New Version – 5.0-alpha.03

playing celts when upgrading units their special ability disappears is this normal? no longer gets faith from enemy or rend when moving towards enemy
I think that's always been the case yes, both rend and the faith on kills(druidism I think it's called) have always been lose on upgrade. However they do still keep carynx(+10% against ranged units or something like that) and the movement/combat bonus on hills respectively
 
I think that's always been the case yes, both rend and the faith on kills(druidism I think it's called) have always been lose on upgrade. However they do still keep carynx(+10% against ranged units or something like that) and the movement/combat bonus on hills respectively
Every promotion may or may not be "lost on upgrade". You can see which promotion have this in their civilopedia entry. Some UUs keep most of their promotion, some loose some and retain some, it really depend on the UU.
 
I think that's always been the case yes, both rend and the faith on kills(druidism I think it's called) have always been lose on upgrade. However they do still keep carynx(+10% against ranged units or something like that) and the movement/combat bonus on hills respectively
As I recall they used to keep it, my memory isnt 100% tho.
 
New Version: 5.0-alpha.03

https://github.com/LoneGazebo/Community-Patch-DLL/releases/tag/Release-5.0-alpha.03

Not save game compatible with 5.0-alpha.02

This version features significant improvements to the Tactical AI (thanks to @KungCheops !) and fixes for many bugs and crashes.

Change log:
Code:
Balance changes:
- Changed the effect of the "Hakkaa Päälle!" promotion of the Hakkapeliitta from "+25% CS attacking units at full health" to "30% when attacking units above 50% HP". The previous effect was considered too weak

Improvements to Tactical AI and Homeland AI:
- Tactical AI evaluations incorrectly included intermediate unit position scores, meaning most of the evaluation space was being taken up by nonsense moves. This has now been fixed with the evaluation only including final unit positions + the value of all attacks/pillaging/etc.
- One effect of this is that Tactical AI will no longer try to maximize the amount of moves for all units. This means, among other things, that it is now properly able to fortify melee units on the front lines and letting ranged units attack from behind. In general it should now be acting much more sensibly.
- Improved tactical AI distance to target estimation, AI should no longer get stuck on mountain chains or on the wrong side of islands.
- Added support in tactical AI evaluation for AoE damage on move.
- Added support in tactical AI evaluation for restore moves from improvement.
- Tactical AI evaluation for AoE damage from fortification is now consistent with similar evaluations.
- Tactical AI now takes into account current heal rate when deciding whether to stay and heal
- Fixed a bug in Tactical AI evaluations causing units to be swapped too often
- Tactical AI should now be better at not letting ranged units die, e.g. when sieging cities.
- Tactical AI should now position fast ranged naval units further back in formations, meaning that they can now bombard cities with very fast ranged naval units without taking damage.
- Tactical AI should be a bit better overall at positioning ranged units.
- Tactical AI should now be a bit better at taking barbarian camps with skirmishers.
- Tactical AI should now be a bit better at using recon units to scout but keeping them out of danger.
- Tactical AI should now be better at using relevant units as garrisons.
- Tactical AI will now try harder to put ranged units in positions where they can fire at enemies.
- Tactical AI will now pillage more aggressively with units without free pillage moves.
- Improved AI garrison handling
- AI is now able to pull garrisoned units out of cities if the city isn't threatened.
- AI will no longer treat naval units as if they gave garrison bonuses.
- Skirmishers can now perform opportunity attacks from cities even if the target is not adjacent to the city (if the skirmisher can make it back to the city afterwards).
- AI should be significantly better at using ranged naval units.
- AI will no longer send workers across the world while at war.
- AI exploring ships will no longer go home to heal as soon as they take damage.
- AI will no longer use ranged ships as explorers.
- AI explorers will now accept taking a bit more damage before healing.
- Fix cases where exploring units would not take nearby ancient ruins if another explorer further away was moving there.
- Sentry units will now heal even when not heavily damaged.

Other AI improvements:
- AI settler operations should now be a bit better at sticking together.
- Unit AI Production mod tweak, will now not build any bad units when unit balance is bad.
- Small fix for unit production AI regarding evaluation of garrisoned units.
- AI will now purchase work boats in the cities that need the work boats.
- AI will no longer build work boats for unworkeable bonus resources.
- Improved AI victory type selection
- Reduced City Governor valuation of food, increase valuation of science, culture and faith


Bugfixes:
- Fixed WLTKD never decreasing
- Fixed Wat not being buildable
- Fix Klepht not being able to attack units
- Fixed landmarks not giving culture
- Fixed yields from features (Goddess of Renewal etc.) being calculated incorrectly
- Fixed Venice not being able to make purchases in puppet cities (non-EUI)
- Fixed Egypt's UA no longer applying when loading save games
- Fixed several crashes
- Fixed Ordo graphics bug
- Fixed automatic purchases for religious units not working
- Fixed keypresses being processed by the game when the Civilopedia was opened (could lead to unintended game actions)
- Fixed Religion UI not displaying beliefs
- Fixed incorrect build time in the UI when constructing a Tersane
- Fixed City View showing incorrect building yields (yields from policies were counted twice)
- Fixed unique projects being shown for all Civs in the Tech Tree
- Fixed tiles disconnected from the city center being purchaseable
- Fixed tooltips showing vanilla text
- Fixed some issues with buildings tooltips
- Added text description for Aplekton and Obelisk
- Rename Venice City-State to Venezia (so searching for "Venice" in the Civilopedia will lead to the Civ, not to the City-State)
- Text fixes

Other:
- Added mod option BALANCE_NO_RESOURCE_YIELDS_FROM_GP_IMPROVEMENT: "GP and similar improvements remove the yields from resources (but still connect them)"
 
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I'm sorry, I didn't read all the bugfixes. On my current game (alpha 2), the Shoshon Enchampments are called barbarian Enchampments, and barb ench. are called (just) Enchampments

I think it must be vice versa
 
I encountered a bug involving Archaeology Sites while using Auto End Turn. When an Archaeologist is excavating a site and reaches the final turn of the excavation process, if the unit dies during that same turn (for example, due to an enemy attack or other cause), the site becomes stuck in an unusable state. Yet the option to choose what it becomes appears then disappears. I think auto end turn doesn't properly register Archaeology completion.
 
5.0 - Alpha 03
Nice, I could go new game without crash, wltk is fixed and a lot of mouseover helptexts are now correct (some nil here and there).
I did my regular manual "increase wonder cost" >
Code:
-- Increases the Production cost of World Wonders based on the number of existing World Wonders in the city
    ('BALANCE_WORLD_WONDER_SAME_ERA_COST_MODIFIER', 50),
    ('BALANCE_WORLD_WONDER_PREVIOUS_ERA_COST_MODIFIER', 30),
    ('BALANCE_WORLD_WONDER_SECOND_PREVIOUS_ERA_COST_MODIFIER', 20),
    ('BALANCE_WORLD_WONDER_EARLIER_ERA_COST_MODIFIER', 10); -- all previous eras
But seems to have little effect (just opening 2nd policy tree in medieval) a bit worried how it looks already but maybe things will change a bit in time.
Sweden had a Danish city to zero forever but eventually DID capture it, lot of wars.
(Playing an unusal germany and ponder what I should enhance and reform with.)
 
makes sense. what about vp with EUI versus vp without, for the uninclined? which one would be expected to be less resource intensive?
For the sake of simplicity, I'll refer to original non-EUI (CP or VP) as "non-EUI", the rewritten UI files (which include tooltips, city view, tech buttons) as "VPUI", and VP EUI (which sometimes calls VPUI's tooltips) as "EUI".

EUI will always be the highest performance in exchange for memory space.
Non-EUI is very lacking in features and is poorly optimized, but light in memory since almost nothing gets cached.
VPUI caches the commonly-used table columns and optimizes the code so slow operations are only done once, but tries to factor in every in-game feature so it's currently the slowest. Memory-wise it should not cause crashes.

Eventually, non-EUI will be replaced with VPUI, and EUI features will be implemented into VPUI (with the major UI changes being optional) so we can get rid of EUI and its memory issues.
 
Shoshon Enchampments are called barbarian Enchampments
Should be fixed in v3. Not sure about the vice versa part.

I encountered a bug involving Archaeology Sites while using Auto End Turn. When an Archaeologist is excavating a site and reaches the final turn of the excavation process, if the unit dies during that same turn (for example, due to an enemy attack or other cause), the site becomes stuck in an unusable state. Yet the option to choose what it becomes appears then disappears. I think auto end turn doesn't properly register Archaeology completion.
Could you provide the save game on github?

I did my regular manual "increase wonder cost"
Did you do it in the overrides part? But generally could people refrain from trying to change things in the alpha -- it is for debugging purposes and if you have to report a bug it could lead to confusion.
 
fresh windows 11 install, fresh steam and civ V install... downloaded Mod_VP_EUI_5.0-alpha.03 and and VPUI and followed directions. When I start a game I get a million texture errors (unable to load texture DC45......dds etc) if I power through all of the errors I get this nothing screen forever
1761682101930.png


1761681896022.png


EDIT - I somehow missed UI_bc1.zip, now I can launch games yeehaw
 
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The Parthenon, via the Proxenos promotion, says it gains +2 gold per diplomatic mission. But every time I've checked, it has gained +4. Maybe I'm missing something doubling its yields?

(P.S. It seems very strong even at 2 per mission)
 

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Is this new? I dont think I've seen these before in the event log, I like it.
Spoiler :

1761690299039.png

 
The Parthenon, via the Proxenos promotion, says it gains +2 gold per diplomatic mission. But every time I've checked, it has gained +4. Maybe I'm missing something doubling its yields?
Every time you use an envoy, you expend it, so you lose maintenance, they are usually around ~2 ish gold.
You can check average unit cost in the economy panel, on the left
 
Every time you use an envoy, you expend it, so you lose maintenance, they are usually around ~2 ish gold.
You can check average unit cost in the economy panel, on the left
It's the gold yield on the Parthenon itself that goes up by 4, though. I'm pretty sure I didn't make 22 envoys.
 
It's the gold yield on the Parthenon itself that goes up by 4, though. I'm pretty sure I didn't make 22 envoys.
I think, in the capital yields, gold section, its hidden under "buildings gold", just do load/save and see how much its increased.
I remember i was able to make a sense of that long time ago :) But this is new implementation, so bug is not impossible.
 
Hi

Not so much an issue, but the Splash screen for wonders do not display the wonder effect anymore.

Also, I got a CTD when trying to negotiate sthg for declaring war on a player (with report screen etc.), but was not able to reproduce it after activating the logs. Should I still report it ?
 
Splash screen for wonders do not display the wonder effect anymore.
This is probably a side-effect of the new tooltips. Could you open a ticket with a screenshot so we can track it.

was not able to reproduce it after activating the logs. Should I still report it ?
No, if it's not reproducible then not much can be done.
 
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