New Version - 4.14.1 (July 21, 2024)

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Hey all,

New version inbound. After a great deal of recent bugfixing, I believe this version can once again be declared stable. With the integration of 4UC beginning soon, I'm aiming to end off 2UC with a stable release so that anyone coming back will still have a reasonably enjoyable game experience. That won't necessarily be this release, but it might be!

Thanks to @axatin, @azum4roll, @KungCheops, @ilteroi and JohnsterID for their help in patching up the recent versions, including this one.

Without further ado, the changelog:
Code:
General
- Added a RIVER_CITY_CONNECTIONS CustomModOption, allowing for Rivers = City Connections to be turned off
- Performance improvements
- Cleaned up and standardized a lot of the Diplomacy AI's backstabbing penalty, promise, and opinion modifier code
- Other code cleanups


AI
  City Production
  - Improved AI management of Aluminum when creating Spaceship Parts

  Diplomacy
  - Reduced the base duration of a few stacking diplomatic penalties
      Plundered Trade Route: 25 turns -> 15 turns
      Beat AI to World Wonder: 75 turns -> 60 turns
      Lowered AI's City-State Influence: 50 turns -> 40 turns
  - AI will now be nicer to vassals that it chooses to liberate instead of immediately attacking them
      If provoked or if they deem it necessary, they may still choose to attack
  - Personality is now immediately updated when a player switches from AI to human or vice versa
  - Removed AI personality (Boldness) speeding up Anti-Warmonger Fervor decay, which gave humans a combat advantage
  - All promises are now reset in both directions when a player dies
  - Reduced AI likelihood to backstab players who are stronger than them militarily or economically
  - Slight reduction in memory usage

  Worker
  - Worker AI should now be better at prioritizing good improvements in good plots
  - Will now evaluate improvements based on total yields with improvement, rather than yield increase from improvement
  - Should now properly evaluate existing improvements in tiles
  - AI now much better at planning improvements which buff/get buffed by other planned adjacent improvements


UI
- Tweaked the new remaining moves indicator in pathfinder
- Text fixes
 

Bugfixes
- Fixed a crash in Diplomacy AI when updating demand target
- Fixed cities not being able to use Indirect Fire when bombarding enemies
- Fixed Headquarters not awarding a free Office in the city
- Fixed AI asking friends to backstab other friends in coop wars
- Fixed AI not properly updating its approach after giving in to a demand
- Fixed a separate issue where AI would not register that a human accepted a demand, and subsequently become deterred from declaring war
- Fixed AI choosing players without capitals as last resort war candidates for Domination Victory pursuit
- Fixed a rare issue where certain opinion modifiers could persist hundreds of turns later after a player was resurrected
- Fixed two Lua runtime errors

Link: https://github.com/LoneGazebo/Commu...download/Release-4.14.1/Vox.Populi.4.14.1.exe

Online as of 11:01 PM CDT on July 18. Not savegame compatible.

---
Version 4.14.1 has been released. Link above has been updated.

Changelog:

Code:
General
- Code cleanups


AI
  Diplomacy
  - AI is now only willing to offer more/accept less for peace due to war weariness if they're unhappy or in terrible shape, so it's less easy to rip them off
  - Improvements to AI handling of war weariness in peace willingness
  - Performance optimizations to war and peace logic
  - Removed "ignore warmonger penalty for attacking a City-State if player has attacked a City-State within 10 turns" check (poorly thought out anti-exploit)
       Retained "ignore warmonger penalty if player has attacked the same City-State within 50 turns", though, as that's less exploitable

  Worker
  - Added improvement evaluation scores for Golden Age Points, Border Growth Points and Tourism
  - Tweaked values of existing yields
  - Worker AI will now prechop features for future planned improvements
  - Worker AI should now be better at planning improvements with SameAdjacent and SameTwoAdjacent properties
  - Worker AI should no longer build non-town GP improvements on city connections
  - Skipped some unnecessary computations in Community Patch Only, should make it a bit more efficient
  - Fixed bug where improvements with large negative scores would be valued very highly (mostly affecting GP improvements)
  - Simplified improvement resource monopoly calculation and make it consistent (should solve rare issue of improvement indecision from the AI)
  - Worker AI will now ignore luxury value if the luxury is banned
  - Added a small static value to existing improvements
  - Removed an unused function


UI
- Reverted change to remaining moves indicator


Bugfixes
- Fixed longstanding bug with opinion bonus from sharing intrigue (it would go down after sharing twice), which caused a crash due to a new bug-detection subroutine
- Fixed AI cancelling combat operations when they or their target becomes a voluntary vassal

Online as of 11:27 PM CDT on July 21. Savegame compatible with version 4.14.
 
Last edited:
Updated version of azum4roll's Supply Rework for this version is attached.
 

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Is it expected for Brazilwood Camps to be buildable next to lakes (access to fresh water)?

Edit: The option disappeared next turn lol
 

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  • 20240720183819_1.jpg
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Last edited:
Version 4.14.1 has been released. Link in OP has been updated.

Changelog:

Code:
General
- Code cleanups


AI
  Diplomacy
  - AI is now only willing to offer more/accept less for peace due to war weariness if they're unhappy or in terrible shape, so it's less easy to rip them off
  - Improvements to AI handling of war weariness in peace willingness
  - Performance optimizations to war and peace logic
  - Removed "ignore warmonger penalty for attacking a City-State if player has attacked a City-State within 10 turns" check (poorly thought out anti-exploit)
       Retained "ignore warmonger penalty if player has attacked the same City-State within 50 turns", though, as that's less exploitable

  Worker
  - Added improvement evaluation scores for Golden Age Points, Border Growth Points and Tourism
  - Tweaked values of existing yields
  - Worker AI will now prechop features for future planned improvements
  - Worker AI should now be better at planning improvements with SameAdjacent and SameTwoAdjacent properties
  - Worker AI should no longer build non-town GP improvements on city connections
  - Skipped some unnecessary computations in Community Patch Only, should make it a bit more efficient
  - Fixed bug where improvements with large negative scores would be valued very highly (mostly affecting GP improvements)
  - Simplified improvement resource monopoly calculation and make it consistent (should solve rare issue of improvement indecision from the AI)
  - Worker AI will now ignore luxury value if the luxury is banned
  - Added a small static value to existing improvements
  - Removed an unused function


UI
- Reverted change to remaining moves indicator


Bugfixes
- Fixed longstanding bug with opinion bonus from sharing intrigue (it would go down after sharing twice), which caused a crash due to a new bug-detection subroutine
- Fixed AI cancelling combat operations when they or their target becomes a voluntary vassal

Online as of 11:27 PM CDT. Savegame compatible with version 4.14.
 
Last edited:
I have not played VP for 2 years has the combat ai gotten worse? I remember the last patch I played it was nearly on par with an average player now its back to me stomping.
 
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