New Version - 1.1.4 (October 24, 2021)

Status
Not open for further replies.
I still have bugs I did from version years ago, where the CS influence bar is positioned in some arbitrary location. Both negative and positive 14 are in the second quadrant of the bar, negative 14 is reported as having 14, and sometimes the bar grows outside the quadrants or even the CS screen UI element. I'm not using eui.

Does eui repair it? Is eui the only thing that can repair it? In this state, I don't know what the information summary is telling me when I check on a CS, really.
 
Trying out this latest version of VP, playing the Kushans, i'm noticing when i'm on the offensive a unit from another AI (India) unrelated to the one i'm at war with (Assyria) keeps positioning its unit into positions as to prevent/hamper my advancement as much as possible.
For the record Assyria declared war on me thus its Defensive pact allies are not at war with me and India isnt one of them and they are not even in the friends list of the AI i'm attacking.
I dont think this behavior should be permitted, i could understand if they were allies or even friends but not in the current conditions.
 
... When i'm on the offensive a unit from another AI (India) unrelated to the one i'm at war with (Assyria) keeps positioning its unit into positions as to prevent/hamper my advancement as much as possible...

Damn you guys have done a great job on the AI, I immediately thought after reading that it might be something I would do against an AI civ that is at war with a city state.

Edit: Word omission...
 
On the observation of WAR and stuff in general. I randomly rolled the Mayans. I left all options as normal on the Emperor setting. Progress / Statecraft.

Firstly, the Mayan are a mighty Civ. I'm on turn 133, half way through the medieval tree and one turn away from Civil Service tech and going to then hopefully.. just about beat Poland and Russia for the Forbidden Palace... (Me thinks) - Only one tech behind the best of the rest.

War observations (still early of course)
I have a jungle start with the Russians on my western border (Progress) and the Mongols on the south. Both forward settled me to within 4 tiles. Mongolia (Authority) no one can trust them of course but from experience Catherine is also a power grabber so no matter what policy she chooses I set my cities defensively accordingly to the negate each threat.

I thought I would get blasted out of the game fairly early but it seems my plan to put my cities 2 deep in the jungle to bog down my foes is working excellently.
To come back to the new war mechanics, I generally play for fun and don't have a lot of time. So I immerse myself in the first 150 turns and then got to do something else(for a few days) and end up starting again. (If I have time and continuity I like to play longer games).

So I've randomly rolled 4 games on Recursive's new incarnation. (Can we talk about recency bias?) I've rolled the Celts 3 times in a row then the Mayans - Each time having Portugal as a close neighbour and my Celtic Civ starting on a lovely flood plain, Lapis or Copper start).

War wise - I always have a war about the 70 turn (Standard) but it just feels more fluid (with the new patch) that I feel... it will come to an end and I can enjoy a certain level of normality and not have locked in syndrome. For example my latest Inca venture - DOW was initiated, of course by the Mongols then 3 turns later the Russians DOW from my south and east flank. Normally this spells disaster but I'd beelined for Mathematics tech and those Atlatlists are wreaking havoc on Mongolian horses and Russian Swordsmen. (I defensively positioned my cities one extra tile back to deal with the threat but still... (Having a Great General because of the Mayan UA and the Atlatlist's 33% extra damage on wounded units means I CAN defend against Russia and Mongolia at the same time.

Saying all that, it would still have become rather tedious if not for Genghis understanding his war was not going to win and calling a peace deal. It felt so much more dynamic than in recent iterations. Made the whole thing seem more realistic. After Mongolia's peace deal I moved my troops to the Russian front and after taking a few Russian Troops Catherine sued for peace, Excellent I thought... The effort of taking the more crappy city position vs defensive settlement payed off. This is what I want. An AI to get it and I feel like I'm dealing with intelligence. For sure they will attack again with better tech troops.

I've had so many wars go on from the 70 turn to 150 then seemingly endless before. Now this AI logic has improved. As I said in my ramble, wars now seem to end in a reasonable way if I have a strategy, it's respected or/and the AI understands it is wasting its units. (Of course a war of attrition that greatly helps a Civ is welcome too but that is not the case right now for either Civ).

Again, the Mayans are a beast. I don't need the Roman Forum wonder because I can choose a Great Diplomat and get science and free troops from a military City state really early etc

I TOTAL MESSED UP early and read the Civopedia bio wrong and thought I could only place a Kuna next to a luxury resource (like Brazil with their wood) and was buying tiles to place the Kuna...(I only noticed on turn 120) but I'm still caught up on techs in the medieval era. (Because of Kunas and their ability for me to found a religion so early). One tech behind Russia and Korea (Russia looked like a runaway early)).

I'm loving this run. The Mayan music is class (love them panpipes and the music war score) and now war feels, war wise more realistic. That's what I want from my realistic simulation of eras of time. Realism, fun, intricacy and jeopardy. I'm getting it all. So thank you Recursive, Gazebo and everyone else. I definitely think war is being fined in the right direction.
 
Last edited:
I'm posting this because I'm surprised to get this so soon and it might be related to recent changes. Ethiopia is afraid on turn 57, much sooner than anything I've seen before. Other than forward settling him a bit and finishing Petra 2-3 turns earlier, I don't know what could cause this. This game is on Emperor.
 

Attachments

  • Haile afraid turn 57.png
    Haile afraid turn 57.png
    3.2 MB · Views: 140
looks great! I've been thinking for a while that vassals were both too hard to obtain and too strong. I'm glad warscore is less tedious to get up, but maybe the power of vassalage should be on the watch list now.
@Recursive does the "acquire city" rework include possible changes to OCC liberation as mentionned on github, or is that still ongoing discussion? In any case, really cool to consider that idea btw :)
 
looks great! I've been thinking for a while that vassals were both too hard to obtain and too strong. I'm glad warscore is less tedious to get up, but maybe the power of vassalage should be on the watch list now.
@Recursive does the "acquire city" rework include possible changes to OCC liberation as mentionned on github, or is that still ongoing discussion? In any case, really cool to consider that idea btw :)

I plan to make it possible eventually, but it will require some work.
 
Thanks for the hard work!

One thing about this version and the previous versions, I cant seem to make a religion. As Arabia I was investing in faith early on, and still I am 10 turns short for a religion. This basically is an instant restart for me, I am playing on immortal. And it happened a lot in previous games too. Seems to me that if a player consistently cant do anything about getting religion then something is wrong with the mechanics of getting it; am I alone in this?
 
Version 1.1.1 has been posted. Link in OP has been updated.

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.

Known Issues: City UI seems to break sometimes when the AI captures a human-controlled city. This is currently being investigated, but seems to be related to the city's tiles being transferred from another of the same player's cities.
 
Version 1.1.2 has been posted. Link in OP has been updated.

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

Online as of 6:02 PM CST. Savegame compatible with 1.1 versions, although if you encountered the "UI breaks when your city gets captured" bug in your current savegame, it will not be fixed; you'll need to start a new game or reload to before you encountered the bug.
 
Last edited:
Game is CTDing immediately anytime I attempt to declare war.

EDIT: Have confirmed it happens with only the VP main suite installed.
 
Last edited:
Version 1.1.2 has been posted. Link in OP has been updated.

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
- Improved AI's expansion logic
- 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

Online as of 6:02 PM CST. Savegame compatible with 1.1 versions, although if you encountered the "UI breaks when your city gets captured" bug in your current savegame, it will not be fixed; you'll need to start a new game or reload to before you encountered the bug.
I also am getting CTD when interacting with the AI's (̶w̶i̶l̶l̶ ̶u̶p̶l̶o̶a̶d̶ ̶a̶ ̶.̶M̶i̶n̶i̶d̶u̶m̶p̶ ̶t̶o̶ ̶G̶i̶t̶H̶u̶b̶ ̶s̶o̶o̶n̶)̶ Done!
 
Last edited:
Game is CTDing immediately anytime I attempt to declare war.

EDIT: Have confirmed it happens with only the VP main suite installed.

Game is also CtDing upon rejecting an AI's offer of a DoF

Just came here to report the same. Spain wanted to friend me. I didn't expect the Spanish inquisition.

I also am getting CTD when interacting with the AI's (̶w̶i̶l̶l̶ ̶u̶p̶l̶o̶a̶d̶ ̶a̶ ̶.̶M̶i̶n̶i̶d̶u̶m̶p̶ ̶t̶o̶ ̶G̶i̶t̶H̶u̶b̶ ̶s̶o̶o̶n̶)̶ Done!

Thanks for the reports; I'll investigate. Hopefully will have a fix tonight.
 
It's not crashing when I interact. A savegame with just VP installed would be very helpful in debugging.
 
Playing with the 1.1.1 and the minor hassle of being able to get more gold out of deals instead of the amount you are offered is back
 
Status
Not open for further replies.
Back
Top Bottom