New Version - 4.19.1 (February 8, 2025)

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Recursive

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Hey all,

New STABLE version inbound for a change! (Let's hope, but it should crash far less than the beta, if at all.)

We're still going to be using the new assertion and precondition error messages in future releases - they've caught several major bugs so far - and many issues reported on GitHub are fixed in this release, but I've temporarily set all of them to only appear when debugging for this release. I will undo this for the next beta version, 4.20, which I will release if no major issues are reported with 4.19 for a few days.

This is because it's been a while since the latest stable release and a lot of fixes were introduced, so it's only fair to let the rest of the community experience them. :)

Special thanks to @axatin and @azum4roll for a lot of bugfixing and continuing 4UC integration work, and to @balparmak for fixing the art icons (they were broken as part of an attempted compression in 4.18.4, but now that they're fixed it should reduce art asset size considerably, and therefore the number of lategame CTDs).

Changelog:
Code:
General
- Temporarily disabled almost all assertions and preconditions in the DLL for game stability
- Changed the new database remapper so that it includes only the tables that are actually referenced in the DLL, for maximum compatibility with modmods
- Improved pathfinder to avoid leaving units in dangerous places
- Set instant yields to only be logged when logging is enabled

AI
  Diplomacy
  - Voluntary Vassals no longer count as "conquests" for several Diplomacy AI functions, notably the warmongering threat override when a certain % of players have been conquered by you
  - Razing cities no longer awards "We fought together against a common foe."
  - Raised opinion penalty multiplier when the AI has accepted a demand from a player and is also bankrupt, or going bankrupt soon, to 3x (was 2x)
  - Significantly improved AI handling of the Sanctions proposal
      Should help a bit with the balance issues with this proposal
      AI will not adopt the FRIENDLY approach towards you if you've currently proposed sanctions against them or vice versa
      AI will end friendships if sanctions are currently proposed in either direction
      There are a few exceptions to these rules if the AI proposed the sanctions (if you've recently liberated them or are a vassal), and none if the other player proposed the sanctions
      Proposing or voting to sanction a player will now add a recent diplomatic actions penalty with that player and their friends and allies, and a bonus with that player's enemies
        This also applies in reverse when proposing/voting to unsanction them
        Bonus/penalty does not apply if AI wanted or contributed to the opposite outcome
      If AI has proposed sanctions against you, they're a little bit less likely to declare war immediately
      If AI has recently passed sanctions against you, they're more likely to declare war (to benefit from the lower warmonger penalties)
      AI considers proposing/voting to sanction them a provocation, which greatly increases their hostility towards you
      AI is more likely to denounce anyone they've proposed to sanction or vice versa
      AI will not apply extra DECEPTIVE weight in certain situations where it can transition from DECEPTIVE to WAR if you've ever succeeded in sanctioning them
      AI will not try to make trade demands of anyone except their vassals if sanctions have been proposed against them
      AI will not try to make trade demands of a target who has sanctions proposed against them (unless the AI is that player's master)
      AI alliance-making logic in approach selection now considers a current sanctions proposal as equivalent to being at war with an ally/enemy
      AI alliance-making logic for key players now uses WorkWithWillingness and WorkAgainstWillingness flavors where applicable
      AI can no longer be bribed to vote Yes on sanctioning a genuine friend/ally
      AI can no longer be bribed to vote No on unsanctioning a genuine friend/ally
      AI will not attempt to bribe others in this way either
      Added a sanity check to block AI from proposing sanctions against themselves or genuine friends
      Added extra scoring as well so the AI factors in current alliances and enemies when deciding to propose sanctions

  Other
  - Fixed minor AI scoring issues

Balance
  Barbarians
  - Slightly nerfed spawns by limiting the halving of the cooldown until the next Barbarian spawn (which occurs each time the camp is attacked) to once per game turn

  Civs
    Venice
    - City governor will now update tile assignments in Venetian puppets as frequently as in non-puppet cities

Bugfixes
- Fixed broken/missing art icons in UI
- Fixed a bad bug in the tactical simulator
- Fixed some false positive assertions
- Fixed an error where the AI would try to attack with a unit that doesn't exist anymore
- Fixed a bug where AI would try to get the other player's World Map whenever it added its own World Map to a trade deal
- Fixed Self-Determination tenet XP boost not affecting air units
- Fixed major bug in AI evaluation of projects that might cause the AI not to build them at all
- Fixed a bug where, when a City-State researches a technology, newly revealed resources are not given to its ally
- Fixed a bug where, when a City-State's ally changes, and the City-State owns a resource that the old ally can see but the new one cannot, the City-State does not stop exporting the resource to the old ally
- Fixed a bug in City-State ally status change when using a Great Diplomat
- Fixed another bug in City-State ally change code
- Fixed an oversight that allowed "Find City" and "Find City-State" quests to be active for the same target City-State in Community Patch Only, if they were both enabled by editing the game files
- Fixed AI not considering air units and nukes in several city danger evaluations
- Fixed a bug where resurrected players would not receive the resources within the city that was liberated
- Fixed a bug preventing multiple cities from being given away at once in a peace deal
- Fixed a multiplayer desync issue with the Squads mod
- Fixed Air Repair promotion not working
- Fixed Ekis built in neutral land not incrementing the player's counter for that type of improvement
- Fixed a bug where the Espionage AI would consider dead players as competitors for City-State alliances
- Fixed a rare issue where an AI with victory competition off would be inappropriately passive during approach selection when a player who had recently liberated their city was approaching Domination Victory
- Fixed a bug where City-States would call Diplomacy AI functions as if they were a major civ
- Fixed UI mismatch with VICTORY_DOMINATION_CONTROL_PERCENT define
- Fixed UnitPromotions_FortificationYield table not working properly

Modding Tools
- Added Buildings.DefensePerXWonder: Adds City Defense for each World Wonder in the city

- Added Buildings.GarrisonRangedAttackModifier: % RCS bonus to any ranged unit garrisoned in the city

- Added Building_TechEnhancedYieldChanges: boosts the yields of a building after a certain technology is researched
   Backwards compatible with Buildings.EnhancedYieldTech and Buildings.TechEnhancedTourism, which are used in vanilla

- Buildings.ExtraHappinessPerXPolicy column (used on Prora) can now stack

- Added Building_GreatPersonPointFromConstruction: The building gives GPP to the specified GreatPersonType whenever a building unlocked in EraType or later is constructed. The number of GPP is (BuildingCost) * Value / 100

- Added Building_YieldChangesPerLocalTheme: boosts city yields for each themed building in city

- Added Building_YieldFromUnitGiftGlobal: gives instant yields in city whenever a unit is gifted to a City-State

- Added Building_YieldChangesPerCityStrengthTimes100: boosts city yields based on the city's Defense

- Added Building_YieldFromLongCount: gives instant yields when the player obtains the Mayan Long Count bonus

- Added Building_YieldFromInternationalTREnd: gives instant yields when the player completes an international Trade Route

- Added Building_YieldFromGPBirthScaledWithWriterBulb: gives instant yields to the city when a Great Writer spawns there, equal to Yield% of the writer bulb Culture

- Added Building_YieldFromGPBirthScaledWithArtistBulb: gives instant yields to this city when a Great Artist spawns there, equal to Yield% of the artist bulb Golden Age Points

- Added Building_YieldFromGPBirthScaledWithPerTurnYield: gives instant yields (of YieldOut) to the city when a specified Great Person spawns there, equal to Value% of YieldIn per turn

- Added Unit_YieldOnCompletion: gives instant yields when a unit is created

Link: https://github.com/LoneGazebo/Commu...download/Release-4.19.1/Vox.Populi.4.19.1.exe

Online as of 8:05 PM CDT. Not savegame compatible.

---
Version 4.19.1 has been released. Link above has been updated.

Changelog:

Code:
- Fixed massive war score changes when two or more major civs are at war with the same major civ at the same time
- Fixed another City-State influence bug
- Fixed vassal military levy (on era change) spawning ships in small lakes
- Fixed the Liburna texture so it's no longer invisible when moving
- Fixed an error during map generation
- Compressed the largest promotion atlas files, saving about 60 MB of space (thank you, balparmak!)

Online as of 4:33 PM CDT on February 8. Savegame compatible with 4.19 releases.
 
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Notably, the textures should no longer be broken in DX9. I think only Liburna going invisible when moving was unfixable?
 
Notably, the textures should no longer be broken in DX9. I think only Liburna going invisible when moving was unfixable?
Yep! That one's beyond my abilities, if anyone has an alternative model suggestion, replacing it would be a lot easier than fixing it

edit: liburna was fixed and there was much rejoice
 
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Hey all,

New STABLE version inbound for a change! (Let's hope, but it should crash far less than the beta, if at all.) ...

A very big "Thank you" to all involved! :)👍

There is sth in Changelog/ Diplomacy that I do not really understand:
"... Proposing or voting to sanction a player will now add a recent diplomatic actions bonus with that player and their friends and allies, and a penalty with that player's enemies..."
Should not that be the other way round? :think:
 
There is sth in Changelog/ Diplomacy that I do not really understand:
"... Proposing or voting to sanction a player will now add a recent diplomatic actions bonus with that player and their friends and allies, and a penalty with that player's enemies..."
Should not that be the other way round? :think:
Your eyes are playing tricks on you ;)

(You read it before I caught that typo and edited it)
 
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Thanks for the hard work! That stable version comes in handy with the weekend around the corner! :-) One question though: Does this mean, that the squad mod is now multiplayer compatible?
 
I noticed a weird glitch, but haven't come across it again yet. I was at war with Shongai. I was Venice and i was fighting along side Austria. We had obliterated his army and it was a matter of time before his cities fell. Askia offered peace, but wanted everything I had in exchange. I looked at warscores and Austria and I were at -100. Austria made peace (vassalage turned off btw) and the next few turns the war score swung back to me +100 and Askia gave me everything.

During other wars where it was just me against someone it worked normally. Just this one time so far. If I come across it again I will report it, but I'm not sure it wasn't some other mod conflict. Though VP bare necessities is the only other 'major' mod that I really use.
 
Many thanks for a new stable release! You guys are awesome. Another sleepless weekend is coming up ;)

@Recursive not sure if intended but in the thread 'Community Patch - How To Install' there is info about this new stable version but download link still redirects to old version (4.16.2)
 
I noticed a weird glitch, but haven't come across it again yet. I was at war with Shongai. I was Venice and i was fighting along side Austria. We had obliterated his army and it was a matter of time before his cities fell. Askia offered peace, but wanted everything I had in exchange. I looked at warscores and Austria and I were at -100. Austria made peace (vassalage turned off btw) and the next few turns the war score swung back to me +100 and Askia gave me everything.

During other wars where it was just me against someone it worked normally. Just this one time so far. If I come across it again I will report it, but I'm not sure it wasn't some other mod conflict. Though VP bare necessities is the only other 'major' mod that I really use.
Seeing this issue as well, and it looks like someone has reported it to GitHub already.
I received 100 warscore against The Celts after killing a single unit of theirs, but after making peace, I instantly received -100 warscore against Siam who jointly declared war against me alongside The Celts. Never lost a unit to Siam.
 
Cool, I just need to finish my current 4.18.4 game since I'm doing well and the game is almost over...
 
Just a fluke or the AI struggles vs barbs? dont think it should happen on emperor (standard barbs settings)
I also saw Korea lost a worker to barbs.

Spoiler :

1738963521691.png

 
Seeing this issue as well, and it looks like someone has reported it to GitHub already.
I received 100 warscore against The Celts after killing a single unit of theirs, but after making peace, I instantly received -100 warscore against Siam who jointly declared war against me alongside The Celts. Never lost a unit to Siam.

Askia has 6 vassals and counting, most of whom weren't damaged heavily, if at all before capitulating. He's definitely going to get Iron Fist before global liberation even becomes an option.

Will likely be another 100 turns before I'm ready to send a fleet over there because England is demanding that I capitulate despite having their capital and 4 of their other cities, so I've got to wipe her just to get my supply cap stabilized. I'm on turn 206, standard speed lol.
 
Askia has 6 vassals and counting, most of whom weren't damaged heavily, if at all before capitulating. He's definitely going to get Iron Fist before global liberation even becomes an option.

Will likely be another 100 turns before I'm ready to send a fleet over there because England is demanding that I capitulate despite having their capital and 4 of their other cities, so I've got to wipe her just to get my supply cap stabilized. I'm on turn 206, standard speed lol.
Same here had Japan vassal to Korea with few if any units lost (and ofc no cities).
 
I noticed a weird glitch, but haven't come across it again yet. I was at war with Shongai. I was Venice and i was fighting along side Austria. We had obliterated his army and it was a matter of time before his cities fell. Askia offered peace, but wanted everything I had in exchange. I looked at warscores and Austria and I were at -100. Austria made peace (vassalage turned off btw) and the next few turns the war score swung back to me +100 and Askia gave me everything.

During other wars where it was just me against someone it worked normally. Just this one time so far. If I come across it again I will report it, but I'm not sure it wasn't some other mod conflict. Though VP bare necessities is the only other 'major' mod that I really use.
I had exactly same situation, I was in defensive pact with Austria (which was strongest Civ in the game) then Egypt declared war on Austria, and Asika declared war on me. After some turns Austria got vassalage by Egypt, declared war on me, and Asika demanded peace with 100% score points and 999,999 war points.

Since its reported it will be fixed but its hilarious, both Egypt and Austria border me so I have 34 cities against my 10 with them being way ahead in everything (knights against lancers), gl with this ;0
 
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Something is terribly wrong with AI in 4.19:
- First of all, AI started leaving cities without defense too often. Never happened in 4.16. In 4.19 I was able to capture two cities from different civilization within first 100 turns just because enemy units were leaving cities without any urgent reason. Yeah, the units were about 50% on health, but they were defenitely able to withstand for another turn under my relatively weak preasure and it would cost me a lot, instead AI left the city and worsened its situation by a lot, effectively just giving up the city when it shouldn't.
- But it's nothing compared to what's going on with diplomacy. The AI lost a city and I lost only one spearman, but to my surprise my warscore were -100. I have zero clue why. AI then started spamming peace treaty deal, but he wanted all gold and income I have plus all the resources I have because warscore was negative for me. He had only capital which I wasn't able to capture because it was too strong and we stuck in this war seems like forever. We both wanted peace treaty, but because of the -100 warscore the conditions were absolutely not acceptable for me. I realized that I need to somehow fix the warscore, but killing a single unit were giving me only about +15 warscore, and it was on his territory, in jungle and forest and under protection of his capitol.
- Then this happened. He tried to expand and sent a settler with a spearman. But he was too late and another civilization settled a city right under the nose of the settler and spearman. The game pushed the couple away from the newly occupied territory but what's important the game split the settler and spearman. I don't think the game should do that, it was a free gift for me and I captured the settler.
- The next turn the AI offered a peace treaty offering everything he has. He had a ton of gold, about 2k+ gold plus almost all the income. The difference between "give me everything you have" and "take everything I have" is essentially a single settler.
- Next episode with another AI. He declared war, attacked me, lost a catapult and was about to lose a city. The next turn he offers a deal where he gives me a lot of money, plus resources, plus a city... For a killed catapult.
- Next episode, another AI declared war, destroyed my new city. I killed a couple of his catapults with horseman. Pretty poor catapult management by AI, I must say. And after this he offerend me tons o money, resoures and yet another city! All this for a couple of catapults, but I lost an elephan and a city. I don't remember when was the last time AI offerend me a city before 4.19, but now AI throw the cities like they are nothing. AI offers a city and everything he has because he affraid to lose a city...

I did not continue this game because it feels like the AI is absolutely out of his mind.
- The difference between "Now you gonna die!" and "Don't hurt me, take everything I have!" is paperthin now.
- Poor catapults management. AI do not bother to cover catapults with melee units. Catapults are roaming alone now becoming an easy prey for my horseman. Don't remember such issue in 4.16
- Cities are left by AI for no reason. Never seen such issue in 4.16.
 
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It happened something similar to me, Swedden ask me to declare war to USA, and after 6 turns of war and notjing special happening in that war, Swedden ended as a vassal of USA, so right now Im at war with both of them.

I saw that it was already reported, so I will wait for the new version
 
Is this even the right place to report bugs, or should I post it or upvote on github?
 
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