New Version - 1.1.4 (October 24, 2021)

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Run the installer as an admin (Properties > Compatibility).

That's a new error, but my change shouldn't have triggered it. Is anyone else having this issue?
Interestingly enough, it still shows me the same error, even though I ran the program as administrator. I vividly remember - didn't I have the same error before when trying to install a new version? I already have EUI, so I don't think it's because full VP overrides it. I can't really imagine what could cause this
 
Interestingly enough, it still shows me the same error, even though I ran the program as administrator. I vividly remember - didn't I have the same error before when trying to install a new version? I already have EUI, so I don't think it's because full VP overrides it. I can't really imagine what could cause this

That's really weird!

Yes, version 1.1.3.

Found the bug.

Make a bug report then, please. :)
 
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Heads up for anyone who will have the same problem as me - you need the game to have been launched at some point today, otherwise it'll throw out errors for some reason?
 
The spy system really has one bathe in money

I invest and upgrade all my units as long as I keep spys leeching money. I don't even care about keeping my own economy in check anymore, since I keep getting these huges sums of money coming in from my spies. When spys come online I stop trading resources for money. They are just tedious anyways especially iron and and horse is worst and most often a waste of time. If early economy had been a struggle up to that point, the lid is now completely blown off and I can invest and upgrade whatever I want.

Before this new Spy system I always struggled with my economy, and really had to pay attention. Sometimes I even picked the industrial policy to make up for poor production and lack of money. Now days with these huge income from spies, picking that tree isn't something that is as luring as earlier.

I remember from before, a couple of years ago, that I argued about the great merchant being boring and useless (still is) due to not getting any gold from his missions. He's even more irrelevant now and brings even less gold than a single spy. I don't know why he couldn't be boosted while we later implement these spies that brings much more money to the table than a merchant ever could.

Btw. No matter how many towns I plant I get 10 turns of 'we love the king', isn't one supposed to get more turns, the more towns one has?
 
Shouldn't vary by more than 13% of the deal value - unfortunately with how the AI is coded a small leeway percentage is required for the AI to effectively offer deals.
I still don't know why the offer value has to be the middle point between max value and min value. AI should always offer the max value if possible.
 
Interestingly enough, it still shows me the same error, even though I ran the program as administrator. I vividly remember - didn't I have the same error before when trying to install a new version? I already have EUI, so I don't think it's because full VP overrides it. I can't really imagine what could cause this
Turn off your anti-virus.
 
@John.B.C I am actually trying a game with no espionage for the first time ever after (stepped down to Emperor since there will be no tech catch-up) -- I play with no tech brokering and with research agreements. I'm interested to see how this makes the later game play out, including from a gold perspective.
 
So is the new AI attack tactics to turn all their units into kamikaze units? Cause it seems like they are now doing anything for a kill, sending unit after unit into certain death but it doesn't matter as long as they get their unit? I can't say that it's a particularly smart, interesting or fun tactic. If anything it makes range even more valuable and viable then before since stupid AI now just charges blindly into hails of bullets/arrows/bolts/whatever and dies to achieve some kind of temporary "victory".
 
So is the new AI attack tactics to turn all their units into kamikaze units? Cause it seems like they are now doing anything for a kill, sending unit after unit into certain death but it doesn't matter as long as they get their unit? I can't say that it's a particularly smart, interesting or fun tactic. If anything it makes range even more valuable and viable then before since stupid AI now just charges blindly into hails of bullets/arrows/bolts/whatever and dies to achieve some kind of temporary "victory".

Please report any issues with tactical AI on Github.
 
Playing as Celts with Dagda pantheon, I just noticed I am healed for 5 hp in enemy territory if taking no actions. Shouldn't it be 10 hp like every other civ?
 
Playing as Celts with Dagda pantheon, I just noticed I am healed for 5 hp in enemy territory if taking no actions. Shouldn't it be 10 hp like every other civ?

Healing in enemy territory gives always 5 hp back if no other bonus comes into play (ex. : Fountain of Youth or Immortals' unique promotion).

It's 5 / 10 / 15 hp healed in hostile / neutral / friendly territory.
 
Healing in enemy territory gives always 5 hp back if no other bonus comes into play (ex. : Fountain of Youth or Immortals' unique promotion).

It's 5 / 10 / 15 hp healed in hostile / neutral / friendly territory.

Ok thanks. I was pretty sure it was 10 in hostile.
 
Ok thanks. I was pretty sure it was 10 in hostile.
It's 5. Perhaps you are just used to bringing along another unit with the medic promotion to keep around your wounded units. In which case they'll heal for a lot more (or well if you have the second medic promotion they'll heal for an additional 10 for a total of 15 + whatever other promotions they may or may not have).
 
Has the AI slowed down when settling cities. I say this as they seem to build up far slower than they did when last playing in around May with that patch. I am currently playing on a Pangaea map on a standard setup with lots of space to settle but reaching the middle ages there seems loads of space, which I don't remember happening before. All the civs quickly got their 2nd city & some a third, but now only occasionally settle, with myself (Inca) & Persia leading with five cites. Must admit I do prefer this more sedate expansion than the usual rush.
 
Can the Independence Hall civilopedia entry have a "Leads to Buildings:" similar to Venice's Piazza San Marco? It's inconvenient to have to search it's unlocks individually to find out what they do.
 
Two issues, which seem to have been around for awhile.
Firstly, can AI's be encouraged to update their special units, & not let them stay around for ever. In current game Persia had an army of immortals which sounds good, & had biggest army. America declares war & pummels the Persians, who seemed to have no range units at all & comprised nearly of Immortals. Now this would have great in classical age, but America like most civs was reaching the Rennaisance, & its modern army took them down. Even when they were destroyed they kept building more, probably due to low cost.
Secondly, & a bug bear to myself as well as the AI, is when new units come onboard, whether built, bought, or gained my other means, can they not just be put out into that cities tiles. Particularly, when at war, & a useful unit suddenly gets put on the front line & destroyed that turn. Poor Persia actually obtained two Longswordsman who were put right next to America's finest & obliterated. Is there any way when a new unit comes onboard that the player/AI can actually move it to a tile within city.
 
Can the Independence Hall civilopedia entry have a "Leads to Buildings:" similar to Venice's Piazza San Marco? It's inconvenient to have to search it's unlocks individually to find out what they do.
Make a bug report with this request, please.
 
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