New Hotfix Version - May 2nd (5-2)

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Gazebo

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Working nicely thus far, great job!

A couple of observations&questions:
1. Had a solitary Assyrian galleass camp outside my city, attacking my units while I bombarded it back until it was destroyed. Generally the AI has done well retreating units, so this surprised me.
2. In ancient/classical era in most cases strategic and luxury resources are valued around 100, 150 - not sure if intended. In any case, it makes "goddess of festivals" a very appealing pantheon as you can cover the costs of acquiring a luxury by the +2 gold.
3. When a CS requests units, it usually lasts for only a turn before the quest (red clenched fist) disappears. If you gift a unit immediately, it will arrive when the sign already disappeared, so you'll only get 15 influence instead of 30. Maybe change so that either such quests last longer or that the benefit from gifting is calculated based on the situation when it was sent.
4. When an AI starts building the Great wall, does it impede movement from the moment it started building it or from the moment if was finished? I'm asking because suddenly my missionaries' movement into the French territory was impeded for a couple of turns, and then a notification popped up that Napoleon built the Great Wall.
5. Around turn 70, Napoleon declared war on me (our closest cities were around 7 tiles apart) and then for the next 20+ turns sent one horseman to my city. He wasn't in any other wars at the time. Even if he was bribed, it seemed odd.
 
6. Still getting offers in the vein of "give me your iron and I give you nothing".
7. Playing with non-warmonger civs, there's LOTS of DoFs and DPs, and I too have been getting lots of such offers.
 
Working nicely thus far, great job!

A couple of observations&questions:
1. Had a solitary Assyrian galleass camp outside my city, attacking my units while I bombarded it back until it was destroyed. Generally the AI has done well retreating units, so this surprised me.
2. In ancient/classical era in most cases strategic and luxury resources are valued around 100, 150 - not sure if intended. In any case, it makes "goddess of festivals" a very appealing pantheon as you can cover the costs of acquiring a luxury by the +2 gold.
3. When a CS requests units, it usually lasts for only a turn before the quest (red clenched fist) disappears. If you gift a unit immediately, it will arrive when the sign already disappeared, so you'll only get 15 influence instead of 30. Maybe change so that either such quests last longer or that the benefit from gifting is calculated based on the situation when it was sent.
4. When an AI starts building the Great wall, does it impede movement from the moment it started building it or from the moment if was finished? I'm asking because suddenly my missionaries' movement into the French territory was impeded for a couple of turns, and then a notification popped up that Napoleon built the Great Wall.
5. Around turn 70, Napoleon declared war on me (our closest cities were around 7 tiles apart) and then for the next 20+ turns sent one horseman to my city. He wasn't in any other wars at the time. Even if he was bribed, it seemed odd.
#3 Non-warmonger civs and other civs already at war with 2+ or other civs will seek peace with CS asap if possible.
#5 A sneak attack probably. Check your rears.
#6 Inevitably happens when AI has nothing to give you and they need it badly plus no DoF with you. I mostly just ignore those unless they can pay me with lots of cold hard gold. Dunno if it should be fixed since it's basically the AI begging you.
 
Haven't played all recent versions, but didn't noticed this in previous patchnotes, so don't know if it's a change I didn't saw or a bug of the current version, but now specialists provide 0.25 unhappiness instead 0.33.
Is working as intended?
 
Can someone help?
I tried to enable (6c) 43 Civs CP.
How can I enable it when you are supposed to play only with CP but the LUX is needed to enable (6c) 43 Civs CP who in turn (LUX) needed CBO.

If so, then the final mods would be....

(1) CP
(2) CBO
(5) LUX
(6c) CIV

and delete both LUA folders on CP and CBO?
Im confused that how can it be CP ONLY when you need to enable the CBO.
 
Can someone help?
I tried to enable (6c) 43 Civs CP.
How can I enable it when you are supposed to play only with CP but the LUX is needed to enable (6c) 43 Civs CP who in turn (LUX) needed CBO.

If so, then the final mods would be....

(1) CP
(2) CBO
(5) LUX
(6c) CIV

and delete both LUA folders on CP and CBO?
Im confused that how can it be CP ONLY when you need to enable the CBO.
You only need to enable the CP. 6c is only to make it compatible with More Luxuries/EUI.
 
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You only need to enable the CP. 6c is only to make it compatible with More Luxuries/EUI.
You cant enable 6c if you dont enable 5.
You cant enable 5 if you dont enable 2.
That is the problem here.

What Im trying to say here is... how can i use 6c if i only chose the CP ONLY. I did tried NON EUI, still 22 max civ.

Overall, my main goal is to play with 43 civs which 6c is needed. (Am I right to assume with that the game would have 43 civs and not 22?)
 
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You cant enable 6c if you dont enable 5.
You cant enable 5 if you dont enable 2.
That is the problem here.

What Im trying to say here is... how can i use 6c if i only chose the CP ONLY. I did tried NON EUI, still 22 max civ.

Overall, my main goal is to play with 43 civs which 6c is needed. (Am I right to assume with that the game would have 43 civs and not 22?)
Woops it looks like I made a poor assumption. You'll have to follow the manual instructions to load it with only the CP. You should see it by clicking on 6c. Can't help you beyond that, sorry.
 
Woops it looks like I made a poor assumption. You'll have to follow the manual instructions to load it with only the CP. You should see it by clicking on 6c. Can't help you beyond that, sorry.
That's precisely the point. The instructions itself is messed up.
It states, you can use CP ONLY on 6c but it failed to realize that 6c needed 5 that in turn needed 2. So how the heck its CP ONLY when there's CBO. Not unless you choose EUI and NON EUI, but still max civs are 22, not 43. @_@
 
After playing a bit more, I don't really like the new May accuracy/barrage. Even the April one was a tad boring, but now they're too similar to each other, except Accuracy is outright better but, as a compensation, doesn't unlock logistics. I'd rather have it go back to +city damage with perhaps a buff to range/indirect fire by removing their penalties than remain as is because of them being almost the same and boring as a result.
 
After playing a bit more, I don't really like the new May accuracy/barrage. Even the April one was a tad boring, but now they're too similar to each other, except Accuracy is outright better but, as a compensation, doesn't unlock logistics. I'd rather have it go back to +city damage with perhaps a buff to range/indirect fire by removing their penalties than remain as is because of them being almost the same and boring as a result.

I wanted to post something similar but without having a better solution I didn't yet.

The old city or wounded and city and flanked paths had flaws, but IMHO was better. I would rather go back to it as the base for promotions and tweak it instead. I think the solution was to give carrots to more unpopular promotion paths.

Example:
With siege weapons I almost always went the city damage path first because that's what they excel at. However, putting the splash damage effect at the end of the wounded line would have given people a reason to haven taken it first.

Something similar could be added to mounted city attack and melee city attack (both paths I never took normally until I maxed the flank paths)

For now I will stick with the March patch I guess.
 
I wanted to post something similar but without having a better solution I didn't yet.

The old city or wounded and city and flanked paths had flaws, but IMHO was better. I would rather go back to it as the base for promotions and tweak it instead. I think the solution was to give carrots to more unpopular promotion paths.

Example:
With siege weapons I almost always went the city damage path first because that's what they excel at. However, putting the splash damage effect at the end of the wounded line would have given people a reason to haven taken it first.

Something similar could be added to mounted city attack and melee city attack (both paths I never took normally until I maxed the flank paths)

For now I will stick with the March patch I guess.
Though I might agree that the two trees, being mutually exclusive, don't follow other unit type promotions style, it's still better than the city bonus on archers. CrazyG and I have already proposed a small tweak to balance it, but it doesn't make it more inspired. I'm willing to hear more proposals, but I don't support going back to vs city bonus.
 
The tricky thing is archers really only do one thing but we want two promotion paths. Its tough to get a system where the promotions basically do the same thing but don't outclass each other. Ideally I would get something like drill/shock has, where both have the same strength boost, then a somewhat situational secondary benefit. The issue is archers can't flank, they don't want bonus damage on cities. Bonus damage depending on the enemies health isn't perfect but I don't see any better suggestions

I really don't want the city bonus to return, accuracy really was garbage back then. In the current form I do use both trees (accuracy much more than barrage but that just needs numbers tweak)
 
I wanted to post something similar but without having a better solution I didn't yet.

The old city or wounded and city and flanked paths had flaws, but IMHO was better. I would rather go back to it as the base for promotions and tweak it instead. I think the solution was to give carrots to more unpopular promotion paths.

Example:
With siege weapons I almost always went the city damage path first because that's what they excel at. However, putting the splash damage effect at the end of the wounded line would have given people a reason to haven taken it first.

Something similar could be added to mounted city attack and melee city attack (both paths I never took normally until I maxed the flank paths)

For now I will stick with the March patch I guess.

Not liking 3 promotions is hardly reason enough to forgo the patch, but whatever, your call.

The tricky thing is archers really only do one thing but we want two promotion paths. Its tough to get a system where the promotions basically do the same thing but don't outclass each other. Ideally I would get something like drill/shock has, where both have the same strength boost, then a somewhat situational secondary benefit. The issue is archers can't flank, they don't want bonus damage on cities. Bonus damage depending on the enemies health isn't perfect but I don't see any better suggestions

I really don't want the city bonus to return, accuracy really was garbage back then. In the current form I do use both trees (accuracy much more than barrage but that just needs numbers tweak)

Yep. There's not a lot we can do with ranged units that a.) distinguishes one attack type from another or b.) gives a human player a clear advantage over the AI. Even going back to the 'open terrain' stuff gives the human a clear advantage. Thus, health is pretty much the only variable that lacks these problems. Is it the most exciting thing? No. Is it more balanced than before? Yes.

G
 
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