New Version - 3.7.12 (August 4, 2023)

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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.
Is it because of the new Great Work for Artifact custom icon? @Enginseer
 
I seem to be able to tribute city states every turn as the Zulu. No cool-down. Can anybody confirm this?
I'm also having same issue, but with every different civs. From my experience it started from v 3.7.6.
"Someone recently demanded tribute from this city-state" kinda thing is gone and that's why. Non-intended bug I assume..
 
I 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.
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
 
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
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.
 
I have some weird issue - Siam conquered my ally Singapore - some turns later I liberated him. Now he has glass and wine but doesn't provide those.
 

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First playthrough with Germany since the revamps a few versions ago.
Production was through the roof, science output was really strong while culture was a bit worse (thats probably more to statecraft instead of progress).
The nearby top row of CS surely helped, I was a bit worried of having greece in the game but he got wiped surprisingly early (common fate of AIs spawning in the middle).
Notable amount of exp from CS quests to capture cities, this really stacked up.
Had good friendships so the biggest scares got dogpiled (first greece then aztecs) when Iroquois finally turned his back on me it was way too late.

Spoiler :

1689439117299.png

 
I returned after a many months break (re-played Witcher 3, Cyber Punk, XCOM 2 - Long war 2)

I have to say the mod has come a LONG way since I left. Great work.

Notice the biggest improvement is the late game. You can be lined up for a win, and another civ can take it from you if you aren't careful. This is mostly due to the tourism changes and the power of the council in the late game now.

I didn't like the fact that tourism is pretty much a small civ / tall civ only thing at first, but now it gives the under dogs a real chance to actually compete.
 
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.
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.
 
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.
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.
 
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.
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.
 
Version 3.7.8 released. Link in OP has been updated.

Changelog:
Code:
- 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)

Online as of 7:10 PM CST. Should be savegame compatible with 3.7 versions.
 
Hi guys! Reading the changelog of 3.7.7 I read for the first time that you can play multiplayer with this mod??
- Fixed multiplayer bugs related to trade deals
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
 
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
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.

Anyway, the FAQ thread points to this reddit post with the instructions and a link to the Steam Workshop with an illustrated guide. Although I think you need to do an additional step (after you've done everything from that link) for the mod's new UI buttons to properly display - delete InGame.lua from your modpack\Mods\Community Patch\Core Files\Core Lua. Feel free to ask if you need any more details or PM me if you want anything translated.

You can also try to look around in the multiplayer threads on this forum to find a ready-made modpack, I think I've seen one posted somewhere, but can't remember exactly.
 
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