New Official Version Released! March 8th (3/8)

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You guys are near Foxwoods? I'm not too far from there and sometimes go down there.

And I reinstalled and still had the same issue. Maybe the installer is screwing up the installation?

I'unno, but no one else is reporting it right now. Empty out your mods folder, verify your civ's install in steam, and then try it again.

G
 
You guys are pretty awesome!
I have some large scale experience VBA programming.
It's pretty impressive what you have accomplished.

Me and the wife will be at Foxwoods tomorrow evening.
I'll buy you a beer if you care to meet us there.
:beer:

Come on, wouldn't you rather go to Twin River? So much, so close! No one deals blackjack like I do.
 
So far liking the new changes + bug fixes, but the +2faith for quarry, stone works and +3 Prod for city with specialist trait is overpowered. All you need is a single stone and you effectively get +4 Faith, more than any other belief - get 2 stone and it's 6 faith. Too strong, stone+marble+salt are not rare enough to get a bonus of this size in my opinion - and even cities which are unfortunate enough to not get any still receive a very strong +3 Production soon.

It contrasts very heavily with Granary +2Food Wheat+1Faith+1Culture which gets much smaller and less important yield on a building, less faith on its more rare resource and no insane global yield bonus that is, frankly, unneeded considering how strong the rest of the pantheon is.

It needs some big toning down of faith and production both. As it stands even a single stone near your capital and some far away is enough to take this, it's just too strong. It's probably the only belief that got a heavy buff compared to later beta (+3 Production in every city eventually, +2 Faith if you only get Salt, +4 if at least one Stone).

I suggest something like +1Faith+1Culture per Quarry, +1Faith +1 Gold per Stone Works and +2 Production for city with specialist. Even that is very strong considering you get +2Prod per city on top of other bonuses.
 
So far liking the new changes + bug fixes, but the +2faith for quarry, stone works and +3 Prod for city with specialist trait is overpowered. All you need is a single stone and you effectively get +4 Faith, more than any other belief - get 2 stone and it's 6 faith. Too strong, stone+marble+salt are not rare enough to get a bonus of this size in my opinion - and even cities which are unfortunate enough to not get any still receive a very strong +3 Production soon.

It contrasts very heavily with Granary +2Food Wheat+1Faith+1Culture which gets much smaller and less important yield on a building, less faith on its more rare resource and no insane global yield bonus that is, frankly, unneeded considering how strong the rest of the pantheon is.

It needs some big toning down of faith and production both. As it stands even a single stone near your capital and some far away is enough to take this, it's just too strong. It's probably the only belief that got a heavy buff compared to later beta (+3 Production in every city eventually, +2 Faith if you only get Salt, +4 if at least one Stone).

I suggest something like +1Faith+1Culture per Quarry, +1Faith +1 Gold per Stone Works and +2 Production for city with specialist. Even that is very strong considering you get +2Prod per city on top of other bonuses.

Might I suggest you bring this to the Pantheon Balance thread instead?
 
Might I suggest you bring this to the Pantheon Balance thread instead?

But this is a change brought in this official version, is it not? It seems best to bring discussion about recent changes brought in non-beta in the recent thread but if Gazebo finds it otherwise I will of course post in the pantheon thread instead.

Still, it seems a bit hypocritical to me that you are the one to suggest it considering I still remember you posting complaints about Arabia's nerf being boring in March beta version topic instead of going to the designated Arabia thread. You yourself also often post about pantheons in patch threads bringing their changes too instead of setting an example and going to the Pantheon thread.



Anyway, about Science - it seems much more balanced now. I am actually liking the changes, way less growth focused (except for capital - which brought back balance to Tradition) but growth is still rewarded as 10 Food = 1 science with granary so about 5 citizens equal 1 science. Overall lovely, seems like it is an upgrade over the previous system already and hopefully it will only get better with time.
 
First off, super awesome build. Going to try it ASAP.

I have a question about wonders: Is the amount of x social policies added to the tech requirements? It looks like it says so in the change log. In my 3/3 beta game I could build wonders before I got the appropriate tech. I thought the idea was to make it harder. Instead, with a good culture production you'll gain access to wonders before researching the tech.
 
But this is a change brought in this official version, is it not? It seems best to bring discussion about recent changes brought in non-beta in the recent thread but if Gazebo finds it otherwise I will of course post in the pantheon thread instead.

Still, it seems a bit hypocritical to me that you are the one to suggest it considering I still remember you posting complaints about Arabia's nerf being boring in March beta version topic instead of going to the designated Arabia thread. You yourself also often post about pantheons in patch threads bringing their changes too instead of setting an example and going to the Pantheon thread.

Absolutely, but those posts were in beta-release threads, where the changes actually happened, and most of those posts were also questions, as in "was this really intended?" or statements like "this is not what was posted in the patchnotes".
The craftsman change happened in the last beta, you're free to comment on it, but suggestions should go in the pantheons thread.
 
I'unno, but no one else is reporting it right now. Empty out your mods folder, verify your civ's install in steam, and then try it again.

G

Did that, still crashing at the same exact spot. To give some more details: everything default settings, random civ, immortal, enable RAs and human vassalage. On turn 2, hitting next turn, the button does not change to waiting, the sound cuts, it says Player 2 at the bottom, CTD with no error message.

That's all the time I have tonight, but I'll see if I can turn on logs next time I'm free to test.
 
Religion refined further: now the founder/ownership status of a religion will change in the UI (i.e. the religion overview tab) if you did not found a religion and conquer a holy city. So the system is simple: if you found a religion, that's always going to be your primary religion. If you didn't found a religion, conquering a holy city will give you one, and you can enhance/reform it however you see fit. Added some QoL text to game so that, when you capture/lose a holy city, it is clearly indicated to you that this happened (and what it means).
Is this a feature also in CP, but only in CBP? This is something I really would wish for in CP, either as default, or as something you can activate through the custom mod options (like how you can activate the special espionage features even when playing without CBP). :please:
 
I'm having similar crashes to what GamerKG is experiencing.
 
I've had repeatable CTD's in the past few versions, but roughly 200 turns in on epic speed. I'll give this version and try and if it happens I'll report them.

Edit: Also, while I remember, that pantheon that gives faith, culture and whatever else is absolutely mental (or seems it in principal) on larger maps, or any situation where there's just lots of Civs. I've not been able to grab it yet, but unless there's a cap on it, there will be games where it's providing something like 60 total yields (20x3) per turn.
 
Wait, just how many New Englanders are there around here?

G

Albany reporting in. It's like New England. If we do a Community Patch Project New England Meet and Greet, I'm so there.
 
Where's the changelog between this official version and the prior one?

Feel like I'm blind. >.<

Also is the multiplayer DLC version gone?
 
Well done. :) Thanks for your effort. Your team make the Civ5 perfect.
 
Pretty big bug - no XP from attacking enemy units. My Barracks Conquistador has 15XP, kills and attacks Egyptians but never gets any XP which is pretty bad. The same with all other units. Barbarians grant XP normally to level 3, but regular units don't give me any XP.

AI seems to be random with how fast it techs, in one game everyone was at medieval at 900 AD but now it's 1130 AD on Epic and only I and one-two runaways (I assume, at least the points screen claims there is someone better technologically) are in medieval.
 
Pretty big bug - no XP from attacking enemy units. My Barracks Conquistador has 15XP, kills and attacks Egyptians but never gets any XP which is pretty bad. The same with all other units. Barbarians grant XP normally to level 3, but regular units don't give me any XP.

AI seems to be random with how fast it techs, in one game everyone was at medieval at 900 AD but now it's 1130 AD on Epic and only I and one-two runaways (I assume, at least the points screen claims there is someone better technologically) are in medieval.

Developers will know. :3
 
Pretty big bug - no XP from attacking enemy units. My Barracks Conquistador has 15XP, kills and attacks Egyptians but never gets any XP which is pretty bad. The same with all other units. Barbarians grant XP normally to level 3, but regular units don't give me any XP.

This was a reported issue in the last version, kinda sad to see that it did not get fixed.
 
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