James Ryle
Warlord
You're the Man Dan.It’s good to go
Also, on a general note to all. When I quit the game, I can now launch it again without restarting my computer. It seems to have finally shut down properly! A little thing but it was annoying.
You're the Man Dan.It’s good to go
Is it because of the new Great Work for Artifact custom icon? @EnginseerI have run the game for a full day with lots of play, not a single crash so far. On 3.7.7 I was getting a rendering error crash every 30 min to an hour or so.
I'm also having same issue, but with every different civs. From my experience it started from v 3.7.6.I seem to be able to tribute city states every turn as the Zulu. No cool-down. Can anybody confirm this?
I just realized I also able to tribute (normal or heavy) playing as japan today every turn with no cool down. using latest version.I seem to be able to tribute city states every turn as the Zulu. No cool-down. Can anybody confirm this?
Probably unrelated, as I'm not getting "rendering error" -- but some other fatal CTD consistently occuring around end of classical/early medeival: coincidentally last game that progressed past this stage was 3.7.2. All logs look pretty normal as far as i can tell... appears to be something .dll level. Exploring with firetuner (ie switching to the AI team in advance of CTD turn) -- it has something to do with AI workers and non-vanilla resources/improvements. I've been peeling back mods a couple at a time and restarting, but it keeps happening. Will try to get some logs/dumps on git if it re-occursI reverted back to 3.7.2 (which was the last version of VP I was on, and didn't notice any problems).
I have run the game for a full day with lots of play, not a single crash so far. On 3.7.7 I was getting a rendering error crash every 30 min to an hour or so.
Just noting that a second day with very heavy play has passed without a render issue since my rollback, so yes it really does seem to be the mod causing my problems.Probably unrelated, as I'm not getting "rendering error" -- but some other fatal CTD consistently occuring around end of classical/early medeival: coincidentally last game that progressed past this stage was 3.7.2. All logs look pretty normal as far as i can tell... appears to be something .dll level. Exploring with firetuner (ie switching to the AI team in advance of CTD turn) -- it has something to do with AI workers and non-vanilla resources/improvements. I've been peeling back mods a couple at a time and restarting, but it keeps happening. Will try to get some logs/dumps on git if it re-occurs
speculate it might be connected to this https://github.com/LoneGazebo/Community-Patch-DLL/issues/9953
For some reason (probably old age) I didn't see your post when I did a Google search. I have the same problem and I think it's because when espionage was recently changed there were several coding mistakes. Could you go into Espionage Overview ( the icon on the top right with a spy) and hover over your cities which have a spy or a constabulary and see if the modifiers are correct? I've opened an issue on GitHub but so far I've only been talking to myself. Thanks.I don't really understand how spies/counter work in newest VP, it seems to differ much from January/March versions.
I was first to get to Renaissance so I placed counterspy in my capital and made a network for +50% chance to catch other spies. It's about 50+ turns and I didn't catch any.
Now I see that I have 313 GPT in expenses from spying and I have 321 GPT in net income while I'm in a GA. Before GA I had income 150+200 and expenses from spies 115 GPT.
Seems as GA would be over I will go to negative GPT.
How counterspies work now? Is it possible to catch any spies? I have built constabulary as it was available.
My other 2 spies just got promoted to 2 rank - should I switch them? I play on epic speed.
Well, now it's 25-30 turns more, I made peace from 3-side war. Entered and made to middle of EE, sending 8 TR, allied to 10 out of 32 CS. Placed level 3 counterspy in my capital, made a network for +50% counter 25 turns ago.
Thought that I do better at money, was losing 198 GPT, now have one more spy succeded in capital and I lose 504 GPT from spies and have 133 GPT in a GA.
Seems somehow I can't get any spies caught.
Probably the reason you killed the spy is because after a spy successfully completes a mission the city's security level returns to 50.Finally killed a spy - but in secodary city, where I placed him 7-8 turns ago.
Investigating possible bugs takes time and effort, don‘t expect a reply to every github issue within three days.For some reason (probably old age) I didn't see your post when I did a Google search. I have the same problem and I think it's because when espionage was recently changed there were several coding mistakes. Could you go into Espionage Overview ( the icon on the top right with a spy) and hover over your cities which have a spy or a constabulary and see if the modifiers are correct? I've opened an issue on GitHub but so far I've only been talking to myself. Thanks.
It does not seem like the spy screen is showing or taking into consideration the buildings ( except public works) for the spy resistance calculation on the spy screen- I built police station, military base, CIA and it should be +115% spy resistance and none show up so my security level is still -35% decreasing- ( I don't think constabularies are showing either) - not sure if this is known bug or not.Investigating possible bugs takes time and effort, don‘t expect a reply to every github issue within three days.
Constabularies have recently been changed, this might have caused a bug. It will be checked. The other modifiers to Spy Resistance have not been changed in the recent updates.
The chance to kill a spy is now slightly reduced compared to previous versions, this was done to make up for the fact that now, when a spy is killed, its mission no longer comes into effect.
On a more general note, the Espionage system is still in the middle of a rework, and there are active discussions on how parts of it, including the capture/kill system, can be improved. In the next session there will probably be some proposals on the topic.
- Fixed another major bug in AI-to-AI deal valuation (a deal only had to be good for one AI)
- Code cleanup
- Fixed grammar for City-State Unit Gift Quest
- Various other text fixes, including improved military supply panel
- Improvements to road building AI for Iroquois and Songhai
- Fixed "Don't Remove Features" not including Marsh tiles
- Dutch Workers will now improve resources on Marsh tiles
- Automated diplomats will avoid City-States where Influence from Quests was disabled
- AI can cancel pledges again sometimes, if the City-State's capital has taken damage or has been destroyed
- Tweaks to tactical AI
- Several bugfixes for diplo AI victory competition functions
- Score from Policies now excludes finishers, includes openers (even in Community Patch only because the other way is stupid)
Is anyone else on 3.7.8 able to heavy tribute city-states every turn? There doesn't seem to be a cooldown for tributes anymore in my games.
Please could somebody tell me how to play this mod with another player? Or pls link me info about multyplayer with this mod- Fixed multiplayer bugs related to trade deals
Oh hey, I know you! A friend invited me to a tournament you hosted back in like 2016 but I couldn't make it and lost interest later. Small world.Hi guys! Reading the changelog of 3.7.7 I read for the first time that you can play multiplayer with this mod??
Please could somebody tell me how to play this mod with another player? Or pls link me info about multyplayer with this mod
I'm noob so I'll be apreciate for for detailed information