New Version - 4.19.1 (February 8, 2025)

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I play Ethiopia this game and Mehal Sefari get - bonus when they far than 10 hex from capital
I didn't count with calculator, so I don't know is this only visual bug or its really gives - combat bonus
As it nedded to post on github?

So some pictures of units and buildings was lost when I played last time (for example dreadnaught or destroyer), but now I open may savegame and they are on place. Maybe it was cash from last patch)

Yes on screenshot is infantry, it was upgraded from Sefari
 

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So I didn't know is this bug or not, archeologist can't do a dig on hex with fort on another civ land with open borders agreement, but with farm or mine it can
 
So some pictures of units and buildings was lost when I played last time (for example dreadnaught or destroyer), but now I open may savegame and they are on place. Maybe it was cash from last patch)
Dreadnaught and Destroyer shows in Technology Branch, but is missing on Technology, which is now researching (left up corner)
You can see it on screenshot
Like the rocket missle (in technology branch overview it is shown)

Also ordo is missed
 

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  • Ordo.png
    Ordo.png
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I've run a number of 4.19 games and I way too easy run over emperor AI with whatever, even stuff like a few spears+2 catapults,
Recent game I took 2 german cities 1st city sat at str5 with no unit 2nd city managed to get out one unit.
I only had one ai in one game (authority rome) that really put up a fight in the 5-6 games, enough to not be a fluke (at most I played until gunpowder).
Is this the new level emperor will be at?
Is it a bug or results of any balance changes like reduced supply cap?
 
New release with tactical AI fixes inbound soon.
 
New release with tactical AI fixes inbound soon.
I was about to ask..
Im playing Standard size Communitas map, with no oceans, and around 200+ ish turns im noticing turns take unusually long, any chance
those issues are connected? I mean, on some point turns always take long, but i played large map and i had feeling it was taking forever, so
i started new game on standard size, but seems like not much of a difference when most land is already covered with cities..
 
I'm almost certain it's probably just confirmation bias, but I feel as if since the November patch that every time I play on Communitu_79a now almost every civ spawns on the same landmass when prior it used to be fairly even split between landmasses. Was there a change in placement rules or am I hallucinating things?
 
New release with tactical AI fixes inbound soon.

Can I ask if it is tonight? No worries if it isn't, just I'm wondering if it's worthwhile starting a new game on an old version.

Also, does tactical AI fixes relates to "Tactical AI makes terrible decisions when defending cities in 4.19 #11652" thread on GitHub?

I was checking it, not forums, and since it had been and still is open, I was thinking new version is still far away. It's AMAZING that it got fixed and implemented so fast, as it was so serious. An incredible, incredible team you are, worth so much more than whole Civilization VII.
 
I play Ethiopia this game and Mehal Sefari get - bonus when they far than 10 hex from capital
I didn't count with calculator, so I don't know is this only visual bug or its really gives - combat bonus
As it nedded to post on github?

So some pictures of units and buildings was lost when I played last time (for example dreadnaught or destroyer), but now I open may savegame and they are on place. Maybe it was cash from last patch)

Yes on screenshot is infantry, it was upgraded from Sefari
Will be this bug repaired in upcoming vers?
 
Quick Question, would it be very hard to show the number of units when demanding tribute?
As long as i remember i was confused about the system of military power near city.. Is the last unit that joint the party counts toward tribute, or i should
i wait one turn, move all units closer and then get the tribute.. i must say, its was annoying literally for ever :)
if instead:
+20% Military near city state
info was:
+20% Military near city state (3 units)

That would be a difference between night and day.. :)

I also think, that in the current state, city states are kinda overpower considering the value they can give to City State oriented civilisation
vs the value they can give to tribute demanding Civ, maybe the tribute values should be decreased, and instead, for some specific number of turns
demanding civ should get Ally / Friend priviliges depending on Heavy/Light tribute, or even prevent the other allys to get benefit..
That would be nice addition, to kinda counter Statecraft civs, that get allys on the oposit side of the map, literally under the nose of some superpower..
I must say it is also a little annoying that you cant really use any amount of military power to counter even mediocare amounts of influence..
I mean army is more convincing than words, isnt it :) ? Besize, the time cost of moving all the army, the cost of possible mistake in, how much
you really need to take units, to reach tribute treshold and possible wait with all your army multiple turns as 1-2 additional units join.. is kinda so big, that i
practically never do it, because its just too annoying..
Hmmm.. i mean, if near tribute values, there was info about the value of units needed to reach Heavy / light tribute treshold, if it sait like 200,
i would just grab like let say 8 Knights and just go, happy, that when i go there i will achieve my goal, instead of blindly reposition my army, only to
see at the end, that my forces were insufficient from the beginning..
Well, just thinking out loud :)
 
Can I ask if it is tonight? No worries if it isn't, just I'm wondering if it's worthwhile starting a new game on an old version.

Also, does tactical AI fixes relates to "Tactical AI makes terrible decisions when defending cities in 4.19 #11652" thread on GitHub?

I was checking it, not forums, and since it had been and still is open, I was thinking new version is still far away. It's AMAZING that it got fixed and implemented so fast, as it was so serious. An incredible, incredible team you are, worth so much more than whole Civilization VII.
Hopefully tonight. A lot of complicated merge work is needed.

Yes it does relate to that issue.
Will be this bug repaired in upcoming vers?
Bugs not reported on GitHub will generally be ignored.
Would it be possible to have two versions, one with error popup messages and one without?
That would be ideal, yes.
 
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I'm almost certain it's probably just confirmation bias, but I feel as if since the November patch that every time I play on Communitu_79a now almost every civ spawns on the same landmass when prior it used to be fairly even split between landmasses. Was there a change in placement rules or am I hallucinating things?
It's been longer than that patch, but I almost never have a 4-4 split. Most frequent is 6-2. Recently I've had 8-0 (separated by shallows) twice.
 
I must say it is also a little annoying that you cant really use any amount of military power to counter even mediocare amounts of influence..
What? You can always just conquer the city state, if you're really that strong.
 
I downloaded this latest version & started a game as Rome. Twice now, when I've set my Warriors to heal until full, they've not woken up after HP were full.
 
What's going on with Global Hegemony? To win I needed 51 votes and I had 78, but I lost to Byzantium who had low 40s votes because a bunch of other countries voted for her. Isn't everyone suppose to vote for themselves? I can recall in previous games that not even my vassals voted for me.
 
What's going on with Global Hegemony? To win I needed 51 votes and I had 78, but I lost to Byzantium who had low 40s votes because a bunch of other countries voted for her. Isn't everyone suppose to vote for themselves? I can recall in previous games that not even my vassals voted for me.
They can vote for other people and you can even buy votes if you have a diplomat and they like you.
 
Hopefully tonight. A lot of complicated merge work is needed.
Yeah noticed that you had a lot of action going on at GitHub and also that the last one failed. Looking forward to it and once again Thx for your work!
 
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