New Beta Version - September 25th (9-25)

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If anyone else is seeing the bug where the Progress policy doesn't give 2+ gold per city, I've already posted on GitHub - https://github.com/LoneGazebo/Community-Patch-DLL/issues/4768 .

You are right, that bonus remained at Expertise. I'll make a comment on github so it'll be quicker for G to fix.

Spoiler code :

INSERT INTO Policy_CityYieldChanges
(PolicyType, YieldType, Yield)
VALUES
('POLICY_MERITOCRACY', 'YIELD_FOOD', 3),
('POLICY_COLLECTIVE_RULE', 'YIELD_PRODUCTION', 2),
('POLICY_REPUBLIC', 'YIELD_GOLD', 2);
 

I wonder if Dauntless (-5 dmg) can keep 1 hp units from dying.

It should only reduce incoming damage by 5, so if you’re only doing 5 damage or less, it may be impossible to kill

Got it - a single bad pointed I added as an overflow check, forgot to adjust before release.

If anyone else is seeing the bug where the Progress policy doesn't give 2+ gold per city, I've already posted on GitHub - https://github.com/LoneGazebo/Community-Patch-DLL/issues/4768 .

Got it - I originally flipped the values and then forgot to flip this one back.

Hotfix soonish.

G
 
Spain was afraid of me 10 turns into a standard game, after just meeting her...
 
Developer of the civ5 mod that makes civ6 looks stupid plays his own game

civ6 doesn't need a contributor to its stupidity.

Anyway, a nuking style of ,,flip a coin'¨doesn't seem to me right. Those things are already hell expensive, both production and gold, and it feels bad waste a production like that/ gold for nothing. 50% is a good modifier, thought better decrease dmg output of nuke for units nearby that city rather than this. it isn't even a good joke.
 
Breacher Promo does :
Code:
        <Row>
            <Type>PROMOTION_BREACHER</Type>
            <Description>TXT_KEY_PROMOTION_BREACHER</Description>
            <Help>TXT_KEY_PROMOTION_BREACHER_HELP</Help>
            <Sound>AS2D_IF_LEVELUP</Sound>
            <CityAttack>100</CityAttack>
            <AOEDamageOnKill>10</AOEDamageOnKill>
            <PromotionPrereqOr1>PROMOTION_COASTAL_RAIDER_2</PromotionPrereqOr1>
            <PortraitIndex>8</PortraitIndex>
            <IconAtlas>KRIS_SWORDSMAN_PROMOTION_ATLAS</IconAtlas>
            <PediaType>PEDIA_NAVAL</PediaType>
            <PediaEntry>TXT_KEY_PROMOTION_BREACHER</PediaEntry>
        </Row>

Breacher Promo says :
Code:
<Row Tag="TXT_KEY_PROMOTION_BREACHER_HELP">
            <Text>+10% [ICON_STRENGTH] Defense per [COLOR_POSITIVE_TEXT]Adjacent Enemy Unit[ENDCOLOR]. Deal 10 Damage to all enemy units [COLOR_POSITIVE_TEXT]adjacent[ENDCOLOR] to a unit killed by this unit.</Text>
        </Row>

City Attack Bonus?
 
civ6 doesn't need a contributor to its stupidity.

Anyway, a nuking style of ,,flip a coin'¨doesn't seem to me right. Those things are already hell expensive, both production and gold, and it feels bad waste a production like that/ gold for nothing. 50% is a good modifier, thought better decrease dmg output of nuke for units nearby that city rather than this. it isn't even a good joke.

Yeah I'm not a fan of this change at all
 
Is Dreadnought adding correctly the max HP? I don't see change in my game, still seeing 100 (using hotfix and a new game).
 
Same for Encirclement Promo :

Code:
        <Row Tag="TXT_KEY_PROMOTION_ENCIRCLEMENT_HELP">
            <Text>+10% [ICON_STRENGTH] Attack per [COLOR_POSITIVE_TEXT]Adjacent Friendly Unit[ENDCOLOR], +10 Hit Points when you [COLOR_POSITIVE_TEXT]defeat an enemy[ENDCOLOR].</Text>
        </Row>

Code:
        <Row>
            <Type>PROMOTION_ENCIRCLEMENT</Type>
            <Description>TXT_KEY_PROMOTION_ENCIRCLEMENT</Description>
            <Help>TXT_KEY_PROMOTION_ENCIRCLEMENT_HELP</Help>
            <Sound>AS2D_IF_LEVELUP</Sound>
            <CityAttack>100</CityAttack>
            <AOEDamageOnKill>10</AOEDamageOnKill>
            <PromotionPrereqOr1>PROMOTION_BOARDING_PARTY_2</PromotionPrereqOr1>
            <PortraitIndex>3</PortraitIndex>
            <IconAtlas>KRIS_SWORDSMAN_PROMOTION_ATLAS</IconAtlas>
            <PediaType>PEDIA_NAVAL</PediaType>
            <PediaEntry>TXT_KEY_PROMOTION_ENCIRCLEMENT</PediaEntry>
        </Row>

City Attack ?
 
Pincer Promo (PROMOTION_BOARDING_PARTY_4)
Code:
        <Row>
            <Type>PROMOTION_BOARDING_PARTY_4</Type>
            <Description>TXT_KEY_PROMOTION_BOARDING_PARTY_4</Description>
            <Help>TXT_KEY_PROMOTION_BOARDING_PARTY_4_HELP</Help>
            <Sound>AS2D_IF_LEVELUP</Sound>
            <PromotionPrereqOr1>PROMOTION_BOARDING_PARTY_3</PromotionPrereqOr1>
            <PortraitIndex>23</PortraitIndex>
            <IconAtlas>PROMOTION_ATLAS</IconAtlas>
            <FlankAttackModifier>50</FlankAttackModifier>
            <IgnoreZOC>true</IgnoreZOC>
            <PediaType>PEDIA_NAVAL</PediaType>
            <PediaEntry>TXT_KEY_PROMOTION_BOARDING_PARTY_4</PediaEntry>
        </Row>
Code:
    ('PROMOTION_BOARDING_PARTY_4', 'UNITCOMBAT_NAVALMELEE'),
    ('PROMOTION_BOARDING_PARTY_4', 'UNITCOMBAT_SUBMARINE'),

50% bonus to Flank Attack given to Submarines ...! What's the point?
 
Breacher Promo does :
Code:
        <Row>
            <Type>PROMOTION_BREACHER</Type>
            <Description>TXT_KEY_PROMOTION_BREACHER</Description>
            <Help>TXT_KEY_PROMOTION_BREACHER_HELP</Help>
            <Sound>AS2D_IF_LEVELUP</Sound>
            <CityAttack>100</CityAttack>
            <AOEDamageOnKill>10</AOEDamageOnKill>
            <PromotionPrereqOr1>PROMOTION_COASTAL_RAIDER_2</PromotionPrereqOr1>
            <PortraitIndex>8</PortraitIndex>
            <IconAtlas>KRIS_SWORDSMAN_PROMOTION_ATLAS</IconAtlas>
            <PediaType>PEDIA_NAVAL</PediaType>
            <PediaEntry>TXT_KEY_PROMOTION_BREACHER</PediaEntry>
        </Row>

Breacher Promo says :
Code:
<Row Tag="TXT_KEY_PROMOTION_BREACHER_HELP">
            <Text>+10% [ICON_STRENGTH] Defense per [COLOR_POSITIVE_TEXT]Adjacent Enemy Unit[ENDCOLOR]. Deal 10 Damage to all enemy units [COLOR_POSITIVE_TEXT]adjacent[ENDCOLOR] to a unit killed by this unit.</Text>
        </Row>

City Attack Bonus?

Same for Encirclement Promo :

Code:
        <Row Tag="TXT_KEY_PROMOTION_ENCIRCLEMENT_HELP">
            <Text>+10% [ICON_STRENGTH] Attack per [COLOR_POSITIVE_TEXT]Adjacent Friendly Unit[ENDCOLOR], +10 Hit Points when you [COLOR_POSITIVE_TEXT]defeat an enemy[ENDCOLOR].</Text>
        </Row>

Code:
        <Row>
            <Type>PROMOTION_ENCIRCLEMENT</Type>
            <Description>TXT_KEY_PROMOTION_ENCIRCLEMENT</Description>
            <Help>TXT_KEY_PROMOTION_ENCIRCLEMENT_HELP</Help>
            <Sound>AS2D_IF_LEVELUP</Sound>
            <CityAttack>100</CityAttack>
            <AOEDamageOnKill>10</AOEDamageOnKill>
            <PromotionPrereqOr1>PROMOTION_BOARDING_PARTY_2</PromotionPrereqOr1>
            <PortraitIndex>3</PortraitIndex>
            <IconAtlas>KRIS_SWORDSMAN_PROMOTION_ATLAS</IconAtlas>
            <PediaType>PEDIA_NAVAL</PediaType>
            <PediaEntry>TXT_KEY_PROMOTION_ENCIRCLEMENT</PediaEntry>
        </Row>

City Attack ?

Weird I don't see that on my end. Let me reupload.

Edit: Done. Probably just a weird issue with my merging tool.

G
 
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Is this a bug or just the way things are? (I don't remember it being like this before the last few patches, but I am getting senile). If I save a game with units having move orders for the next turn, they are erased when I reload.
 
1. If a tile is owned by a city, and that city has this building, the 50% chance is intact. If this makes the Verisimilitude Gang unhappy, remember this: http://civilization.wikia.com/wiki/SDI_Defense



Haha, nope. Haven't played civ in some time. Maybe I should do a LP so you guys and gals can laugh at my poor decisions? Maybe then you'll see where my balance choices stem from... :)

G


That LP tease, I kinda do not believe you, but it would be awesome.
 
Is Dreadnought adding correctly the max HP? I don't see change in my game, still seeing 100 (using hotfix and a new game).

https://github.com/LoneGazebo/Community-Patch-DLL/issues/4765

dreadhp.png


Shameless Bug Report Bump :blush:
 
Interesting, thanks. I tried hovering over the unit tile with no luck (it works for enemy units fwiw), and it didn't occour to me to check the icon itself :cringe:
 
@Gazebo is there a reason to name new version of VP with or without "beta"? The newest version will always be the most valid one, because all bug from previous versions are fixed in new versions and you don't update previous versions. Sometimes it creates confusion that if you don't want to just test the game, then you should play a build that isn't beta.
 
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