New Version - 3.10.14 (September 26, 2023)

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Hey all,

New release inbound. Mostly a bunch of bugfixes, but contains some balance changes to event and City-State quest probabilities. Proposals regarding these two gameplay elements are welcome in the next VP Congress session.

Special thanks to @axatin, @seroperson, @Hinin and IanE9 for their help in making this happen!

Changelog:
Code:
General
- Some C4DF features are now available in Community Patch Only: the AI giving gifts, share opinion requests, move troops requests
   Thanks axatin!
- Did a major rework of the game's pseudo RNG (thanks IanE9 for a lot of help with this!)
   A variety of functions are added to make generating random numbers much less of a hassle
   The map seed is now used to randomize RNG calls from game to game
   Greatly improved randomization in many areas of the code
   City production, tech, policy, belief choices now use the pseudo RNG instead of JonRandNum functions
   Removed instances where randomness wasn't applied in multiplayer, as it should now be multiplayer compatible
- Performance improvements
- Spy points threshold is now customizable
- DLL support for L. Vern's Not for Sale modmod
- Numerous cleanups to the code, including removing deprecated code/unused memory and making the DLL more readable
- The removed IsHasTradeAgreement function now generates a special message in Lua.log telling people they have an incompatible UI when called

Balance
  Ancient Ruins
  - In addition to scouts, any unit which gains XP from revealing tiles can now collect them

  City-States
    Quests
    - Removed VP-added restriction where City-States were not able to give a quest to a player if any other CS had given the player that quest type
        This made quest probabilities essentially meaningless, prevented some City-States from generating quests, and was generally too same-y
    - Replaced it with a new restriction where they cannot give identical quests of the same type
        So for example, two quests to build Stonehenge are out
        But a quest to build Stonehenge and a quest to build Pyramids are in
        Find Natural Wonder quest is an exception to this, only one instance can be given to a player at once
    - Rebalanced the probabilities of all quests based on a City-State's personality and trait
        Special thanks to Hinin for a lot of work on this
    - Spy on Major quest now randomly asks for 1, 2, or 3 missions (rather than 1, 1, or 2)

    Influence Decay
    - Removed extra Influence decay when at 50 or less Influence above resting point
    - Restored Siam meeting Influence to 40 from 42 as a result of this change being removed
    - Extra Influence decay is now -0.02 per point of Influence above 50 over resting point, until the extra -1 is reached at 100
        At 100+, it will use the exponential decay as usual

  Espionage
  - Spy kill and identify chances on mission completion are now based on the results of two separate random rolls, not the same roll

  Events
  - Removed the weird event probability system which I didn't even understand and replaced it with three random steps:
    1 - Randomly roll 1 to 100 to see if any event is allowed for this city/player (currently a 100% chance, but can be customized with newly-added defines).
    2 - For each event, roll 1 to 100 and compare it to the event's % chance to happen. If <= the chance, it can be selected this turn.
    3 - Make a weighted choice out of the random events that were selected for this turn.
    The aim is to allow for a little more variety in event choices, although the small number of events makes that difficult.
    When the global event cooldown is active, valid events that aren't on individual cooldown will continue to increase in probability over time.

  Instant Yields
  - GAP from kills from promotions now counts as an instant yield

AI
- AI's logic for accepting demands is now greatly improved
    AI will now use the same logic for humans and other AIs
    Removed randomness and janky Firaxis code - now a fixed value scaling with game progress, AI's Boldness flavor, and the perceived threat posed by the enemy
    Vassal AIs will now rebuff demands if they feel like their master is able and willing to protect them from the threat
    All AIs will now rebuff demands if the demander is unable to declare war on them
- Tactical AI improvements, including an attempt to reduce memory consumption
- Fixed an issue causing erratic Diplomacy AI behavior, especially with regard to friend choices
- Slight improvement to city governor

UI
- Renamed City-State personalities to something more fitting
    Friendly -> Affable
    Neutral -> Pragmatic
    Hostile -> Recluse (changed to Reclusive in 3.10.1)
    Irrational -> Enigmatic
- Hid items that the AI will never accept in demands/help requests from the UI when demanding/requesting (such as Cities, Third Party War, and in the case of demands, Gold and Techs)
- Text fixes

Bugfixes
- Multiplayer desync fixes by seroperson, and actually fixed the invisible yields bug this time
- Fixed longstanding bug where no City-States were being assigned the Irrational personality due to a bug in the RNG
     Apparently this might have been intentional - if so, then I'm bringing them back (they actually have a purpose now due to the new probability system - they don't have a personality bias towards quests)
- Fixed crash when playing with City-States on non-standard gamespeeds
- Fixed another bug with the Build X Buildings quest
- Fixed an Unhappiness bug in Community Patch only
- Fixed Make Peace button not being blacked out in vassal leader dialogue screen
- Fixed lost capital notification listing the incorrect leading player
- Fixed numerous issues with Deal AI
- Fixed choose trade route/home city popup not closing when unusable in some cases
- Fixed groups of airplanes continuing to attack a city with 0 HP left
- Fixed naval units not withdrawing properly
- Fixed unusual Influence gain amounts when liberating a City-State
- Fixed AI founding cities on top of Antiquity Sites they can see (also won't recommend doing so anymore)
- Fixed bug causing Barbarians to take damage near undefended cities without actually stealing from them, or sit around doing nothing
- Fixed War Weariness decaying by more than half in a turn upon signing a Peace Treaty (intended to be half only, not half plus extra)
- Fixed a potential issue with AI early game expansion
- Fixed event probabilities not being properly reset for global events
- Fixed Aggressive Mode AIs being less opportunistic about their aggression than intended
- Fixed Rebellion quest checking the City-State's public opinion unhappiness rather than their ally
- Hopefully fixed an issue where units could be placed on mountains at game start
- Hopefully fixed policies which give free buildings giving more than intended
- Misc. other bugfixes

Link: https://github.com/LoneGazebo/Commu...wnload/Release-3.10.14/Vox.Populi.3.10.14.exe

Online as of 8:50 AM CST. Not savegame compatible.

Spoiler 3.10.X Releases :
Version 3.10.1 released. Link above has been updated.

Changelog:
Code:
- Negotiated peace with Recluse City-States, and agreed to call them Reclusive City-States from now on, which is the proper form
- In exchange, they agreed to stop crashing the game upon founding a new city
    It was actually caused by a bug in the advisor code but shh
- Also fixed a second crash that could occur when hovering over a captured city banner

Online as of 4:50 PM CST on September 14. Savegame compatible with 3.10 versions.

For the curious, a table of the new City-State quest probabilities has been attached. When choosing a new quest, a City-State makes a weighted choice of all VALID quests in that category (global or personal). The minimum weight is 1. The weights are based on the City-State's personality and trait.

Invalid quests (quests that are disabled, or if the correct conditions haven't been met) aren't included in the choice, which is why you won't see, e.g., the Tech Contest quest in the Ancient Era.

If there are no more major glitches, this will likely be the last major release until version 4.0 (the complete merge).


---
Version 3.10.2 released. Link above has been updated.

Changelog:
Code:
- Fixed a crash when selecting a Settler unit
- Fixed Factories' self buff not clearing from a city after the Factory is sold/destroyed
- Fixed Barbarians rarely, if ever, spawning units that require resources, and spawning unique units too often when allowed
- Fixed UI issue with liberation
- Small improvement to AI city capture logic
- AIs that are super unhappy (at risk of revolts) are now trained to start razing already-captured cities
     They will prioritize cities with high unhappiness, that haven't built a Courthouse, or that other players are threatening to capture
- AI will no longer accept demands from players they're already planning to make demands of
- AI will no longer purchase cities they didn't found when they're unhappy
- Added three new icons for textkeys: Monopoly, Office, Franchise
- Text fixes
- Code cleanup

Online as of 1:43 PM CST on September 15. Savegame compatible with 3.10 versions.


---
Version 3.10.3 released. Link above has been updated.

Changelog:
Code:
- Fixed five separate crashes
- Performance improvements (turns should now be slightly faster)
- If the AI doesn't like any World Congress proposal options, they will now propose the least bad option instead of selecting at random
- Improved help documentation on GitHub

Online as of 2:10 PM CST on September 16. Savegame compatible with 3.10 versions.

Contains an additional fix that axatin's DLL doesn't, so you should use 3.10.3 instead of that one.


---
Version 3.10.4 released. Link above has been updated.

Changelog:
Code:
- Fixed another crash
- Fixed Byzantium automatically spawning Great Prophets in Classical even if it's possible to save for other Great People
- Fixed Shallow Draft penalty being applied to upgraded Polynesian units
- Fixed a potential duplicate quest issue in Community Patch only
- Find City & Find City-State quests are now considered duplicates of each other (you now can't receive both quests targeting the same CS)
- Promotion selection AI now has logic for new Screening and Envelopment promotions
- Improved help text for Pathfinder unit and Reconnaissance promotion to explain the rules for claiming Ancient Ruins
- Modified DoSpawnFreeCity LUA function for additional compatibility with adan_eslavo and pineappledan's modmods
    pineappledan's Phoenicia civ will need updating for the additional compatibility to take effect
    In brief, Phoenicia-founded City-States and City-States replaced at game start are now considered originally founded by the CS player

Online as of 9:08 PM CST on September 16. Savegame compatible with 3.10 versions.


---
Version 3.10.5 released. Link above has been updated.

Changelog:
Code:
- Fixed three more separate crashes
- Fixed missing Wonder splash screen for new America wonders
- Fixed a building cache glitch that messed up Great Works
- Fixed a LUA bug in UnitPanel (no-EUI version)
- Byzantium now auto-spawns Great Prophets again if they don't own a religion yet
- Coup, Acquire City, and Liberation quests are now fulfilled instantly upon completing the action
- Code cleanup

Online as of 12:08 PM CST on September 18. Should be savegame compatible with 3.10 versions, but unsure of how it will interact with the building cache glitch.


---
Version 3.10.6 released. Link above has been updated.

Changelog:
Code:
UI Improvements
- Culture Tooltip in CityView will now display Border Growth (CityView.lua unaffected, you can keep using those mods that edit them)
- Added Level prefixes to Ideology tenets in the Civilopedia
- Fixed bug where you could not search up Celtic Pantheons

Banished the hordes of Barbarian war elephants through shrewd negotiation
    (to Seleucus) Get the hell out of here!
    Will you get the hell out of here if I give you 500 elephants?
    Ok thanks, bye
    TIME TO CONQUER ALL OF INNNNDIIIIIAAAAAA!!
    Er-
    MOST OF INNNNDIIIIIAAAAAA!!
    But what about this part?
    That's the Tamil Kings. No one conquers the Tamil Kings.

(Barbarians need access to Ivory to spawn War Elephants now)

Online as of 4:44 PM CST on September 18. Savegame compatible with 3.10 versions, although existing war elephants will remain until slain or upgraded.

This should hopefully be it for hotfixes.

---
Version 3.10.7 released. Link above has been updated.

Changelog:
Code:
- Fixed a second bug which was causing Barbarian units to ignore resource requirements when spawning

Online as of 7:05 PM CST on September 18. Savegame compatible with 3.10 versions.


---
Version 3.10.8 released. Link above has been updated.

Changelog:
Code:
- Fixed a crash on game start
- Fixed a crash when collecting map Ancient Ruins
- Fixed automated non-scout explorers targeting Ancient Ruins they can't collect
- Fixed errors in tactical AI related to new Ancient Ruins rules
- Fixed math error in unit supply tooltips
- Fixed tactical AI not targeting empty Barbarian camps
- Fixed VP improvements to map Ancient Ruins applying in Community Patch Only
- Greatly increased AI valuation of Natural Wonders when choosing settling locations
     Enginseer: "Because the humans do for some apparent reason, and think the AI is stupid for not yoinking them asap."
- Improved randomization of Ancient Ruins rewards
- Simplified some baffling Firaxis code
- Blocked Bridges and Canals mod because it modifies the DLL

Online as of 11:12 AM CST on September 19. Savegame compatible with 3.10 versions.


---
Version 3.10.9 released. Link above has been updated.

Changelog:
Code:
- Fixed crash when making a move troops request

Online as of 12:33 PM CST on September 19. Savegame compatible with 3.10 versions.


---
Version 3.10.10 released. Link above has been updated.

Changelog:
Code:
- Fixed database error introduced in 3.10.8

Online as of 4:33 PM CST on September 19. Savegame compatible with 3.10 versions.


---
Version 3.10.11 released. Link above has been updated.

Changelog:
Code:
- Fixed two crashes and a text error

Online as of 7:20 PM CST on September 20. Savegame compatible with 3.10 versions.


---
Version 3.10.12 released. Link above has been updated.

Changelog:
Code:
- Fixed a crash when the game runs out of antiquity site locations
- AI will now consider razing captured cities when very unhappy in VP (was super unhappy) - NOT FUNCTIONAL YET DUE TO CODE ERROR
- Reduce log spam from trade route possibilities
- Performance improvements and code cleanup
- Small improvements to city capture logic
- UI fix for City-States

Online as of 6:22 PM CST on September 23. Savegame compatible with 3.10 versions.


---
Version 3.10.13 released. Link above has been updated.

Changelog:
Code:
- Fixed resurrected AI players crashing the game in multiplayer by taking their turn out of order if Simultaneous Turns is active
- Fixed spy kill and survival chances being reversed (100% survival was 100% death)
- Fixed code error preventing the AI from considering razing captured cities if very unhappy, so the change from 3.10.12 works now
- Fixed tooltip errors with Build X Buildings quests - now specifies that only non-puppet cities count
- Diplo AI approach selection scores and biases are now multiplied by 100, fixing some rounding errors
- Increased HOSTILE and DECEPTIVE weights towards players that have spy quests against them, or if their City-State ally has a coup quest against them
- Reduced excessive AI valuation of trade deals during approach selection, especially for Defensive Pacts or on longer gamespeeds
- Fixed a bug in the AI's approach selection dogpiling logic causing it to forget about some of its friends
- Fixed some bugs making the AI overly aggressive
- Performance improvements

Online as of 4:44 AM CST on September 26. Savegame compatible with 3.10 versions.


---
Version 3.10.14 released. Link above has been updated.

Changelog:
Code:
- Fixed some extreme modifiers (bugs) in approach selection, as a few values weren't correctly changed for the x100 modification
- Fixed advisors recommending to build buildings that are civ-specific to another civilization
- Notifications for various things, like a unit being killed, will include the unit's custom name (if they were renamed)
- Tweaked AI's religious and ideological fervor in approach selection - direct weight is lower, weight for alliances/enemies is higher
- Hexxon Refinery now applies a +3 Production bonus to Tidal Plants and not to Refineries
- Improved centering for an in-text (font) icon

Online as of 6:01 PM CST on September 26. Savegame compatible, although the Hexxon Refinery fix won't apply if it was already constructed.
 

Attachments

  • CS Quest Probability Table.xlsx
    12.8 KB · Views: 76
Last edited:
So... after trying 3 times (same map setup and other game settings, just changed the civilization), everything is going well. Go figure...
Oda Nobunaga and Pachacuti was the first ones. Now playing w Casimir.
 
Quests
...
- Replaced it with a new restriction where they cannot give identical quests of the same type So for example, two quests to build Stonehenge are out But a quest to build Stonehenge and a quest to build Pyramids are in
Does this mean duplicate unit gift requests can/will request different units? It'll be refreshing no longer having the same unit type to gift.
AI's logic for accepting demands is now greatly improved
- AI will now use the same logic for humans and other AIs
- Removed randomness and janky Firaxis code - now a fixed value scaling on the perceived strength of the enemy
- Vassal AIs will now rebuff demands if they feel like their master is able and willing to protect them from the threat
- All AIs will now rebuff demands if the demander is unable to declare war on them
Can you no longer request/"demand" gifts from friends/allies? I always interpreted the demand as trading favor for value, so if you wanted to cash in some good will from an ally in a pinch, you had the option.
 
Does anyone have a version of supersettler / convenient start mod that's currently working? (applies to 3.9.1 as well) Currently it doesn't spawn a settler and the game simply ends in defeat.

If so, which one? (I'd prefer not to use the modpack, but could)
 
Some C4DF features are now available in Community Patch Only: the AI giving gifts, share opinion requests, move troops requests
I would frequently receive gifts of gold from friendly civs in recent versions -- I assume this is the "gifts"? It was a little too frequent in some cases though it did work to woo me a little in their favor. The other change here just rounded out the thematic diplo options more than anything, though I never noticed they were problematic. Are these all just deemed too asymmetrical AI vs human?
 
That's a lot less clear imho
I like the new words more.

Old words associated more with a city's attitude towards you. Maybe because the global civ leaders could also be friendly, neutral or hostile.
 
Anyone knows where do I find this? It's not listed in L.Vern's signature.
Might not be released yet.

I would frequently receive gifts of gold from friendly civs in recent versions -- I assume this is the "gifts"? It was a little too frequent in some cases though it did work to woo me a little in their favor. The other change here just rounded out the thematic diplo options more than anything, though I never noticed they were problematic. Are these all just deemed too asymmetrical AI vs human?
They've been a thing for years, but were exclusive to VP. I didn't like the AI vs. human asymmetry and there's no reason not to have this available in Community Patch only, IMO.

That's a lot less clear imho
I like the new words more.

Old words associated more with a city's attitude towards you. Maybe because the global civ leaders could also be friendly, neutral or hostile.
Aside from Hostile which was somewhat accurate, the old names were not actually indicative of the City-State's quest biases, especially now with the revised probabilities. For example, Militaristic Friendly City-States are now very likely to give the declare war or liberation quests, which aren't peaceful. :)

Recluse is now updated to Reclusive, so they're all adjectives now.

instant CTDs whenever i found a city or click to build something
Confirmed.
CTD upon founding the first city.
Confirmed.CTD.
CSD on turn 1, when I'm trying to found a city. Ethiopia
For me too, Germany.
I confirm the CTD when founding the capital.
I fixed it. Hotfix incoming.
 
Does this mean duplicate unit gift requests can/will request different units? It'll be refreshing no longer having the same unit type to gift.

Can you no longer request/"demand" gifts from friends/allies? I always interpreted the demand as trading favor for value, so if you wanted to cash in some good will from an ally in a pinch, you had the option.
Yes to the first question, no to the second question.
 
Version 3.10.1 released. Link in OP has been updated.

Changelog:
Code:
- Negotiated peace with Recluse City-States, and agreed to call them Reclusive City-States from now on, which is the proper form
- In exchange, they agreed to stop crashing the game upon founding a new city
    It was actually caused by a bug in the advisor code but shh
- Also fixed a second crash that could occur when hovering over a captured city banner

Online as of 4:50 PM CST. Savegame compatible with 3.10 versions.

For the curious, a table of the new City-State quest probabilities has been attached. When choosing a new quest, a City-State makes a weighted choice of all VALID quests in that category (global or personal). The minimum weight is 1. The weights are based on the City-State's personality and trait.

Invalid quests (quests that are disabled, or if the correct conditions haven't been met) aren't included in the choice, which is why you won't see, e.g., the Tech Contest quest in the Ancient Era.

If there are no more major glitches, this will likely be the last major release until version 4.0 (the complete merge).
 

Attachments

  • CS Quest Probability Table.xlsx
    12.8 KB · Views: 26
Last edited:
Documented some bugfixes I forgot to originally list in the changelog.
 
Does anyone have a version of supersettler / convenient start mod that's currently working? (applies to 3.9.1 as well) Currently it doesn't spawn a settler and the game simply ends in defeat.

If so, which one? (I'd prefer not to use the modpack, but could)
Are you using Really Advanced Setup? Mine does the same thing if I use that mod but supersettler works fine without it.
 
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