1. We have added a Gift Upgrades feature that allows you to gift an account upgrade to another member, just in time for the holiday season. You can see the gift option when going to the Account Upgrades screen, or on any user profile screen.
    Dismiss Notice

New Official Version - October 7th (10-7)

Discussion in 'Community Patch Project' started by Gazebo, Oct 7, 2020.

  1. Gazebo

    Gazebo Lord of the Community Patch Supporter

    Joined:
    Sep 26, 2010
    Messages:
    18,017
    Gender:
    Male
    Location:
    Little Rock
    Hello spookifolk!

    Here's the newest spookversion! It's very spooky. Spooks!

    Code:
    General
        Fixed pantheons to continue to provide bonuses in cities after a religion is founded (removes 'lag time' between founding and spreading religion for pantheon faiths)
        Adjusted CS bullying model for 'heavy tribute' to mirror gold scaling - no longer dependent on city yields, should be easier to standardize and balance.
        Adjustments to city citizen AI
        Major Diplo AI work from Recursive
        Adjustements to religious unit AI by ilteroi
        Adjustments to air unit logic by ilteroi
        TacticalAI adjustments
        Fixed a few scaling yield issues related to gamespeed
        Fixed missionary strength scaling
        Fixed religious pressure bug(s)
        Minor adjustments to builderAI, reconAI, homelandAI
        Adjustment to dealAI valuation of strategic resources
        
    Leader Changes
        Celts - Pantheons reworked by PineappleDan (see spoiler)
    
    Pantheon Changes
        Stars and Sky - added +1f to Tundra w/ Resources
    Founder Changes
        Council of Elders - fixed bug, bumped starting value to 30
    Unit
        Colonist - comes at Railroad; Pioneer obsoletes at Railroad
    World Size
        Adjusted Tech/Policy/Tourism scaling per city to 5% across the board for all map sizes
        Adjusted TechCost based on map size to not modify value(s) fpr Duel/Tiny; +15% for Standard+ sizes
    Techs
        Tech costs adjusted from mid-game on
        
    Project Changes
        Public Works - bumped empire mod to 10% (Was 5%)
        
    Improvement Changes
        Forts - +1s base;
            bumped tech gains by +1
    Policies
        Progress - scaler/opener - bumped Culture to 15 (was 10)
    Tenet Changes
        MI-Complex - Forts back on the menu bby
        
    Spoiler :


    Bran, the Sleeping Guardian
    +25% increase to :c5rangedstrength:Ranged Combat Strength and +25% :c5food: Growth in all Cities. +15:c5culture:Culture and :c5gold:Gold when a :c5citizen:Citizen is born, scaling with Era. +1:c5happy: Happiness to Following City
    +5 :c5food:Food from Ceilidh Hall.
    Changes: Culture increased from 10 to 15, gold added. Ceilidh Hall bonus changed to 5 food from 4 faith (thanks Legen).
    Cernunnos, the Horned Stag
    +1 :c5food: Food and :c5gold: Gold from Forests, +1:c5production:Production and :c5science:Science from Jungles. +1:c5faith:Faith from unimproved forest and jungles. +1 :c5culture: from camps and +2:c5culture: from Plantations.
    +2:c5culture: Culture from Ceilidh Hall.
    Changes: Culture from plantations added.
    Dagda, the All-Father
    +1 :c5culture: Culture, :c5gold:Gold, :c5production:Production, and :c5science:Science in your Capital, and for every 4 Followers of your Pantheon in owned cities.
    +2 :c5happy: Happiness from Ceilidh Hall.
    Changes: Now gives 1 of each yield baseline, and scalar decreased from 3 to 4.
    Epona, the Great Mare
    +3 Border Growth in every City. Receive +10:c5science:Science, :c5culture:Culture, and :c5food: Food when your Borders expand, scaling with Era.
    +5 Border Growth from Ceilidh Hall.
    Changes Border growth added, gold removed, culture added, yields increased from 8 to 10. Ceilidh Hall yield changed from 4 food to 5 border growth.
    Lugh, the Skilled One
    +2 :c5culture:Culture, :c5science:Science, :c5food:Food, and :c5gold: Gold in Cities with a Specialist. +10% Wonder :c5production:Production
    +3 :c5production: Production from Ceilidh Hall.
    Changes: 10% wonder production added.
    Mannanan, Son of the Sea
    +3 :c5food: Food, +3 :c5production: Production, and +3 :c5gold:Gold in coastal Cities. 1:c5production:Production and 1:c5gold:Gold for every 2:c5citizen:Citizens working Sea tiles in your Cities.
    +2 Great Admiral Points from Ceilidh Hall.
    Changes: Gold decreased from 4 to 3. Sea tile bonus added.
    Morrigan, the Harbinger
    Earn :c5gold: Gold, :c5culture:Culture, and :c5goldenage:Golden Age Points if you kill a unit. +5 HP healed per turn in Friendly Territory.
    +2 Great General Points from Ceilidh Hall.
    Changes: Healing bonus added.
    Nuada, the Silver-Handed
    +15% :c5gold:Gold and :c5science:Science from WLTKDs
    +3 :c5gold:Gold, :c5science:Science, and :c5goldenage:Golden Age Points for active active Trade Route to or from the City, and every Unique Luxury Resource on Empire.
    +5 :c5gold: Gold from Ceilidh Hall.
    Changes: Non-Ceilidh Hall bonuses completely reworked.
    Old: +1 culture for every 10 gold per turn, capped at half the followers in the city. +1 golden age points for every 5 science per turn, and +3 gold from city connections.
    Ogma, the Learned
    +1 :c5science: Science for every 4 :c5citizen:Citizens in a city. +3 :c5science: Science, :c5culture:Culture, :c5greatperson:Great Scientist Points, and :c5greatperson:Great Artist Points in the :c5capital: Capital. +1:c5production:Production from :greatwork:Great Works
    +5 :c5science: Science from Ceilidh Hall.
    Changes: Great Artist points and production from Great Works added.
    Rhiannon the Sovereign
    +2 :c5culture:Culture in every City. +1 :c5gold: Gold and :c5production: Production from every improved resource.
    +5 :c5goldenage: Golden Age Points from Ceilidh Hall.
    Changes: Removed "normal improvement" clause from resource bonus.


    Online as of spook-o-clock (i.e. now, i.e. 4:45pm CST!)

    Link: https://mega.nz/folder/DMsxkDYI#zSpR9CHpmAfWyIvMXaN3pw

    Spooks,
    Gazebooooo
     
  2. tu_79

    tu_79 Deity

    Joined:
    Feb 11, 2016
    Messages:
    7,237
    Location:
    Malaga (Spain)
  3. Grassland Farm

    Grassland Farm Warlord

    Joined:
    Apr 16, 2011
    Messages:
    136
    Location:
    Le mighty motherland France
    Checking the board every hour has finally paid off!
     
    Erikose, DaniSciB, JLazeZ and 8 others like this.
  4. arievillo

    arievillo Chieftain

    Joined:
    Jan 28, 2020
    Messages:
    56
    Thanks yall!
    upload_2020-10-7_23-16-5.png vp.jpg
     
    Last edited: Oct 8, 2020
  5. Stalker0

    Stalker0 Baller Magnus

    Joined:
    Dec 31, 2005
    Messages:
    6,903
    A lot of good stuff here. I think the biggest question is this line:

    "Tech costs adjusted from mid-game on"

    So it looks like Standard Maps are getting a 5% tech speed reduction (from 110% to 115%). That covers about 5% of the 10% tech speed increase from 5 city Tall with the new per city tech reduction change. So we have 5% to cover, or the science rate overall will speed up.

    This line noted above suggests to me that further tech costs will be made to cover that 5%, but the question is.... how much?
     
  6. Emperorman1

    Emperorman1 Chieftain

    Joined:
    May 30, 2018
    Messages:
    33
    Gender:
    Male
    What happened to the last years tag "Vox Spookuli"?
     
  7. InkAxis

    InkAxis Prince

    Joined:
    Feb 24, 2020
    Messages:
    306
    Gender:
    Male
    Great changes.

    The fact that a large part of the changes are changes to the AI not only shows the hard work Recursive and Illteroi are doing, but it also signals how (as much as it is almost a meme on the forums at this point) we are getting closer to gold. I'm excited.
     
    mcdunne, Skidizzle, Hinin and 2 others like this.
  8. Zanteogo

    Zanteogo King

    Joined:
    Nov 13, 2015
    Messages:
    800
    Is the link not working for anyone else?
     
    phantomaxl1207 likes this.
  9. WizePony

    WizePony Chieftain

    Joined:
    Nov 10, 2018
    Messages:
    3
    not working for me either
     
  10. Kim Dong Un

    Kim Dong Un The One & Unly Supporter

    Joined:
    Dec 17, 2017
    Messages:
    755
    Gender:
    Male
    Location:
    Pyongyang
    All you darn kids stormed the door and he's already run out of candy...
     
    Last edited: Oct 7, 2020
  11. danymatrix

    danymatrix Chieftain

    Joined:
    Jun 30, 2012
    Messages:
    91
    It works perfect. I already downloaded it
     
  12. Zanteogo

    Zanteogo King

    Joined:
    Nov 13, 2015
    Messages:
    800
    Strange, maybe too many people trying to download cause it just boots me to the main page.

    Edit: Tried a different browser and it worked. Might be an ad blocker issue.
     
    vyyt likes this.
  13. WizePony

    WizePony Chieftain

    Joined:
    Nov 10, 2018
    Messages:
    3
    same for me
     
  14. Zanteogo

    Zanteogo King

    Joined:
    Nov 13, 2015
    Messages:
    800
    Try a different browser or try turning off your ad blocker if you have one.
     
  15. WizePony

    WizePony Chieftain

    Joined:
    Nov 10, 2018
    Messages:
    3
    Got it! Don't click the link, cut and paste it into your browser - worked for me!
     
  16. andersw

    andersw Emperor

    Joined:
    Feb 11, 2008
    Messages:
    1,005
    Location:
    sweden
    Got about 105 turns in and CTD after that.
    The weird thing is I cant load any autosaves or the 20 or so turns earlier manual save without it crashing.
     
  17. SuperNoobCamper

    SuperNoobCamper Prince

    Joined:
    Aug 27, 2017
    Messages:
    561
    Gender:
    Male
    Location:
    Egypt
    Pretty hyped and i have got all the time i need to test the new stuff; new & Improved Celts are definitely my first priority, Thanks for all the hard work and effort you guys put into this mod.
     
  18. usadefcon1

    usadefcon1 Warlord

    Joined:
    Sep 24, 2016
    Messages:
    158
    CTD starting a new game with Venice. This is the last line in the Lua Log:
    Code:
    [93721.296] Runtime Error: C:\Users\nospa\Documents\My Games\Sid Meier's Civilization 5\MODS\(1) Community Patch\Mapscripts/Communitas.lua:8864: attempt to call method 'AttemptToPlaceStoneAtGrassPlot' (a nil value)
    stack traceback:
        C:\Users\nospa\Documents\My Games\Sid Meier's Civilization 5\MODS\(1) Community Patch\Mapscripts/Communitas.lua:8864: in function 'NormalizeStartLocation'
        C:\Users\nospa\Documents\My Games\Sid Meier's Civilization 5\MODS\(1) Community Patch\Mapscripts/Communitas.lua:8909: in function 'BalanceAndAssign'
        C:\Users\nospa\Documents\My Games\Sid Meier's Civilization 5\MODS\(1) Community Patch\Mapscripts/Communitas.lua:960: in function 'StartPlotSystem'
        Assets\DLC\Expansion2\Gameplay\Lua\MapGenerator.lua:815: in function <Assets\DLC\Expansion2\Gameplay\Lua\MapGenerator.lua:779>
        =[C]: ?
    
    I'll send it over to Github
     
    JamesNinelives likes this.
  19. Zanteogo

    Zanteogo King

    Joined:
    Nov 13, 2015
    Messages:
    800
    Same.
     
  20. arievillo

    arievillo Chieftain

    Joined:
    Jan 28, 2020
    Messages:
    56
    Same here.
     

Share This Page