pineappledan
Deity
anywhereWhere exactly would one put that?
anywhereWhere exactly would one put that?
Can also confirm.Can confirm. Exactly the same conditions - war with a single civ, supply changing by around 5 and then back to what it was. I was fighting in my own territory for a very very long time, so my war weariness was pretty low.
Can also confirm.
Other:
Not super important, but I also found that Ciy State tactical AI is very poor. I gift a nearby city state ally ranged units thinking they would help defending it. But most of the time they just flee. Lately all my gifted units fled to my own territory (some being not even damaged) where there was absolutely zero threat and meanwhile the Player AI just conquered them... Furthermore the city shoots absolutely irrelevant units instead of the ranged ones doing the fatal damage. Same problem with most of ranged city state defending units (in case they dont flee..).
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Notice that as well. The AI has become smarter with the World Congress, but it also means it's become way more predictable.
Sphere of Influence is annoying because it just snowballs a civ that is already on the path of a diplomatic victory. It means you just can't sit back and have to make the call to start attacking to stop it civ. So it's sort of a good annoying I guess.
Now that the AI will gang vote a civ with vassals with Liberation now means taking vassals as a war civ is much less appealing. On the fence on this, would rather Liberation only remove a single vassal rather than all of them.
Only had a couple of games with the new diplomacy updates so this is far from definitive but i have to agree that the AI seems generally smarter in a more interesting and good way regarding the World Congress even if it is a good annoying way in some respects.
If i have a lot of vassals it is pretty much certain i will take Autocracy to get iron fist which prevents them being liberated.
Before I make GitHub on it, I want to make sure I am not mistaken on something..
The order tenant that deals with corporations says that the civ that takes it on can no longer spread it's corporation to outside civs, OTHER than vassals. However, it appears that your vassals are blocked as well. Am I missing something or is this bugged?
While this is not directly related to the latest changes it is about the current state of play.
I am engaging in my first warmonger game in a while so this is my first time properly dealing with the AI and its updated use of aircraft in a proper 'air war'. I have had defensive encounters and noticed increased use of aircraft by the AI but this is my first time attacking AI with tech parity and WOW!
It is like a completely different game, to the extent i have had to spend quite a bit of time working out how all of the interesting features work i never bothered about or had to worry about before as the AI never had a clue about aircraft.
My first war with aircraft started well, managed to take out an AI city on an island that had aircraft in it before they got to use them which i wanted to make sure i did quickly as this was before aircraft carriers and i had no cities close enough to lauch air attacks so this was going to be my unsinkable aircraft carrier i would use to launch the main invasion. On the same small island one of my vassals had a city and there was a second enemy city the other side of my vassals city.
I then had to delay my main invasion to take the other AI city as it also had aircraft in it and the AI was actually using them well to bomb me with the other surprise being my vassal also had aircraft and were helping to defend against enemy aircraft and bombard the enemy units.
This wasn't a major issue as we could only have two aircraft per city at this point and was more of a minor thorn in my side and i thought while the AI has improved (it actually makes bombers and uses them) this was still going to be my standard walk in the park now i had aircraft and Pentagon was being built so i could have plenty of aircraft in cities...how wrong i was.
My aircraft could now just reach an enemy city on the mainland which luckily happened to be on a peninsula so i start to try to bomb it, ineffectively, as the AI had multiple AA units and fighters stationed in the city and surrounding citys actually set on intercept so i had to resort to sending in my ships which were luckily heavily promoted and i also could attack from 3 tiles with melee ships and land troops so i was able to take the city quite quickly but took quite a bit of damage while doing so. As i took the city i just finished Pentagon and as i now had a city on the continent i though this would be the start of the cake walk...still wrong!
The AI's effective use or AA units, fighters on intercept and bombers serously made me rethink my usual air tactics where i usually build one fighter which is given the intercept line of promotions, primarily as that extends the range but also because the AI occasionally builds the odd bomber and is primarily stationed to give extended vision and then the rest of the city/aircraft carrier is full of bombers with the fighter then mostly being used to finish off nearly dead units. I have now changed my setup so my forward city is full of fighters with half set on intercept to protect my units from the constant bombing by enemy aircraft and the other half given air sweep promotions and used to sweep the skies before any bombers even think about flying and to slowly shoot down intercepting enemy fighters.
Usually once i had aircraft my land army often became almost obsolete with bombers taking down cities and enemy units at will and then sending in one of my tanks to take the city with me only using ground troops on secondary cities and mopping up operations. Now i still have to send in my ground troops to protect my artillery which are still used as the main way to take down cities while my aircraft fight their own air war and protect my ground units and with extensive use of fighters eventually clearing the skies my bombers get to have a go during the end of the war once i have dealt with most of the enemy fighters.
During these early air wars i had been building my aircraft carriers and managed to bring them along for the next war and again a whole different ball game. I used to just park my aircraft carriers off the coast with one fighter each for vision then fully loaded with bombers so i can just wipe out the enemy land army before landing. I have had to pull my aircraft carriers out of the AI's vision as they are now focusing them with aircraft AND guided missiles! (They hurt!) so i already lost one fully loaded aircraft carrier and two others heavily damaged. I am now undertaking an attritional airwar with carriers loaded with fighters and all my ships generously guarded by misslie cruisers to gain some sort of air superiority around the coastal cities at least instead of what usually happens where i quickly have dominance over large portions of enemy territory due to air power and can just methodically wipe out enemy units and then cities with aircraft alone. And i am now building a load of guided missiles myself and AA units which i never bothered with before as i never really needed them but i have the two main competitors left to take out yet and they are both equal in tech with me and have a defensive pact so i am expecting a heavy air war and probably going to need a lot of guided missiles and probably liberal use of nukes so this is going to be fun!
My only initial thought of poor performance from the AI was they weren't removing their aircraft from cities before i captured them but this was before i realised this was because their other cities were already full of aircraft!
So well done for the massive improvements in the AI's use of aircraft and for making late game wars interesting!
[1976.563] Runtime Error: C:\Users\Adam\Documents\My Games\Sid Meier's Civilization 5\MODS\(overhaul) More Wonders for VP (v 1)\1.WorldWonders/Lua/UniqueWorldWondersRequirements.lua:52: attempt to call field 'COMMUNITY' (a nil value)
[1976.563] Runtime Error: Error loading C:\Users\Adam\Documents\My Games\Sid Meier's Civilization 5\MODS\(overhaul) More Wonders for VP (v 1)\1.WorldWonders/Lua/UniqueWorldWondersRequirements.lua.
Not sure this is your issue, but have a look at https://forums.civfanatics.com/thre...he-2-through-5-mods-into-a-single-mod.675695/What did you change?
Many users reported me, that after downloading VP 1.4.6 there's something wrong wwith Terrain requirements for wonders I've added in More Wonders for VP. What did you change?
For the requirements I use two database fiels in Buildings: ProhibitedCityTerrain and NearbyTerrainRequired.
I found such errors in Lua which worked earlier:
Code:[1976.563] Runtime Error: C:\Users\Adam\Documents\My Games\Sid Meier's Civilization 5\MODS\(overhaul) More Wonders for VP (v 1)\1.WorldWonders/Lua/UniqueWorldWondersRequirements.lua:52: attempt to call field 'COMMUNITY' (a nil value) [1976.563] Runtime Error: Error loading C:\Users\Adam\Documents\My Games\Sid Meier's Civilization 5\MODS\(overhaul) More Wonders for VP (v 1)\1.WorldWonders/Lua/UniqueWorldWondersRequirements.lua.
What happened to COMMUNITY database?
It seems the "COMMUNITY" table was renamed as "Community". Some entries were also removed but More Wonders doesn't require them as far as I can see, rather it add new ones to the table. Replacing all instances of COMMUNITY with Community in Lua files should work (no need to do this in SQL files as it isn't case sensitive)
Many users reported me
I have a Discord, once I had channel, before some rework of the VP page, but to be honest, I do not enter there too frequently.Adam, why don't you have a channel on VP discord yet?
Thanks. I wasn't aware that Lua is case sensitive. I like such stupid changes for the sake of the changeIt seems the "COMMUNITY" table was renamed as "Community". Some entries were also removed but More Wonders doesn't require them as far as I can see, rather it add new ones to the table. Replacing all instances of COMMUNITY with Community in Lua files should work (no need to do this in SQL files as it isn't case sensitive)
Aha, indeed, seems to be working. Thanks.I can confirm this was the issue. Although I'm no expert so let Adan double check. I just changed all the relevant code to "Community" like you said and it seems to be fixed.
This is planned for VP 1.5 afaik. Another bomb for modders.Not sure this is your issue, but have a look at https://forums.civfanatics.com/thre...he-2-through-5-mods-into-a-single-mod.675695/
When?This is planned for VP 1.5 afaik. Another bomb for modders.
I don't know exactly. I heard that from few other modders.When?