouldn't happen unless you're loading a civ before CP, which is a no-no.

G
 
Also updating the changelog to note that Faith is set to zero when you change your official religion

Does this mean that if I'm a non-founder and Ethiopia spreads its religion to me, but later it gets usurped by Arabia's religion (because I didn't bother buying inquisitors or perhaps even because Ethiopia hadn't enhanced by then, so I couldn't buy inquisitors), I'll lose all my faith?
 
Does this mean that if I'm a non-founder and Ethiopia spreads its religion to me, but later it gets usurped by Arabia's religion (because I didn't bother buying inquisitors or perhaps even because Ethiopia hadn't enhanced by then, so I couldn't buy inquisitors), I'll lose all my faith?

Yes. Your official religion changes, the ‘faith’ in said religion goes bye bye. Your situation is quite rare and ultimately you kinda deserve to be penalized for hoarding.

G
 
Interesting! So spreading your religion to a neighbour can delay his Enhancing his religion... Good for religious civ aiming to spread early. The neighbour might even use his second prophet to clean up his cities instead of enhancing!
 
So @Gazebo my friend and i are trying to play MP of this version now, but it keeps stopping to work around medieval era (happened twice in a row). Both of us cannot move units unless one of us leaves, but if one player discornnects and rejoins we can move units but, the "next turn" button won't work for both players. Also i'm seeing weird unit position swaps again. What kind of logs do want me to put into github?
 
So @Gazebo my friend and i are trying to play MP of this version now, but it keeps stopping to work around medieval era (happened twice in a row). Both of us cannot move units unless one of us leaves, but if one player discornnects and rejoins we can move units but, the "next turn" button won't work for both players. Also i'm seeing weird unit position swaps again. What kind of logs do want me to put into github?

Are you on this version?

G
 
Yes. Your official religion changes, the ‘faith’ in said religion goes bye bye. Your situation is quite rare and ultimately you kinda deserve to be penalized for hoarding.

G
*nuts in Spanish
 

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10-10-1 posted with a few hotfixes, including the filter for Rome.

Also updating the changelog to note that Faith is set to zero when you change your official religion (usually via conquest).

G

Just wondering the filter for stuff does it include unique national wonders like Assyria Royal Library? As when I was testing to see Rome new UA I was able to keep those national wonders.

Also, my text doesn't say the new updated UA? Not sure if its a bug or not...
 
Rome: now captures all buildings, free and real, including national wonders, etc. (does not capture palaces)

Back from a hiatus, and this is the first thing I see. :lol:

Can't wait to do some warmongering. :c5razing::c5angry::c5war:
 
This is intentional, it was causing CTDs due to looping from captured units on tiles. This is an unavoidable side-effect of the civilian stacking fix of CP.

G

It creates problem on multi. You can't declare war on another human player because there is not option "declare war" in diplo screen.
Only way to declare war on human player right now is use some range unit.
 
I was going to ask for tribute and noticed that i had the option to chose from "90g" or "enslave a worker", no matter the type of city-state. Is this due to some VP change or due to a mod mod I'm using?
 
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  • Science: 1:2, cap 15
  • Faith: 1:3, cap 10
  • Culture: 1:3; cap 10
  • Production: 1:2, cap 15
Serious, how often do you see 30 follower of one religion in one city? Unless you are playing china or india on an isolated island.
In my game with Ghandi, I play on a standard Pangäa map, turn 295 (1850 AD), everyone is in modern era.
There are 45 non-capitol AI cities in the game, 2 have reached 35 and 30 (most likely reached by ottoman UA), the rest isnt bigger than 25.
Even my 30 citizen secondary cities have only around 20 follower of my own religion, and as india I generate a huge pressure.
I will not pay 600+ faith to get 10 more follower by an inquisitor and increase temporarely my faith generation by 3........ this is insane......
Nor will I want to wait till atomic era till I get my full bonus......

Btw., I dont think the AI is capable to handle the holy land reformation belief. The netherlands have mainly coastal and island cities, but still the most cities in the game, and they have not one additional vote.
 
An AI in my game with this patch choose god of all creation after only 2 beliefs had been picked, which seemed kind of bad.
 
AI seems to really hate God-King now, I picked a pantheon last and nobody took it. Probably the lack of growth bonuses discourages them, but at least the likes of Spain/Ethiopia should feel free to take it. There's no risk, only gain.

I also saw that Theodora just founded with God of War after making no wars with her neighbour, Egypt (warring against War Chariots would be suicide probably, considering the terrain), but then she decided to make it even worse and picked Goddess of Expanse as her additional belief. All of that while going Progress. I have seen her do bad choices, but this time she has exceeded all of my expectations. If her plan was to deny me Basilicas by dying to Egypt, she has succeeded.
 
Civs that you are at war with moves settlers, engineers and other non military units back and forth between cities all the time wich ends up in very long turn times..
 
oh boy this bug again... Gazebo I think we need to remove civilian free disembark and embarkment..
 
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