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Recursive

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Hey everyone,

New version inbound after a great deal of sweat, tears and sweeping. Shoutouts to @Rekk, @balparmak and @ilteroi for their invaluable assistance in cleaning up the code and fixing numerous bugs, as well as IanE9 for his support in implementing several cool new features, @Milae for improvements to World Congress voting logic and a new City-State quest, and @InkAxis for UI improvements.

Changelog:
Code:
General
- Lots of database cleanup and bugfixes
- Promotion Icons v4 has been added to VP
- Compressed art icons to reduce memory consumption (no noticeable quality loss)
- Performance improvements
- More cleanup of the religion code, including bugfixes
- Github commit ID now added to save files, permitting easier debugging of crashes caused by loading incompatible savegames
- Modders can now specify optional primary and secondary "victory pursuit biases" (towards specific victory conditions) for their custom civs which have DLL integration (see CoreTableEntries.sql/LeaderPersonalities.sql for how this works)
  Added victory pursuit biases for all existing leaders
- AI now picks a secondary "default victory pursuit" which has a lesser but still present effect on AI diplomacy
- Policy_YieldFromWonderConstruction now renamed to Policy_YieldFromWorldWonderConstruction
- Added new belief tables for pineappledan: Belief_YieldPerWorldWonderConstruction, Belief_YieldPerHolyCityBirth
- Text fixes
- Deleted more old files

Balance
  Civs
  - Celts: Morrigan yields from kills increased from 125% to 200%

  City-States
  - Added new quest: gift a specific unit type to the City-State (AI can fulfill it too)
  - Distance unit gifts to City-States now KEEP THEIR PROMOTIONS! :D
      They also keep the promotions if the gift is returned (City-State is killed, etc.)

  Instant Yields
  - Separated "constructed building" and "constructed World Wonder" instant yield triggers

  Policies
  - Artistry
      Heritage now +200 GAP from constructing World Wonders (up from 100), GAP on Universities now +6 (was 4), no longer triggers on National Wonders

  Promotions
  - Withdrawal chance reduction against fast attackers now based on difference between attacker speed and defender speed (was only attacker)

  Unit Supply
  - Unit Supply cap boosts from expended Great Generals/Admirals are now their own separate value, instead of being stored in the capital city
      Therefore they are no longer lost if the capital is captured, and aren't reduced by tech level

AI
- Recon UUs (Brazil) no longer spammed by the AI; recon and non-military civilian UUs no longer trigger AI aggression boosts
- AI much more likely to produce defenses in cities that are under siege
- AI settler production priority now depends on the quality of nearby settling positions
- AI now has a function to determine its favorite foreign religion (used for deciding which one to spread)
- Missionary and inquisitor targeting improvements
- Tactical AI improvements
- Automated human workers now stay away from non-automated human workers
- AI/automated workers prioritize tiles that are currently being worked
- Revision of all AI unit & tech flavor values by balparmak
- Small sanity improvement to AI unit production logic
- AI Defensive Pact limit can now be specified in DiploAIOptions.sql (todo: global Defensive Pact Limit)
- Vassals and masters no longer have territorial disputes with each other (masters only ignore them if the vassal doesn't own one of the master's cities)
- Diplo AI sometimes calculates "# of our cities they own" not "total alltime captures" to make smarter decisions
- Diplo AI now has percentage functions to determine how far a civ has made it to each victory type, courtesy of Milae
   Added defines to DiploApproachWeights.sql to specify the "close to victory" thresholds (Domination: 50%, Cultural/Diplomatic: 75%, Science: 80%).
- Backstabber flag for a civ (making them more likely to backstab) can now reset after all DoW friend penalties expire, if Loyalty > 2
- AI no longer offers to buy embassies using GPT before they can do an embassy exchange (but you can still sell yours)
- AI aggression values tweaked to increase loyalty, reduce early game aggression by non-warmongers, reduce backstabbing
- Adjustments to Defensive Pact valuation
- All AI major civ approaches are now randomized by +/- 5% each turn (10% with Random Personalities) to add some variance
    Controlled by AI_RANDOM_PERCENT in DiploApproachWeights.sql, and can be customized; set to 0 to disable

World Congress
- Improvements to AI World Congress voting logic, including fixing the World Ideology scoring bug

- AI now has advanced options in DiploAIOptions.sql to disable them from voting for other teams as World Congress host or World Leader

- AI now tracks every single vote made by other players in the World Congress and applies a bonus or penalty to opinion based how you assign your delegates
    This applies regardless of whether the resolution passes or fails, though there is no bonus or penalty for abstaining
    Replaces "They consider you an ally/rival" modifier
    The modifier doesn't decay over time and accumulates with every vote, though it is capped
    This voting history modifier is also the main factor used to determine the AI's top World Congress ally and rival
    AIs that like how you voted are more likely to vote in favor of your interests and be more friendly to you; those that do not like how you voted are more likely to vote against you and be more hostile to you
    To get a positive modifier, you must vote for things that would help the AI civ's interests, and avoid voting for things that would hurt them
    The amount added to the modifier depends on three things: the % of your total delegates you dedicated to the vote, the % of the total Yea or Nay votes that were yours, and how intensely the AI wanted or didn't want the outcome at voting time
    During voting time, the list of positively and negatively affected civs will be displayed (and the scores if Transparent Diplomacy is enabled); these values are used for the modifier, regardless of how the AI votes
    Voting for things that the AI proposed will never incur a penalty

- AI now remembers attempts and successes at sanctioning them with Sanctions or Decolonization resolutions
    Proposing/voting to sanction an AI causes a hefty diplomacy penalty
    Conversely, proposing/voting to un-sanction an AI provides a significant diplomacy bonus
    AI will also remember how they voted, and will use this when deciding how to behave towards a now-sanctioned player

Bugfixes
- Fixed Random Personalities game option not working
- Fixed several crashes
- Fixed a resource placement issue with Silver and Furs
- Fixed polar seas in Communitas
- Fixed religions with Prophecy being invincible to Inquisitors
- Fixed war quest not expiring when target is current ally of a City-State
- Fixed AI agreeing to voluntary vassalage with civs who have stolen from them
- Fixed wrong text key issues in a lot of places
- Fixed boats being conscripted by the Authority policy
- Fixed Heavy Charge triggering "AoE on kill" when a unit is pushed back but not killed
- Fixed units pushed back through Heavy Charge not triggering an animation, triggering placement desyncs
- Fixed withdrawing combat units baiting defenders out of forts or citadels
- Fixed AI not always recognizing when a city is about to fall
- Fixed AI not always finishing roads
- Fixed the number of technologies in the EUI leader tooltip sometimes being colored
- Fixed broken ChangeSpecialistGreatPersonProgressTimes100() LUA call
- Fixed wonder spammer penalty flag not clearing properly
- Fixed GAMEEVENT_TileRevealed (requires a tile to actually be revealed)
- Fixed AI not disbanding units properly, building units over supply limit
- Fixed AI not escorting or deploying Great Admirals in wars
- Fixed issue with unit upgrade AI
- Fixed air units being destroyed sometimes
- Fixed trigger for AI religious conversion warning
- Fixed bugs with moving Great Works around
- Fixed bugged spy defense modifiers *decreasing* instead of increasing city security
- Fixed a bug with spy tech stealing
- Fixed a bug greatly reducing AI flexibility in approach selection
- Fixed third party peace deals with City-States always being "impossible!" under certain circumstances
- Fixed inability to add cities to AI peace deals
- Fixed events destroying dummy buildings
- Fixed dummy buildings not being capturable
- Fixed bug causing the AI to abandon citadels
- Fixed bug causing the AI to think they are in terrible shape when they are actually winning a war
- Fixed fake AI peace deals / making peace while impossible
- Fixed vassals ending DoF when Afraid / looping between willing and unwilling to be friends
- Fixed AI allies prematurely declaring war and dragging humans into "10 turns" coop wars
- Fixed Church Property belief not functioning in Community Patch only
- Fixed some unintended balance changes seeping into Community Patch only

UI
- Impi/Giant Death Robot now have an "Additional Ranged Attack" indicator in the combat prediction (and include the ranged attack's damage in the predicted damage)
- Withdraw Chance in combat prediction now displays actual withdrawal chance, not base %
- Fixed issues with other blue indicator text
- "Clicking on Unit Promoted opens the promo tree, clicking on promotions opens their Civilopedia entry" (InkAxis)
- Resource tooltips now display Paper from Great Diplomats, luxuries from Great Admirals, and gives more information on where resources are coming from
- Unit Supply tooltip now shows Unit Supply from Great Generals/Admirals
- Adjusted World Congress resolution tooltips in line with new changes
Link: https://drive.google.com/file/d/1CDy9BCm_PlDyPH7cKvfpjLrJOV9_RB5g/view?usp=sharing

Online as of 11:59 AM CST. Not savegame compatible.


[Version 1.4.1]
Very minor hotfix.

Changelog:
Code:
Fixed Washington having the wrong primary victory pursuit (Diplomacy instead of Domination)
Slight tweak to early game diplomacy

Online as of 4:40 PM CST. Savegame compatible with 1.4 versions.


[Version 1.4.2]
Hotfix for religion and diplomacy issues. Also includes an imported feature from Promotion Flags (thanks @balparmak !). Link above has been updated.

Changelog:
Code:
Added the stacking promotion icons and horizontal scrolling feature for the unit panel from Promotion Flags
Fixed the diplomacy AI bug causing all civs to be hyperaggressive
Fixed the AI never agreeing to give Open Borders
Fixed several religion issues, including Goddess of Protection and the Celts' UA not working
Fixed double gamespeed scaling for Barb camp gold
Fixed icon for new unit gifting quest not working with 43 Civs/Non-EUI
   New quest seems incompatible with Unique City-States, unfortunately
Changed some victory pursuit biases after feedback:
  Darius - removed secondary Culture pursuit
  Hiawatha - now Diplomacy (primary), Domination (secondary)
  Kamehameha - now Culture (primary)
  Pachacuti - removed secondary Domination pursuit
  Suleiman - now Science (primary), Domination (secondary)
  Theodora - now has no victory pursuit bias
  Washington - now Culture (primary), Domination (secondary)

There are likely still issues with the religion code. Please report these on Github! A savegame is very helpful for debugging.

Online as of 6:15 PM CST. Savegame compatible with 1.4 versions, though due to the impact of the pantheon and diplomacy changes you may wish to start a new game.


[Version 1.4.3]
Hotfix for various issues.

Changelog:
Code:
- Improvements to tactical AI
- Text fixes
- Code optimizations
- Cleanup of building flavors code
- Cleaned up IsPossibleToTradeItem() code; fixed exploits and bugs (to-do: LUA tooltips should display accurate reasons why items are disabled)
- Fixed Belief_YieldPerWorldWonderConstruction not scaling with number of cities
- Fixed excessive AI valuation of Defensive Pacts
- Fixed a crash in Community Patch only
- Fixed UI for World Congress voting preferences (was displaying wrong data for certain resolutions)
- Fixed AI sending the "angry about religious conversion" message inappropriately
- AI will no longer do the "you killed my spy, please forgive me" message if they have refused to stop spying on you
- "X yield per Y foreign followers" beliefs now divide the global follower total by Y, not the follower total for each city
- Fixed duplicate belief issue in Religion Overview
- Fixed Faith being zeroed out when majority religion changes without a Holy City conquest, and also in Community Patch only
- Fixed Free Company unit lacking a Strategic View icon

Online as of 4:34 AM CST. Savegame compatible with 1.4 versions.


[Version 1.4.4]
Hotfix for peace treaties being untradeable and database errors.

Changelog:
Code:
Text fixes
Fixed database errors
Fixed issue where Peace Treaties wouldn't appear in peace deals
   This should be the last of the issues involving Peace Treaties

Online as of 5:22 PM CST. Savegame compatible with 1.4 versions.


[Version 1.4.5]
Hotfix for mapscript related issues.

Changelog:
Code:
Lakes appear on Communitu_79 map again
Communitu_79 map moved from Community Patch to CBO
Communitas map deleted from Community Patch (no longer compatible)
Fixed vanilla bug allowing City-States to spawn on mountains in the Highlands map script
Fixed bug in Terra map (mountains were not being counted correctly)
Fixed a minor internal database/logging issue

Online as of 3:52 AM CST. Savegame compatible with 1.4 versions.


[Version 1.4.6]
Hotfix for peace deal issue and some other things (not the Peace Treaty itself this time :)).

Changelog:
Code:
DLL and database cleanup
Production queue tooltip now specifies the function of ALT+LEFT CLICK.
Fixed vanilla mountain counting bug in Boreal and vanilla Terra mapscripts.
Fixed a bug preventing capitulation, Gold, and other things from being traded in peace deals where the surrendering player has an allied City-State
Civ start bias modifications by azum4roll, who is welcome to elaborate on what was changed
   In general nonessential biases have been removed to benefit the civs that need biases the most

Online as of 5:47 PM CST. Savegame compatible with 1.4 versions.
 
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Zuizgond

King
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Yay new version! Thank you guys for the hard work :) Can't wait to try it.

I just wondered what this one mean ?
- Separated "constructed building" and "constructed World Wonder" instant yield triggers
 

Recursive

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Yay new version! Thank you guys for the hard work :) Can't wait to try it.

I just wondered what this one mean ?
- Separated "constructed building" and "constructed World Wonder" instant yield triggers

Constructing a World Wonder no longer gives you bonuses for constructing a building.
 

pineappledan

Deity
Joined
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Messages
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Location
Alberta, Canada
- Fixed events destroying dummy buildings
- Fixed dummy buildings not being capturable

Yay
 

Recursive

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Hotfix posted (1.4.1) for a few very minor things. Link in OP has been updated.

Changelog:
Code:
Fixed Washington having the wrong primary victory pursuit (Diplomacy instead of Domination)
Slight tweak to early game diplomacy

Online as of 4:40 PM CST. Savegame compatible with 1.4 versions.
 

gwennog

Prince
Joined
May 31, 2015
Messages
548
Location
France
- Fixed broken ChangeSpecialistGreatPersonProgressTimes100() LUA call
- Fixed GAMEEVENT_TileRevealed (requires a tile to actually be revealed)
- Fixed events destroying dummy buildings
- Fixed dummy buildings not being capturable[/QUOTE]

Thank you very much :thanx:
 

pineappledan

Deity
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Messages
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Not in the change logs:
Civs
- Celts: Morrigan yields from kills increased from 125% to 200%
 
Joined
Nov 19, 2010
Messages
904
Location
Indiana
- AI now remembers attempts and successes at sanctioning them with Sanctions or Decolonization resolutions
Proposing/voting to sanction an AI causes a hefty diplomacy penalty
Conversely, proposing/voting to un-sanction an AI provides a significant diplomacy bonus
AI will also remember how they voted, and will use this when deciding how to behave towards a now-sanctioned player
Brilliant


"Fixed religions with Prophecy being invincible to Inquisitors"
I am still concerned about this part of the belief not that Inquisitors are weaker. This should be something to keep on eye on.

- Impi/Giant Death Robot now have an "Additional Ranged Attack" indicator in the combat prediction (and include the ranged attack's damage in the predicted damage)
- Withdraw Chance in combat prediction now displays actual withdrawal chance, not base %
Thank you for these
 

DanielSPoA

Chieftain
Joined
Jan 3, 2022
Messages
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thank you!!
fudge yesterday's game, time to start a new one!

do you think custom civs will work normally? or should I disable them until updates?
 

Recursive

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thank you!!
fudge yesterday's game, time to start a new one!

do you think custom civs will work normally? or should I disable them until updates?

You'll create a paradox that will tear apart the fabric of the timespace continuum and destroy the entire universe.

Yes, they will work normally. The AI has accounted for this. It just won't be 100% optimal :)
 

WizePony

Chieftain
Joined
Nov 10, 2018
Messages
21
I am not sure that this is a bug, but I have not seen this before. I just started a game on Deity, and I had a scout near Suliman's capital. It was size 4 and was producing a settler. In IGE it said the settler would be produced in 2 turns. The next turn the settler was produced and the city stayed at 4 pop. In fact it said it had 0 turns to grow. The next turn it was size 5 and he had a settler. Is this a bug, or has something changed?
 

saamohod

Emperor
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Messages
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Location
Ukraine, fled Mordor occupation
I am not sure that this is a bug, but I have not seen this before. I just started a game on Deity, and I had a scout near Suliman's capital. It was size 4 and was producing a settler. In IGE it said the settler would be produced in 2 turns. The next turn the settler was produced and the city stayed at 4 pop. In fact it said it had 0 turns to grow. The next turn it was size 5 and he had a settler. Is this a bug, or has something changed?
Maybe his scout or other unit hit a goody hut and it added pops to his city?
 

Teholb

Warlord
Joined
Feb 5, 2012
Messages
259
He may have had an international TR ending, or else a goody hut. Upload the save to GitHub just in case.
 

Recursive

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Maybe his scout or other unit hit a goody hut and it added pops to his city?

He got instant Production yields from somewhere. Not a bug.
 
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