New Tech Tree Playtesting + Feedback

the 11st here.
 

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Okay, that helps. I'll try to reproduce the problem, as it does not seem to happen in every game.
 
With the latest update to Babylon, does anyone have any idea on beating it's Tech UHV? Greek keeps beating me to construction again.
 
Small balance problem (though not sure if it was just a fluke). Over my last games it took ages for Buddhism to be founded, to be precise, it only spawned with Tibet building their first city.
 
So far I've figured out a way to get four turns away from Construction as Babylon, but I've yet to reach it before Greece.
 
Can you show the pagan religion on the scoreboard?
I don't know yet, there may not be enough space left in the font map.
 
New updates:
- added custom pagan temples for unique pagan religions
- corrected display for no state religion with Secularism
- corrected Estate graphics size
- fixed a C++ exception (commonly occured on game start, should take care of the recent reports but I will still verify them)
 
Now 1700ad scenerio is fine, at least at the very beginning. But Leo, why Qing governmet civic is Despotism at 1700ad? Shouldn't be Monarchy?
Anyway, I think Despotism is more powerful than Monarchy...

And Vedic Temple has no icon, when you choose to build it, the game will crash and exit automatically.
 
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New updates:
- fixed buttons for pagan temples
- fixed tech buttons for religion founding techs
- civs with state religion also dislike civs without state religion (penalty reduced by 50%)
- new Catholicism icon
- some promotions require technologies (Generalship -> Formation, Seafaring -> Amphibious, Medicine -> Medic I, Logistics -> Medic III)
 
Whenever I try to update the git, I get this:

"Automatic merge failed; fix conflicts and then commit the result.
warning: Cannot merge binary files: Assets/CvGameCoreDLL.dll (HEAD vs. 505136018a2c4f55c12817ffa7a2fb14d2b4aca4)"

What should I do about that?
 
Have you compiled a new DLL?

Easiest fix: delete the file that is mentioned as in conflict, and try again.
 
Everything's good, I just screwed up the sync. Has the "AI only-collapse-to-core" feature been merged into this branch?
 
No, it's not in yet.
 
New update: pagan religions are displayed in the scoreboard.
 
Also two suggestions about new civic system:
1. Buff Democracy, +1 free specialist per city, change civics only take at most one turn of anarchy.
2. Buff Isolationism, +1 specialist in core cities, no foreign trade, +0.5 production(or culture/food/health) per military unit stationed in a city(max: +4), the upkeep could turn to high.
 
Quick question, just because I'm unclear on how to use GIT. Why do I have to fetch before Switching/Checkout? Is there a reason I can't just go straight to that while switching to this branch?
 
Can you please give very approximate estimate -- when will you finally merge both branches?
 
Also two suggestions about new civic system:
1. Buff Democracy, +1 free specialist per city, change civics only take at most one turn of anarchy.
2. Buff Isolationism, +1 specialist in core cities, no foreign trade, +0.5 production(or culture/food/health) per military unit stationed in a city(max: +4), the upkeep could turn to high.
For democracy, I'm not sure if that's actually appropriate, because you could also argue that democracy requires institutional stability and some consistency in how things work. Gameplay wise, I think it's already quite strong.

I do like the idea behind isolationism though, more so even than the current +1 specialist. Let me think about it.

Quick question, just because I'm unclear on how to use GIT. Why do I have to fetch before Switching/Checkout? Is there a reason I can't just go straight to that while switching to this branch?
What fetch does is to update your local git program with all the branches that exist in the online repository. If you have installed git or cloned the mod repo after the hrtechs branch was created, the step isn't required anymore. But the guide was also written with the people in mind who had git before the branch was created, and those would have to run fetch once so their git instance would become aware of the new branch. If you have already run it once, or only recently cloned the repo, you can skip the step without issues.

Can you please give very approximate estimate -- when will you finally merge both branches?
Not sure to be honest. The main reason for keeping it split was to have the inclusion of the new tech tree and all the new units, buildings, civics etc. done before making it the develop state, but since the new civics are in now that is basically done.

I have a couple of things planned that I want to do before we get close to 1.15 release, which would be the feature freeze phase where I do my own playtesting and balancing. That includes:
- some changes to workers, improvements and slaves
- some changes to unit types, their interaction and unit upgrades
- culture level effects and their relationship to wonders and national wonders
- finishing the (mostly aesthetic) religion stuff I'm currently working on

But all of these could also be done in develop. What does everyone think? Should I keep it separate for longer, or merge as soon as possible?

(In any case, before I merge I will create a tag for the develop state before the merge, so you can stick to it if you want.)
 
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