New Version – 5.0-alpha.03

Big thank you to everyone that worked on this, I can't wait to try it once I'm less busy with work!

The change to Lebensraum is I think justified, it was very abusable (and I think will continue to be). Rome and the Aztecs look very interesting since they now have a lot of front-loaded power. Korea now theoretically has the best scaling if you were to annex like 100 Cities because the cost increase per City scales only linearly but the yields from Factories and Chaebols scale quadratically.
 
Big thank you to everyone that worked on this, I can't wait to try it once I'm less busy with work!

The change to Lebensraum is I think justified, it was very abusable (and I think will continue to be). Rome and the Aztecs look very interesting since they now have a lot of front-loaded power. Korea now theoretically has the best scaling if you were to annex like 100 Cities because the cost increase per City scales only linearly but the yields from Factories and Chaebols scale quadratically.
Haha, yeah, I'm gonna miss the old Lebensraum, but it's totally understandable why it got changed.
 
Has Quick turns mod incorporated into VP?
 
I love the new alpha so far. I'm playing Poland and have reach late industrial era. The new civilapedia and tooltips are great! The popup when a new tech is researched gives you all of the information including what it unlocks for other civs! I'm really liking it so far. My only complaint is the production tooltip within the city screen doesnt show the current production/needed production, I am having to exit and hoverover the city panel on the main map to see exactly how much production is needed to complete the project. This is annoying because I use this info to decide whether or not to invest in the project. Anyhow, I'm loving the alpha so far!
 
New Version: 5.0-alpha.02

https://github.com/LoneGazebo/Community-Patch-DLL/releases/tag/Release-5.0-alpha.02

Not save game compatible with 5.0-alpha.01.

Changelog:
Code:
AI improvements:

- AI now better at distributing its workers across parts of its empire that are not connected to each other.
- AI now better at protecting GPs and workers building improvements.
- Homeland AI should now be better at standing still in forts.
- AI will now use their redundant admirals to get luxury resources instead of doing nothing with them, even when they are not unhappy.
- Improved AI GP improvement placement when they don't have any workers.
- AI should now be better at building units up to their supply limit.
- AI will now plan their desired army size based on their current income and other expenses.
- AI will no longer upgrade supply free units when that will put them over their supply limit.

Icons:
- New icons for the following the following buildings/units, because of either low quality and/or anachronism of the originals (thanks to Putmalk!)
    All Tradition Policy buildings
    Garden
    Holkan
    Suea Mop
    Prowler
    Arsenale di Venezia
    Also includes a saturation+contrast filter on the Assyria UB, which was quite dull.


Bugfixes:

- Fix numerical trait modifiers temporarily being applied multiple times
- Fix crash when restarting a game, or when starting a game after exiting another one
- Fix buildings having BNW help texts in VP
- Fix Egypt's antiquity sites disappearing when researching Archaeology
- Fix India having two Qila unique buildings
- Fix Carthage not getting free lighthouses when founding coastal cities
- Fix Prowlers upgrading to themselves
- Fix Licornes not having unique promotions
- Fix Gumey not being shown in Civilopedia
- Fix missing assets in Community Patch only
- Fix inaccurate text for attack bonus from distance to capital
- Fix a bug related to AI road planning
- Fix global yields from purchases not being stored in save game files
- Fix XP from previous golden ages not being stored in save game files
- Fix AI explorers not taking ancient ruins in a niche case
- Fix AI purchasing work boats in cities where they are currently building a work boat (unless they need more than one).
- Fix some issues with AI unit purchase logic
- Fix errors in resource count calculations
- Fix a bug in vassal tax calculations
- Fix many assert hits
- Fix EUI city screen showing purchase costs as non-integer values
- Fix Policies.GarrisonFreeMaintenance not taking into account that units can have extra maintenance (Units.ExtraMaintenanceCosts; used in modmods)
- Fix city tile notification not getting dismissed on turn end.
- Fix Iroquois not getting city connections with combined rivers and forests/jungles in some cases
- Text fixes
 
Thank you for the new release, I was just about to take a look. I can't see the file for the minor civ sounds in the new Github release, did you forget to add it?
 
Hi

How can i check that I do have the 02 version installed ? I'm pretty sure I erased the 01 folder and copied the files from the new alpha02 zip, but the splash screen for wonders and tooltips still display the effects of the BNW wonders :

PYRAMIDS.jpg
 
I think I noticed a bug in 5.0-alpha.01 where GA/GG points weren't being added from barbarian kills despite it being activated in the advanced set-up menu, was this intentional? If not I'll check to see if it's happening in the newest version and do a github report.
 
The pyramid giving a golden age is very strange, I am certain that its BNW effect is "+2 free workers, +25% improvement rate", and has nothing to do with golden ages...
 
Two bugs to report:

1. I can still see the old tooltips with alpha.02

2. See below missing Great Prophet icon
 

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I see communitu in the (2) Vox Populi (v17) mapscripts folder, but it's not appearing in the selection list. I see other "for VP" maps in there, but not communitu. Do I have to move it to the maps folder in assets myself? Only reason I ask is because the other VP maps seemingly don't need that
 
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