new patch release

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The issue with defensive pacts and bribed wars is solved?

Bribed wars should be improved, Gazebo tweaked this.

Defensive Pacts might be slightly improved but still working on this (haven't had much time).
 
On that topic, I have still never managed to get a declaration of friendship that was initiated by me. I get some anyway because the AI ask me, but it honestly feels like a bug that I never manage to get one.

In my last game I at least got a defensive pact for the first time pretty much ever. But of course it was also suggested by the AI and not me.
 
On that topic, I have still never managed to get a declaration of friendship that was initiated by me. I get some anyway because the AI ask me, but it honestly feels like a bug that I never manage to get one.

In my last game I at least got a defensive pact for the first time pretty much ever. But of course it was also suggested by the AI and not me.

Yeah this. I've asked friendly AIs for them, and they respond hostile ... And then a few turns later ask for them.
 
On that topic, I have still never managed to get a declaration of friendship that was initiated by me. I get some anyway because the AI ask me, but it honestly feels like a bug that I never manage to get one.

In my last game I at least got a defensive pact for the first time pretty much ever. But of course it was also suggested by the AI and not me.

I suspect the AI automatically asks for one whenever it would accept one, i.e. it's much faster than you are.
 
I suspect the AI automatically asks for one whenever it would accept one, i.e. it's much faster than you are.

It's this. If the AI would accept a declaration of friendship, it will ask for one. So there's never actually an opportunity for a human player to ask for a declaration of friendship. If the AC would accept, it already would have asked for one.
 
Yeah this. I've asked friendly AIs for them, and they respond hostile ... And then a few turns later ask for them.

The hostile response is actually a bug which I've fixed for next version.

Still working on DoF/DP logic whenever I can spare the time.
 
I hate to be that guy, take all the time you guys need, the anticipation is getting to me so i can't help but ask. Any eta for the new patch? Want to test out new Spain and bullrings from 3rd and 4th uniques

Waiting for work from ilteroi on a few outstanding DLL things, and I'm making a few more tweaks.
 
Im getting an error with Vassalage Overview (Ive tried reinstalling VP)
Runtime Error: C:\Users\Personal\Documents\My Games\Sid Meier's Civilization 5\MODS(4) Civ IV Diplomatic Features\LUA\VassalageOverview.lua:211: attempt to call global 'TruncateString' (a nil value)
Capture.PNG
 
Im getting an error with Vassalage Overview (Ive tried reinstalling VP)
Runtime Error: C:\Users\Personal\Documents\My Games\Sid Meier's Civilization 5\MODS(4) Civ IV Diplomatic Features\LUA\VassalageOverview.lua:211: attempt to call global 'TruncateString' (a nil value)

That's not the thread for that kind of things. Pls post this on the current version thread and provide a datalog on github if necessary.

I just read through the full list of commits...you've been busy!

I just love the current silence on the forum. It's so clear how eagerly waiting people are. :D

Spoiler Gandalf was right :

cfcb95574a56d01ea89cd9d741252c57.png

 
That's not the thread for that kind of things. Pls post this on the current version thread and provide a datalog on github if necessary.



I just love the current silence on the forum. It's so clear how eagerly waiting people are. :D

Spoiler Gandalf was right :

cfcb95574a56d01ea89cd9d741252c57.png

I did post this on GitHub also since I am using this version (and not "current version") then I should be posting this here.
If there is a problem then Ilteroi, Gazebo or the mods will tell me.
 
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I did post this on GitHub also since I am using this version (and not "current version") then I should be posting this here.
If there is a problem then Ilteroi, Gazebo or the mods will tell me.

The important thing is that bug reports are posted to the project Github. They are much less likely to get addressed if only posted here.

It's okay to discuss issues in version threads provided it isn't derailing the thread, but it's worth evaluating whether you're mentioning a bug for a specific reason (like asking if anyone else has experienced this or knows a workaround, or alerting people to constant CTD issues, etc). There's no point in posting it here if you're just doing it to signal boost your bug report.

That's my perspective, anyway.
 
Hello, @ilteroi , I just finished a couple of games with this version and wanted to give some feedback re: religion. Unfortunately the problem with founders not handling pressure persists. For example in my last game I founded as Indonesia, took Churches, Mandirs and Orthodoxy and with the exception of my immediate neigbours (the Maya) who often used inquisitors and the most distant Korea all other civs were either passively converted to my religion or were religionless, including Poland and Arabia as founders.

Some ideas:
- have holy cities be immune to conversion (Spanish UA code),
- have inquisitors be significantly cheaper than missionaries even without the Inquisition enhancer (for example have them cost 125 faith vs. 200 faith for missionaries in the beginning), with the latter further decreasing the costs,
- have inquisitors be purchasable with gold (as an alternative to being purchasable by faith - Zealotry code, that way they'll be easier to use because you won't need to spend faith on it, which is crucial both early on and later in the industrial era onwards),
- remove the 1 turn of revolt when using inquisitors, but have them increase the city maintenance by xyz gold per turn, scaling with era, every time they're used,
- have the holy city spawn 1 free inquisitor per owned city at the start of every era,
- eliminate religious unhappiness completely
 
I sneaked in a pull request. Hopefully it'll make it in.
 
Finished my current game. Deity, standard everything (except no ruins, RAs, tech trading or events), Oval map, manually selected AIs Casimir, Catherine, Dido, Haile, Harun, Pacal and Sejong. I played as Indonesia, got a coastal start with Tobacco. I founded first on T83, took Holy law & Churches. Went progress (as did Catherine and Dido, the rest tradition), then artistry (a few of us went artistry, a few statecraft, with non-founding Carthage going Fealty), then we all went Rationalism (funny thing, at some point in the Renaissance era Casimir picked just the Industry opener before going on to complete the Rationalism tree). I settled 7 cities in total (so capital plus 6), Maya had 5, Catherine 4 (before taking Adwa from Haile), Arabia 5, Dido 5, Sejong 4 and Casimir 4.

I intentionally played peacefully and with no espionage, to see if it's doable.

I enhanced as first, taking Mandirs and Orthodoxy and manually spread only to Russia as my neighbours to the East. Other founders were Maya (my neighbours to the north), Casimir, Harun and the farthest from me Sejong. Eventually most of the cities on the map either had my religion or no majority religion, with the exception of Maya (who had a great forest-y and jungle-y terrain for lots of kunas) who often used inquisitors and Korea. Even Poland's and Arabia's holy cities at some point fell to having no majority religion, sot hat's still wonky. Also, Maya for some reason chose Hero Worship and then played mostly peacefully, not having conquered a single state.

The game was mostly peaceful on my part, I made sure to have a moderately strong army, so there were very few bribed wars and quite a few DoFs with the AI. The AIs fought quite a lot among themselves, but with no major changes except towards the very end when Harun was close to wiping Dido out. We split halfway between Freedom and Order, I took Order.

Anyway, long story short, on turn 319 I had 65 techs, so I was third (together with Russia and Poland), with Korea having around 70 techs and the Maya having exactly 76 techs. Maya went Freedom, I went Order. Maya managed to build or buy 3 spaceship parts, but I stormed from behind to win a science victory on turn 350.


So the AI is still struggling a bit with the "endgame", to use chess turns, whereas the human player can close out a lot of ground/techs with great scientists and beelining for Hubble and Cern (both of which are problematic wonders). Of the late-game (Atomic and Information era) buildings I only built a few medical labs, wind plants in all my cities, a few recycling centers for aluminium (with 7 cities I only had one deposit of 3...) and spaceship factories in 5 cities, the rest I completely ignored. Even though I was playing as Indonesia and was having a mostly peaceful game, after the classical era I struggled a lot with unhappiness, mostly hovering between 36% and 45%, with rare periods of being a bit over 50%. Towards the end I had 170 citizens and around 85 unhappiness from illiteracy, even though I worked all my scientists specialists, so that was frustrating. No AI took the science follower belief. Still, I managed to somehow claw my way to a victory, but it was extremely difficult. The Maya should have won this game either by attacking me when they had a big lead in military techonology (including being the first to build Manhattan) or by focusing more on a SV, especially on buying SS parts. So the victory feels a bit hollow, but I guess that gets compensated a bit by knowing I would have had an easier game with a more palatable happiness system.

All in all, I liked the patch, so thanks, @ilteroi :)
 
Hello, @ilteroi , I just finished a couple of games with this version and wanted to give some feedback re: religion. Unfortunately the problem with founders not handling pressure persists. For example in my last game I founded as Indonesia, took Churches, Mandirs and Orthodoxy and with the exception of my immediate neigbours (the Maya) who often used inquisitors and the most distant Korea all other civs were either passively converted to my religion or were religionless, including Poland and Arabia as founders.

Some ideas:
- have holy cities be immune to conversion (Spanish UA code),
- have inquisitors be significantly cheaper than missionaries even without the Inquisition enhancer (for example have them cost 125 faith vs. 200 faith for missionaries in the beginning), with the latter further decreasing the costs,
- have inquisitors be purchasable with gold (as an alternative to being purchasable by faith - Zealotry code, that way they'll be easier to use because you won't need to spend faith on it, which is crucial both early on and later in the industrial era onwards),
- remove the 1 turn of revolt when using inquisitors, but have them increase the city maintenance by xyz gold per turn, scaling with era, every time they're used,
- have the holy city spawn 1 free inquisitor per owned city at the start of every era,
- eliminate religious unhappiness completely

Good stuff. I personally like the feel of buying inquisitors with gold (possibly an option locked behind something) and replacing the 1 turn revolt with something else.. leaning towards a timed happiness penalty, not to exceed the city's pop (so smaller or undeveloped cities don't hurt as much as using an inquisitor to flip a larger, more developed city). For the holy city specifically, what about simply reducing the effect of all religious pressure and conversion by some percent? like a baseline 15% reduction (play-testing to find the right amount)? Alternately, have the effect of religious pressure from the founding religion be stronger on the holy city. The latter would make it harder to flip a holy city both due to it's own pressure and to the pressure from other nearby cities following the founding religion. With this option, maybe remove the base effect with syncretism?
 
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