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

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@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.
The rule is mostly "no balance change in an official version, every balance change has to go trough a beta".
Since we are quite active at suggesting new balance changes, Gazebo does not have the time to fixe the bugs without having to implement new balance changes.

"Just one more turn beta!" :lol:
 
So all non "beta" versions will be exclusively with this change:
Not that strict, but that's the idea.
The last official version add some minor balance changes, and one non-minor (Citizen Earth Protocol) but not "dangerous" balance-wise:
https://forums.civfanatics.com/threads/new-version-may-20th-5-20.632633/

The version https://forums.civfanatics.com/threads/new-beta-version-june-14th-6-14.633431/ was supposed to be followed by an official version, but Gazebo's computer had some problems before he could do so...
 
@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.

The rule is mostly "no balance change in an official version, every balance change has to go trough a beta".
Since we are quite active at suggesting new balance changes, Gazebo does not have the time to fixe the bugs without having to implement new balance changes.

"Just one more turn beta!" :lol:

Not even that complex of a reason - 'beta' means the amount of internal and external testing on a version is less than two weeks. Since I've been doing a new beta about that often, I haven't yet had a version 'stay' long enough for it to pass as a new official version.

G
 
A question about unique units:
  • Chariot Archer:
    • Has the RCS/CS of the War Chariot been upped to 10/10, in accordance with the +1 RCS/CS that the base chariot got?
    • I don't think the war chariot needs the boost, personally, but it's worth considering
  • Horseman:
    • Have the Mandekalu cavalry and the Companion Cavalry been changed to 14 and 16 CS, respectively, or are they still both at 15 and 17?
    • I Hope both of these units have also been nerfed. The mandekalu is already very good; it doesn't need the +1 buff. lowering CS on Companion cavalry would mean it no longer matches Legions, pikemen and war elephants. 17 was getting a little crowded
 
A question about unique units:
  • Chariot Archer:
    • Has the RCS/CS of the War Chariot been upped to 10/10, in accordance with the +1 RCS/CS that the base chariot got?
    • I don't think the war chariot needs the boost, personally, but it's worth considering
  • Horseman:
    • Have the Mandekalu cavalry and the Companion Cavalry been changed to 14 and 16 CS, respectively, or are they still both at 15 and 17?
    • I Hope both of these units have also been nerfed. The mandekalu is already very good; it doesn't need the +1 buff. lowering CS on Companion cavalry would mean it no longer matches Legions, pikemen and war elephants. 17 was getting a little crowded
No. At least for Mandekalu Cavalry. See https://github.com/LoneGazebo/Community-Patch-DLL/issues/4769. Gazebo replied "Intended".
 
A question about unique units:
  • Chariot Archer:
    • Has the RCS/CS of the War Chariot been upped to 10/10, in accordance with the +1 RCS/CS that the base chariot got?
    • I don't think the war chariot needs the boost, personally, but it's worth considering
  • Horseman:
    • Have the Mandekalu cavalry and the Companion Cavalry been changed to 14 and 16 CS, respectively, or are they still both at 15 and 17?
    • I Hope both of these units have also been nerfed. The mandekalu is already very good; it doesn't need the +1 buff. lowering CS on Companion cavalry would mean it no longer matches Legions, pikemen and war elephants. 17 was getting a little crowded

No UUs were harmed in the making of this patch.

Egypt does not need the buff (already does well), Songhai did not need the nerf (they're literally a one-trick pony, pun intended).

G
 
Egypt does not need the buff (already does well),
Agreed, especially with the recent buff to burial tombs
Songhai did not need the nerf (they're literally a one-trick pony, pun intended).
That's a shame. We've yet to see if making their horses relatively stronger was warranted, since they were already such a good unit before.
A change to Companion cavalry is more or less aesthetic, since it has such a minute impact on gameplay. I just don't much care for how they match war elephants in power, a unit which is 1.6x as expensive, has -1 move, and is a special luxury reward.
 
A bug. Github if you can replicate it.

Am I the only one seeing it? It has been consistent every time I load a save for the last few versions.

Edit: Actually, I am playing the 9-15 version; should have posted it there. If no one else is seeing this, I'll wait until I start a new game with 9-25 before I post on GitHub.
 
Couple of questions on the new nukes:

1) Assuming you have animations off, will you know if an enemy tried to nuke you but it was blocked?
2) When you are targeting a nuke, will you know that there is a 50% chance to lose it, based on the tile you chose?
 
Couple of questions on the new nukes:

1) Assuming you have animations off, will you know if an enemy tried to nuke you but it was blocked?
2) When you are targeting a nuke, will you know that there is a 50% chance to lose it, based on the tile you chose?

1. Yes.
2. Nope - but that's (IMO) fair unless you have a spy in the city you are nuking to see if they have defenses. AI plays by same rules.

G
 
AI is very easily Afraid and susceptible to demands in this version. I'm playing Netherlands and while everyone hates me for being bloodthirsty, everyone sees my army and gives me their luxury whenever I ask. I haven't seen as many "wow your might is unpararreled how do you do this" messages in months as I did this game.
 
One thing I'm already noticing (with the hotfix) is that ship health bars take a bit of getting used to. I attacked a ship in the red expecting an easy kill but it held strong. Turned out it had like 40 something HP when I attacked it!

So far so good with the new promotions. I have some dreadnought quinquermes roaming around causing trouble, able to do a little city damage. I have one boarding party/navigator quin doing my scouting and that is working well. So far press gangs doesn't feel like a promotion you want but a promotion you sometimes need. When your far away from home and super wounded, that promotion is basically a bail out promotion for the ship to stay alive.
 
_VP promo Icons 1.8_.png
 
Hi @ Gazebo and other civfanatics! Finally I had to create an account to thank you for all the hard work and great ideas you bring to life and share with us. It is over a decade now and I still find my way back to civ, there's just something I cannot let go of. I like to think the civilization series shaped my world view a certain way and also helped me better understand todays geopolitics in a way others hardly see. Now to some things I noticed:

Bug / Suggestion #1
Using the automatic installer to install 'Vox Populi (including EUI)' and having a different game path than standart e.g. external game hard drive, EUI is still put into the steam default path. Can you make the installer also ask for the correct game path?

Question #1
Upgrading units e.g. Heavy Skirmisher to Cuirassier did cost as much as just outright buying a new one. Is it really intended to be so incredibly expensive?

Question #2
Later on ingame, starting industrial to modern era, I would have - 40 to 80 unhappiness and no matter my policies, having build all good buildings, having all luxuries, strongly leading culture + tourism, min maxing citizens to fill their needs and they would still all generally be unhappy from - 3 to -10. I understand the happiness system per city but I mean, what am I supposed to do?

Question #3
And at times the unhappiness from - 80 would go to +40 for a few rounds without any policy changes done.

I have some more suggestions but I'll use the dedicated thread for that. 'Hope somebody can answer my questions.
 
@CCruise
Mods go in Documents > My Games > Sid Meier's Civilization 5 > Mods
I have never had the VP installer install within any Steam folder.

Re #1
Upgrading is expensive. Warmongers will want to go through the Imperialism policy tree to reduce upgrade costs. Other civs should plan their upgrading around the most promoted units first. Sometimes it is better to build newer units and gift the older to city states.

Re #2 & #3
The number of technologies has an affect on your happiness. Tech too far ahead and your unhappiness will increase. Be too slow to tech and your unhappiness will increase. Religion can also play a big factor in your overall happiness too. Growing too fast increases your unhappiness. Working specialists does not produce happiness from yields as well as working tiles with those yields. This is because specialists produce their own unhappiness as well. This is why the Village improvement exists. Instead of placing farms on all your flat land you can alternate between farm and village.

I'm sure others can give more detailed information (and /or correct me) as I've only been playing VP myself off and on or a couple months.
 
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