the removal of unnecessary code actually did improved performance of the game in terms of processing and RAM usage.
I notice this to..so great!
FIRAFIX CODE
the removal of unnecessary code actually did improved performance of the game in terms of processing and RAM usage.
Here's my logs. Thought it was an issue with Communitas, but having the problem regardless of what map I choose. The lua log ends on map generationMostly bugfixes, not balance changes - but fixing the bugs did nerf the AI to AI deals (also exploitative vassalage by humans).
It does reduce RAM consumption a bit, yes, and there might be a slight performance buff as well, but mostly it was to make it easier to modify. Previously it was a giant mess.
I tested a game with 43 civs earlier and encountered no crash. Bug report?
I'm really happy we finally pinned down the issue. It's been plaguing us for literal years and was responsible for nonsensical bribed wars and some of the "AI declaring war on vassal" bugs as well.
Yeah, this is intended.
The map does NOT support 43 civs. Please use a supported map instead.Here's my logs. Thought it was an issue with Communitas, but having the problem regardless of what map I choose. The lua log ends on map generation and when I was able to get a game started, ice would form over every coast ocean tile, making naval navigation impossible.
I would be hard pressed to pinpoint a specific aspect, but I really do feel that the AI development over the last three or four patches has been phenomenal.
The AI feels rational, and it seems like something very closely resembling diplomacy is possible. I thought they were good before, but the alliance blocs are amazing now. Military coalitions with neighboring AI are not only possible, but desirable and useful.
Has this changed? I could have sworn I played Communitas with 43 civs in the past just fine. Also the CTD applies to playing on Earth and Continents Plus as well. Which maps included in VP support 43 civs?The map does NOT support 43 civs. Please use a supported map instead.
New version inbound. Lots and lots of bugfixes and backend improvements in this one, including fixes for several longstanding bugs.
Changelog, including a huge list of bugfixes midway through:
Code:[Balance] - Motherland Calls moved to Nuclear Fusion Free Police Station and +100% supply from population in city Building maintenance reduced by 10% in all cities Enemies can't gain gold or health from pillaging your tiles
Don't forget to delete the previous version before you run the newest file (.exe), just to be safe and avoid possible weird glitches and bugs.sorry if the question is silly, but how do i update the game? just download the new version and run the file?
Just download the mod, CustomModOptions is more like an internal setting, it's not in the game UI.Probably a dumb question, but how do you select the Alternative Difficulty Mod? I didn't see it in the game options.
Finished a game with 1.2.1, everything went pretty smoothly! Very nice update.
Minor things:
- Global monopoly shows in the monopoly list at exact 50%, but it's not effective (e.g. for corporations) until it exceeds 50%
- Purchase now places the building in front of the build queue. I don't like this change, as you now have to think in backwards priority order when purchasing multiple buildings at a time
- I went to war at friend's request, and they berated me as a warmonger even before capturing a city. Didn't get warmonger diplomacy penalties though
- I think the amount of gold spies can steal is not related to amount of gold the target civ actually holds. Maybe this is intentional though
All in all, great update!
Hey my bad, I re-checked a save and it shows in the monopoly list only as strategic monopoly, not as global monopoly. So the list is representing the actual monopoly state.@civistys, would you please post the global monopoly issue on GitHub (https://github.com/LoneGazebo/Community-Patch-DLL/issues) along with a save, if possible? That way the issue has a far greater chance of being fixed