New Version - April 15th (v. 4/15)

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Gazebo

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Hey all!

New version inbound. Lots of bugfixes, though, as always, my trusted team of beta-testers (you!) need to help me see if the bugs are truly dead and gone.

Bug-fixes:

  • Fixed DP loop for AI (should re-evaluate DP desire after closing trade screen)
  • Fixed America UA bug that allowed for natural gain of owned territory
  • Fixed Germany UA bug to correctly sync GPT from alliances in all cities
  • Fixed bug in French UA art theft duplicating art in all cities
  • Fixed 'More Luxuries' luxuries not getting monopoly bonuses correctly
  • Fixed DP 'backstabber' penalty if you are drawn into a DP war (penalty now only applies if you are the instigator of war)
  • Fixed bug in beliefs which made them ignore features when considering terrain bonuses (i.e. deer on tundra forest)
  • Fixed Impi first-strike (i.e. first strike promotion element) only doing 1 hp damage
  • Fixed bugs in forced/changed damage value promotion elements (for ViceVirtuoso)
  • Fixed bugs in 'localbuildingyieldchanges' and 'getcityplot'(for JFD)
  • Fixed bugs in diplomacy, DOWs, border rights logic and other elements when dealing with save states (ilteroi's bugfixes)
  • Fixed bugs and optimizations in sneak attack sanity and AI target optimization

AI Adjustments

  • Adjusted AI naval/army size based on military prowess of neighbors
  • Addressed luxury resource happiness scaling
  • Adjusted some deal AI modifiers to help with more sane AI trade deals
  • Optimized AI military behavior regarding naval attacks and refined city target criteria
  • Adjustments to AI flavors and behavior (XML/SQL) to make them more competitive without resorting to pure 'hate the winner' logic

UI:
  • Removed ability to load a save while in-game
  • Fixed some lua bugs and addressed some QOL issues in the top panel

Leader Balance:

  • Spain:
  • New UA (test): Receive Gold bonuses (400) for discovering Natural Wonders. Happiness and tile yields from Natural Wonders increased by 50%. All Military Units receive the Reconnaissance Promotion for free.

  • Indonesia:
  • Evil Spirits, Enemy Blade, and Ambition now wholly-positive promotions:
  • Enemy Defection (formerly Enemy Blade): 50% chance of Healing 10 HP if turn ended in Enemy Territory
  • Ancestral Protection (formerly Evil Spirits): +5% Strength when attacking, +30% Strength when defending.
  • Ambition: +30% Strength when attacking, +5% Strength when defending.
  • France:
  • Musketeer gains the lightning warfare promotion (moves +1, ignores ZOC) Why? Musketeers known for agility and surge tactics - this also gives Napoleon powerful industrial era infantry IF you upgrade your musketeers, which fits with Napoleon's war theme well.

  • Rome:
  • Legion now 18CS (was 17)

  • Korea:
  • H'wacha now gains Blitz, but has ranged damage reduced to 18 to compensate (rocket salvo)

  • Huns:
  • Battering Ram gains Cover 2

Unit Balance:

  • All artillery units gain cover 1
  • Corvette and Sea Beggar obsolete at Rocketry (was Industrialization) - gives civs without iron a melee ship to construct during the industrial/modern periods

General Balance:

  • Increased base rate needed for spy tech steal by 2.5x (slows down tech steal quite a bit) and increased tech steal bonus from spy level to 33% (from 25%)
  • Reduced population loss from city conquest to 20% (from 50%) base
  • Golden Age huts now give a scaled amount of golden age points based on the number of golden ages you have received thus far
  • Base Culture from Great Works increased to 3 (from 2)
  • Adjusted global averages for literacy and poverty to ignore trade routes (correct this time) and rebalanced happiness scaling slightly

Policies:

  • Aesthetics - Heritage WW Tourism increase reduced to 1 (from 2)

New version up as of 12:15am EST (4/15).

Cheers,
G
 
Why ability to load a save while in-game was removed? It crashed sometimes but usually worked fine.
 
Have you fixed the issues with the Civ4 Diplomacy mod?

Aussie.
 
I really appreciate the changes, especially the civ UU/UA rebalancing & cover promotions for siege units. :goodjob:
 
I'm glad the happiness system ignores trade routes. This should make managing those two unhappiness sources a bit easier while not having to place subpar trade routes in cities.
 
Did you change anything for Disorder unhappiness scaling? Because if not, I'll still be forced to stagnate my cities at around pop 20 and go on a major warpath. I don't mind that, but it's kinda sad if that's the only playstyle (for single player, anyway).
 
Did you change anything for Disorder unhappiness scaling? Because if not, I'll still be forced to stagnate my cities at around pop 20 and go on a major warpath. I don't mind that, but it's kinda sad if that's the only playstyle (for single player, anyway).

I've had 60 pop cities with 0 disorder unhappiness, so I'm not really sure what you're talking about.
 
Spain:
New UA (test): Receive Gold bonuses (400) for discovering Natural Wonders. Happiness and tile yields from Natural Wonders increased by 50%. All Military Units receive the Reconnaissance Promotion for free.
Not sure if I like this at all. Recon is only so useful and losing half the NW bonus is a hard nerf.

Indonesia:
Evil Spirits, Enemy Blade, and Ambition now wholly-positive promotions:
Enemy Defection (formerly Enemy Blade): 50% chance of Healing 10 HP if turn ended in Enemy Territory
Ancestral Protection (formerly Evil Spirits): +5% Strength when attacking, +30% Strength when defending.
Ambition: +30% Strength when attacking, +5% Strength when defending.
Seems fitting.

France:
Musketeer gains the lightning warfare promotion (moves +1, ignores ZOC) Why? Musketeers known for agility and surge tactics - this also gives Napoleon powerful industrial era infantry IF you upgrade your musketeers, which fits with Napoleon's war theme well.
Decent way of handling it.

Rome:
Legion now 18CS (was 17)
Makes sense.


Unit Balance:

All artillery units gain cover 1
I can see this. No problem.

H'wacha now gains Blitz, but has ranged damage reduced to 18 to compensate (rocket salvo)
This makes the H'wacha a Chu-ko-nu that you need to set up to use, and that requires iron. Not really the way I'd handle it.

Corvette and Sea Beggar obsolete at Rocketry (was Industrialization) - gives civs without iron a melee ship to construct during the industrial/modern periods
Nice, but how did you handle the upgrades? Do they upgrade to Ironclads or destroyers?

General Balance:

Increased base rate needed for spy tech steal by 2.5x (slows down tech steal quite a bit) and increased tech steal bonus from spy level to 33% (from 25%)
Smart.

Reduced population loss from city conquest to 20% (from 50%) base
Not really sure this was necessary.

Golden Age huts now give a scaled amount of golden age points based on the number of golden ages you have received thus far
Why? It's not like you're ever going to find an ancient ruin after your first golden age.

Adjusted global averages for literacy and poverty to ignore trade routes (correct this time) and rebalanced happiness scaling slightly
Thanks, silly mechanic to be honest, trade routes were getting really boring.

Policies:

Aesthetics - Heritage WW Tourism increase reduced to 1 (from 2)
Kinda makes that policy feel useless, but that might just be me.
 
Can you be more specific?

Wodhann, bug should be fixed.

Loading saves in game is a bad idea. Custom DLLs do not reload properly.

G

For that matter the base game wigs out if you load a save after having even -run- the application and loaded a game. The only sanitary way to play apparently is to fire up the whole application each time you want to load a game. Apparently unspecified details accumulate somewhere in the actual save data which (can) amount to corruption, and (do) amount to horrible performance.
Not even mod-specific. Reprogramming would be the only way to fix this, not one of its mysterious causes. So your ironman helps to prevent this lapse in judgment.
 
Can you be more specific?

Wodhann, bug should be fixed.

Loading saves in game is a bad idea. Custom DLLs do not reload properly.

G

Hi Gazebo. I posted it in the bug list. The Trade Table appears to be broken-you have tech trade available, even when you have that de-selected, & you have several things on the table when you enter the trade screen-even stuff you don't have the tech for. Also, the text for Tech trading-on the player's side-is broken (sowing TXT_ etc etc). Hope that helps.

Aussie.
 
Why ability to load a save while in-game was removed? It crashed sometimes but usually worked fine.

this..

i havent had a crash from loading a save game ever, is that really why its removed?

EDIT: I see the answer now. Still seems ok to me. Not a big deal either way though.

otherwise really awesome thanks.

going to start a new game now :)
 
For that matter the base game wigs out if you load a save after having even -run- the application and loaded a game. The only sanitary way to play apparently is to fire up the whole application each time you want to load a game. Apparently unspecified details accumulate somewhere in the actual save data which (can) amount to corruption, and (do) amount to horrible performance.
Not even mod-specific. Reprogramming would be the only way to fix this, not one of its mysterious causes. So your ironman helps to prevent this lapse in judgment.

I understand the change behind this; to cut down on potential bug reports that may be faulty. However, aren't people just going to click exit to menu and load from there instead?
 
Newest crash. Using CP, CBP, C4DF, CSD, more luxuries, E&D, and 5 of JFD's Civilizations (Hitler, Charlemagne, Mussolini, Churchill, Stalin)
 

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I'm glad the happiness system ignores trade routes. This should make managing those two unhappiness sources a bit easier while not having to place subpar trade routes in cities.

I think you still have to subpar trade routes in cities if I didn't understood it wrong. Extra gold income due to trade routes won't be calculated in the global average. That means the poverty threshold would be lower.
 
I've had 60 pop cities with 0 disorder unhappiness, so I'm not really sure what you're talking about.

I had 25 pop cites with 2 disorder unhappiness, so I'm not really sure what you're talking about.

If local city disorder is based on city defense (fortified units & buildings), then I don't know what your building and using to defend your cities that I can't use.
 
Not sure if I like this at all. Recon is only so useful and losing half the NW bonus is a hard nerf.

What about Spain receiving a certain amount of yields (gold, culture, golden age points, whatever we decide) when entering a new era. This would scale with the number of Natural Wonders Spain has currently discovered. Would this be too boring?

Not really sure this was necessary.

I agree it might not be "necessary," but it sounds beneficial to me. CPP has made cities much easier to conquer, and as a result there is more city turnover. It makes sense to make the turnover less devastating.

Kinda makes that policy feel useless, but that might just be me.

Also makes the policy sound weak to me, though I get why it was changed. If you've been wonder hoarding and get that policy early, that's a significant amount of tourism. What if it was kept at 1 tourism initially, but increased to 2 at Archaeology?
 
I understand the change behind this; to cut down on potential bug reports that may be faulty. However, aren't people just going to click exit to menu and load from there instead?

Exacly. We could just make a warning anywhere, I don't know, in loading screen or just in mod's description.

Although I understand that you wanted to reduce fake bug reports. I need to prepare to lose even more time in civ5 :D as I often load when I stumble on something that I didn't know before (or just to quicksave on first turn and generate new map if I find my starting position boring).

Spain change isn't well but I assume that it's only before we invent something good for them so no problem :)

Other changes are very good (especially reduced pop loss on conquer, great thanks!)
 
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