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Hotfix 2.7.2 has been posted. Link in OP has been updated.

Code:
- Fixed a huge bug that was multiplying unhappiness from War Weariness/Public Opinion by 9
- Fixed a crash when loading savegames from ingame
- Fixed a bug causing wrong/negative numbers to be displayed in the city unhappiness breakdown
- Fixed Happiness tooltip not displaying in Non-EUI version
- Fixed Happiness tooltip not displaying local city happiness in Non-EUI version
- Fixed Ger not giving +Production to Camps
- Fixed buggy Social Policy menu tooltips (displaying incorrect reasons why a branch was locked)
- Updates & corrections to Civilopedia text from axatin
- Added MODDER_ENUM13, 14, 15, 16, 17, 18, 19 and 20 (some kind of modmod thing, ask Putmalk)

Online as of 7:37 PM CST. Should be savegame compatible with 2.7 versions, though existing Gers will not give Production to Camps.
 
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but then france war dec with the greatest attack ive ever seen... this is nuts... just as the war dec they were equals 2 turns later they are mighty

Spoiler france attack :

didnt catch it in the above game at this time im turn 396 146/47 happiness 14 religious unrest, 20 urbanisation and 12 food distress. War weariness was 1 at the time but did not ever spike but with the excess happiness it probable wasnt noticed with just 5 cites

Spoiler Happiness :


edit: in addition one Ai has just nuked the other... never seen that before, at this difficulty level Arabia and Indonesia are at war next turn Both AI are below 50%, Russia has no managed to claw up I am no longer at war with France or Russia

edit2: won on turn 416 jeepers via culture victory this was hard going even for Chieftian, Standard, Huge never won so late with culture before
Yes yes yes! Bring down the mighty hammer. I want to feel the pain. I look forward to being destroyed by the ai again.
 
IMO, Happiness patch increases the fatigue of having to control every time in the city. Choosing all city, identifying happiness, supressing populations, and growing again increases time and fatigue, Also it's not a very interesting task.
 
Barbarians don't seem to blockade tiles at all anymore.

Spoiler Image 1 :

20221004144347_1.jpg


Spoiler Image 2 :
20221004130225_1.jpg
 
Barbarians don't seem to blockade tiles at all anymore.

Spoiler Image 1 :


Spoiler Image 2 :

intended. This is in the patch notes. Barbs can't blockade tiles until they are allowed to enter them. It's too early in the game (turn 15) for barbs to be able to block, but they will once they are allowed to enter borders
 
intended. This is in the patch notes. Barbs can't blockade tiles until they are allowed to enter them. It's too early in the game (turn 15) for barbs to be able to block, but they will once they are allowed to enter borders
My mistake, I didn't think about that (it being too early).
 
Anyone experiencing early game crashes during AI turn?
 
2.7.2 probably fixed broken Restart button. Game crashed sometimes after clicking it.
 
Anyone experiencing early game crashes during AI turn?
There is a known crash where City-State quests with invalid player numbers are created, and then the game crashes when trying to test if they're complete. This is currently unresolved and the trigger is unknown, but seems to occur early in the game.
 
There is a known crash where City-State quests with invalid player numbers are created, and then the game crashes when trying to test if they're complete. This is currently unresolved and the trigger is unknown, but seems to occur early in the game.
Yep. It seems to occur during the City-States' turn. I reported it to GitHub anyway.
 
I don't know if Tall Tradition is now viable if this spy action is in the game. The ability to effectively shut my civ down for 2 burns, destroy my GPT, plummet my happiness and effectively insta generae a barb army for me to fight, that's just a bit much. With a standard civ its an annoyance, but in a tall tradition its basically your whole economy.

Spoiler :

Screenshot.png

 
I'm so tempted to propose an early warning system for spy actions (if there's no-new-code requirement at least there can still be a notification/foreshadow a few turns ahead). I just don't like the current spy system in general due to the lack of active counter (you don't know what and when things will happen) and binary nature (the actions either fail with 0 result or success with ridiculous result).
 
There is a known crash where City-State quests with invalid player numbers are created, and then the game crashes when trying to test if they're complete. This is currently unresolved and the trigger is unknown, but seems to occur early in the game.
I literally cannot progress past turn 13 or something. Tried 3 game starts after having altered the number of civs and CSs. The game crashes at AI turn, apparently at CS turn.
 
I literally cannot progress past turn 13 or something. Tried 3 game starts after having altered the number of civs and CSs. The game crashes at AI turn, apparently at CS turn.
We've identified the cause of the crashes, but the fix is complicated and might not be savegame compatible. Still working on it.
 
What is the intention of the tradition finisher? Its tooltip says +10% to everything but it only gives +10% culture.
 
What is the intention of the tradition finisher? Its tooltip says +10% to everything but it only gives +10% culture.
The throne room has the other modifiers.
I don't know how it's giving +10% culture, to be honest.
 

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I have a question about food generation.
If I have production TR I get prod without any modifiers, but when I have food TR then all modifiers apply.
If I run culture or science process then I get them without any modifiers, but when I run food process then I get all modifiers apply.
 

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Also as I said before and I had 2 issues open in Github spy event kidnap specialists doesn't expire. And in latest versions it very noticeable, because security level drops quicker, so events take much less turns then before.
 

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I have a question about food generation.
If I have production TR I get prod without any modifiers, but when I have food TR then all modifiers apply.
If I run culture or science process then I get them without any modifiers, but when I run food process then I get all modifiers apply.
Not quite.

Food ITR and Farming process is not affected by the food multiplier, aka that 10% bonus you have in your city. It is affected by growth however. I just did the math on your screenshot to confirm, and yes that's how its working.
 
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