New Version - 1.1.4 (October 24, 2021)

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New version, as it's been a while since the last one. Also, I figured out how to create the auto-installer, so no more patchwork patches from me!

Changelog, in no particular order:
Code:
General
- Text fixes
- Major code cleanup for acquireCity(), Venice/Austria code, other functions
- Added GetNumTimesOwned() LUA function for cities

Balance
- Buffed warscore gains from all sources; climbs more aggressively now

Bugfixes
- Restored +20% Influence from City-State quests to Abode of Peace
- Fixed vanishing specialist bug
- Venice can now transfer ownership of tiles from puppet cities
- Fixed AI not garrisoning cities
- Fixed AI missionaries getting stuck in a loop
- Fixed multiplayer issue with events/spies
- Fixed issue with certain spy events
- Fixed dummy buildings giving bonuses
- Fixed Sphere of Influence / Open Door persisting after the major is killed
- Various small bugfixes

AI
- Adjusted AI peace logic as per forum thread
- Rewrote AI city conquer logic (InkAxis)
- Tactical AI improvements from ilteroi
- City governor AI deemphasizes Food when city + empire are both unhappy
- Deal AI logic improvements
- AI is more careful with workers (including automated workers)

Link: https://drive.google.com/file/d/1ZqraBmpDyGI4045nwb4uOaxBe1GEwrmS/view?usp=sharing

Online as of 4:12 PM CST. Not savegame compatible.


[Version 1.1.1]
Changelog:
Code:
Fixed Austria's Diplomatic Marriage ability
Fixed receiving "dead civ" notification for unmet players
Fixed one-sided offers for two-sided deal items (Defensive Pact, Research Agreement, Peace Treaty)
Minor code cleanup

Online as of 3:17 PM CST. Savegame compatible with 1.1 versions.


[Version 1.1.2]
Changelog:
Code:
General
- Code cleanup
- Added notifications when a coop war is cancelled prematurely, explaining why it happened
- Masters can now capitulate; their vassals are liberated and put at peace with everyone when they do so (needs testing!)
  - Added diplo bonus for liberating a capitulated vassal this way (also counts if done through trade / World Congress)
  - Added diplo penalty for liberating a voluntary vassal this way (also counts if done through World Congress)

AI
- Improved diplo AI's war state evaluation
- AI less likely to raze cities
- Adjusted city warmonger/liberation/coop war values; now based on the median economic value instead of the highest value in the world
  - Should result in generally higher, but more consistent/less buggy values

Bugfixes
- Fixed UI breaking when a city is captured
- Tiles loaned to another city are returned to the city that loaned them if the borrowing city is captured
- Fixed AI road building logic so they complete City Connections properly
- Fixed a bug with vassalage
- Fixed some small issues with coop wars
- Blocked AI from DoW'ing City-States that have their own embassy
- Blocked AI from making peace with a DP of a player they're planning a coop war against
- Removed ability to resurrect players in Permanent War / Permanent War or Peace games

Not savegame compatible due to a mistake. Delete this version and any savegames made with it.

[Version 1.1.3]
Code:
Fixed the 1.0.2. DLL being packaged in the installer by mistake. No code changes.
Online as of 4:55 PM CST. Savegame compatible with 1.1 versions except the broken 1.1.2; you can load a 1.1.1 or earlier save and it will run fine.

[Version 1.1.4]
Code:
Removed the pointless "Create Start Menu Shortcuts" prompt in the installer. Yes, this annoyed me so much that I released a new version JUST to fix it.
No code changes.
Online as of 12:15 PM CST. Savegame compatible with 1.1 versions except the broken 1.1.2.
 
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Sounds like a solid boost to the Aztec, which tbh is welcome. I haven't seen a strong mid game Aztec AI in a long time.
 
Even with a google account it says this:

Spoiler :
Capture.PNG
 
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unfortunately your installer does not work for me, UI is broken. may be an EUI issue but this was not a problem with G's installers for me ...
 
unfortunately your installer does not work for me, UI is broken. may be an EUI issue but this was not a problem with G's installers for me ...

Just tested with a fresh installation and encountered no issues. Maybe try clearing your cache?
 
Hi, Installer worked fine for me I think but I played Venice last night and couldn't reassign any tiles in the puppet cities :( Tried it again today with no extra mods, standard speed etc and still having the same issue.

Additionally, I play no-eui so maybe it's something to do with that?

Also, I've just sent a github report.

Oh and there's no panic on getting it fixed as I'll just play with another civ :) but I just thought ye should know about the issue.
 
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Hi Folks! :)
This is my first post so it is appropriate to introduce myself - my name is Jarke and I live in Poland. Been playin Civilization games for about 25 years and Vox Populi from about 2. It is amazing mod and I wish to say big Thank You for all that have contributed in it. I really appreciate Your dedicated time and passion for making this game better and better..
Back to the topic :)
One thing that is bothering me now is how is monopoly calculated? Is it the same rule for player and AI? In my curent game Mongolia has 5 sources of wine in his borders, but none of it is improved - but game says it has monopoly because has 5 of 9 wine. I have 4 sources of furs in my borders of which 2 are improved with camps and the game says that I have 2 of 9. So? What is the rule?
Sorry for my so-so english.
 
Hi Folks! :)
One thing that is bothering me now is how is monopoly calculated? Is it the same rule for player and AI? In my curent game Mongolia has 5 sources of wine in his borders, but none of it is improved - but game says it has monopoly because has 5 of 9 wine. I have 4 sources of furs in my borders of which 2 are improved with camps and the game says that I have 2 of 9. So? What is the rule?
Sorry for my so-so english.

Monopoly is calculated the same way for the AI. In your game, Mongolia probably improved his wine tiles after you explored his territory, so what you see is not up to date. They have 5 wines out of 9 in the world. There are also other ways of getting copies of a resource though. In your case for furs, there are 9 sources in the world and you improved only 2. You need to control more than 50% of the furs sources in the entire world, not just the ones in your territory.
 
unfortunately your installer does not work for me, UI is broken. may be an EUI issue but this was not a problem with G's installers for me ...
The installer seems to always just dumps EUI files in the default steam civ5 directory (C:\Program Files (x86)\Steam\steamapps\common for windows) so if your civ5 is anywhere else you're going to have to grab the folders from there and move it to your civ5 installation folder.
 
Monopoly is calculated the same way for the AI. In your game, Mongolia probably improved his wine tiles after you explored his territory, so what you see is not up to date. They have 5 wines out of 9 in the world. There are also other ways of getting copies of a resource though. In your case for furs, there are 9 sources in the world and you improved only 2. You need to control more than 50% of the furs sources in the entire world, not just the ones in your territory.

Yes, I know this mechanism, that's why I was asking if there is something else behind. Because I see in my game something diffrent. I loaded older savegame and info about Mongolia's monopoly appearred exactly one turn after they settled new city near wine - not on top, but near. It is impossible that in the same turn they improved it. Also in trade screen they have none wine to trade - so they have five improved wine and they traded all of them? It seems unlikely. I haven't seen AI doing so. Neither they have any allied city state. So I think it may be some kind of bug or there is a rule that I don't know about.
 
Hi, Installer worked fine for me I think but I played Venice last night and couldn't reassign any tiles in the puppet cities :( Tried it again today with no extra mods, standard speed etc and still having the same issue.

Additionally, I play no-eui so maybe it's something to do with that?

Also, I've just sent a github report.

Oh and there's no panic on getting it fixed as I'll just play with another civ :) but I just thought ye should know about the issue.

Updated changelog to clarify what the change was: Venice can now transfer ownership of tiles from puppet cities to their capital.

Yes, I know this mechanism, that's why I was asking if there is something else behind. Because I see in my game something diffrent. I loaded older savegame and info about Mongolia's monopoly appearred exactly one turn after they settled new city near wine - not on top, but near. It is impossible that in the same turn they improved it. Also in trade screen they have none wine to trade - so they have five improved wine and they traded all of them? It seems unlikely. I haven't seen AI doing so. Neither they have any allied city state. So I think it may be some kind of bug or there is a rule that I don't know about.

If there's a bug, please make a report on the Github issues tracker (link in my signature).
 
Yes, I know this mechanism, that's why I was asking if there is something else behind. Because I see in my game something diffrent. I loaded older savegame and info about Mongolia's monopoly appearred exactly one turn after they settled new city near wine - not on top, but near. It is impossible that in the same turn they improved it. Also in trade screen they have none wine to trade - so they have five improved wine and they traded all of them? It seems unlikely. I haven't seen AI doing so. Neither they have any allied city state. So I think it may be some kind of bug or there is a rule that I don't know about.

The only plausible explanation I would have left is that they built East India Company national wonder, which doubles the luxuries in the territory of the city it is built in.
 
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