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The throne room has the other modifiers.
I don't know how it's giving +10% culture, to be honest.
The Throne Room is giving its +10% culture via the CultureRateModifer column of the Buildings Table.

So it appears that the Building_YieldModifiers table is not working

I have received other verified reports that Building_BuildingClassYieldChanges and Building_YieldFromUnitProduction are also not functioning

All of these seem to be added to the database correctly, so there is something going on in the DLL?
 
One or two AI kept changing its mood towards me asks for peace in war> friendly 10 turns or so>Hostile>War repeat if no war > insult>ask for friendship>friendly >10 turns or so >Hostile
 
Anyone having trouble with happiness in this version?
 
same here sometimes its a little unstable 100% for a few turns even at lower levels then drops to 40% ive had a 4 cities tall game and it kept dipping well below 50%
 
Anyone having trouble with happiness in this version?
Noticeably harder, even with Brazil's -50% need reduction UA.

On a note, Brazil is severely nerfed this patch. The culture loss without the +25% culture on WLTKD is very noticeable, and the changes to the Brazilwood Camp aren't anywhere close to making up for it.
 
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.
I agree, there should be a shortcut or button to change the focus of all cities at once so you can set them all to default, or set them all to optimize happiness.
 
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.
What is that brown icon next to the buy tiles button top left?
 
For the sake of the show match I'm putting on as in my thread, and picking a version to base the multiplayer modpack from,
does anyone know, or had anyone experienced, the War Weariness multiplication bug in a previous version? Is it in the code before 2.7, is the question. The contest wants something with predictable flaws, above all.
 
For the sake of the show match I'm putting on as in my thread, and picking a version to base the multiplayer modpack from,
does anyone know, or had anyone experienced, the War Weariness multiplication bug in a previous version? Is it in the code before 2.7, is the question. The contest wants something with predictable flaws, above all.
It was not in the code prior to 2.7.
 
Hotfix 2.7.3 has been posted. Link in OP has been updated.
Code:
- Fixed a crash when completing City-State quests (invalid iterator)
- Improvements to tactical AI (less likely to retreat when about to capture a city, less likely to leave Great Generals/Admirals undefended, fixed some corner case issues)
- Fixed Great Merchants & Merchants of Venice being unable to do trade missions
- Number of puppet cities is now displayed in brackets after the number of cities in a leader's tooltip info (EUI only)
- Fixed City-State coup quest being given to the City-State's current ally, then immediately removed
- Fixed City-State coup quest showing the wrong City-State in the notification title/summary
- Performance improvements

Online as of 4:20 PM CST. Savegame compatible with 2.7 versions.
 
Hotfix 2.7.3 has been posted. Link in OP has been updated.
Code:
- Fixed a crash when completing City-State quests (invalid iterator)
- Improvements to tactical AI (less likely to retreat when about to capture a city, less likely to leave Great Generals/Admirals undefended, fixed some corner case issues)
- Fixed Great Merchants & Merchants of Venice being unable to do trade missions
- Number of puppet cities is now displayed in brackets after the number of cities in a leader's tooltip info (EUI only)
- Fixed City-State coup quest being given to the City-State's current ally, then immediately removed
- Fixed City-State coup quest showing the wrong City-State in the notification title/summary
- Performance improvements

Online as of 4:20 PM CST. Savegame compatible with 2.7 versions.

Thanks for that. I was just going to try out Venice. Glad I hadn't started, as the problem with MOV would have been annoying & game breaking.
 
Domination victory by vassals still seems to be bugged in 2.7.3. 11 Capitals, 4 are owned directly, 3 don't exist (razed), and 4 are owned by vassals. No trigger.
 
Domination victory by vassals still seems to be bugged in 2.7.3. 11 Capitals, 4 are owned directly, 3 don't exist (razed), and 4 are owned by vassals. No trigger.
Savegame needed to debug, ideally just before a city capture.
 
is this a bug?

Spoiler trade screen :
Trade Screen .jpg

Spoiler Resource Demanded :
resource demand.jpg


Tooltip demands in Incence but incorrect in trade screen, this has occured before in another trade screen with another civ as coral says is demanded by Lodz
 
Capitals can be razed?
It's from whoward's PNM "Global - Raze Major Capitals".

Savegame needed to debug, ideally just before a city capture.
No savegame at the moment, but I'm pretty sure the issue is due to having "taken" the last remaining capital by capitulation, and not by city capture. Domination Victory triggered correctly after capturing an additional city (which also happened to be the capital) from a former vassal. Is this enough information?
 
It's from whoward's PNM "Global - Raze Major Capitals".


No savegame at the moment, but I'm pretty sure the issue is due to having "taken" the last remaining capital by capitulation, and not by city capture. Domination Victory triggered correctly after capturing an additional city (which also happened to be the capital) from a former vassal. Is this enough information?
Yes, that explains the issue. I'll fix.
 
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