New Version - February 10th (v. 2/10)

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Minor text bug I've noticed while starting a fresh game with the new version:
B6FF3A3F9EF54B123FA04D2738BC8D751A3D7106
 
So...no comment on the aesthetics opener, Gazebo? I was rather hoping you'd clarify if it was a bug or an intended change, and explain the reasoning if the latter. Assuming I'm not just going completely insane and simply imagining the much larger old value of course.
 
You skip Pantheons? This only seems viable if the AI spreads its religion to you really fast.

You said it yourself, there are indeed very powerful pantheons. Shrines are practically required. For the cost of a few production points/gold, you gain one of these very powerful basic beliefs that are of themselves worth two or more classical era buildings. The payoff is too much.

(Note that this is not necessarily a balance issue, since everyone has equal access to Pantheons. It's just that the presence of powerful pantheons seems to restrict the early game strategical options.)

Religion is a massive part of history and, for peaceful players, one of the most dynamic elements of civ 5. Religion in G&K is a miserable waste of resources, whereas in CBP the investment is much more in line with the reward. Furthermore, just because there are 'limited religions' doesn't mean that a player is ever excluded from religion. Religions spread, thus even if you miss out on founding a faith, you'll still eventually gain access to some of the religion's bonuses. Ignoring religion is now like ignoring wonders or war – you can do it, but you'd better be heavily invested elsewhere or you will suffer for it.

So...no comment on the aesthetics opener, Gazebo? I was rather hoping you'd clarify if it was a bug or an intended change, and explain the reasoning if the latter. Assuming I'm not just going completely insane and simply imagining the much larger old value of course.

Sounds like the value was adjusted incorrectly - I accidentally did a replace all function on open documents in modbuddy and the aesthetics.xml file was open. I thought I reverted all of the numbers that were modified, but it seems I missed one. It should be 100, not 30, so:

100 ancient/classical
200 medieval
300 renaissance
400 industrial
500 modern
600 atomic
700 information

BTW, was the Asthetics overhaul in this patch or did I just miss it in an earlier version?

It was in this version – my text editor cut out the aesthetics bit when I copied it over (I was in a hurry, and didn't proof the post). I'll edit in the aesthetics stuff shortly - it is in the unified changelog, if that helps. :)

G
 
Sounds like the value was adjusted incorrectly - I accidentally did a replace all function on open documents in modbuddy and the aesthetics.xml file was open. I thought I reverted all of the numbers that were modified, but it seems I missed one. It should be 100, not 30, so:

I replaced the only 30 I found in the document with a 100, *pro-scripter* :D
 
Hehe. Should have been in the 'Policy_YieldFromGPUse' table, with a tag of POLICY_AESTHETICS. If so, you found the correct one.

G

I did a ctrl+F and wrote 30. You can't ask me to read things :D
Totally annoying colors and a lot of stupid symbols that doesn't make any sense at all.
 
Minor text bug I've noticed while starting a fresh game with the new version:
B6FF3A3F9EF54B123FA04D2738BC8D751A3D7106
Am I the only one seeing the description in German :eek:.. Time to go to bed I think :D
 
Hi G

Any comment on my might/camp question?

I can mod it back easy enough myself but I'd like to know how you (and others) feel?

\skodkim
 
Hi G

Any comment on my might/camp question?

I can mod it back easy enough myself but I'd like to know how you (and others) feel?

\skodkim

I like camp-reveal, but I think the Honor opener is powerful enough as it is. Tough to say what a good solution would be.
 
Just randomed Carthage and felt the might nerf a LOT worse than I have been with any other militaristic civ. The Quinquereme seems inherently designed to take coastal cities in the very early game. Waiting to push with them until the entire might tree is finished dramatically reduces their effectiveness. On the other hand, pushing without it gets you greatly increased policy costs with no culture infusion to compensate, pushing the finisher that much farther away.
 
Just randomed Carthage and felt the might nerf a LOT worse than I have been with any other militaristic civ. The Quinquereme seems inherently designed to take coastal cities in the very early game. Waiting to push with them until the entire might tree is finished dramatically reduces their effectiveness. On the other hand, pushing without it gets you greatly increased policy costs with no culture infusion to compensate, pushing the finisher that much farther away.

Good point, but maybe the change is a good thing? Carthage was pretty damn powerful before, but then again I haven't played them since the update that removed goldrushing settlers.

As I mentioned before however I feel like the Quinquereme would make more sense as a scoutingunit than as a city-capturing unit, but that's probably more because of how I play the game :D
 
No it's a bug in the German translation - a language_de tag was not set for him, it was left as a language_en tag. I'll fix and update tonight.
G
Ah ok, I guess this is my fault, I overlooked a value..
 
Gazebo said that the AI won't benefit from it so I think he got a point.

I don't really see why the AI wouldn't benefit from it and add I wrote on page 1 it seems to me the AI already know where they are. Read original post for mere arguments if you like.

\skodkim
 
Good point, but maybe the change is a good thing? Carthage was pretty damn powerful before, but then again I haven't played them since the update that removed goldrushing settlers.

As I mentioned before however I feel like the Quinquereme would make more sense as a scoutingunit than as a city-capturing unit, but that's probably more because of how I play the game :D

A scouting unit, huh? That gives me an idea. If the Quinquereme's free coastal raider promotion were replaced with the scout's new reconnaissance promotion, it could level up by exploring the map. The extra levels would let it effectively transition to direct warfare at any point, rather than being pushed toward attacking cities from the get-go. It would also make the unit more unique than just getting coastal raider one level early.
 
A scouting unit, huh? That gives me an idea. If the Quinquereme's free coastal raider promotion were replaced with the scout's new reconnaissance promotion, it could level up by exploring the map. The extra levels would let it effectively transition to direct warfare at any point, rather than being pushed toward attacking cities from the get-go. It would also make the unit more unique than just getting coastal raider one level early.

Not a bad idea. I like it.


I don't really see why the AI wouldn't benefit from it and add I wrote on page 1 it seems to me the AI already know where they are. Read original post for mere arguments if you like.

The problem is one of pathfinding combined with AI preferences. When all camps are revealed, the AI sometimes has a hard time picking the right one to go after, resulting in them moving on a far away camp before taking one nearby. This has problems, especially in the early game when their army is small. Tying camps to actual vision, or CS quests, is of great benefit to the AI's ability to make smart choices.
G
 
A scouting unit, huh? That gives me an idea. If the Quinquereme's free coastal raider promotion were replaced with the scout's new reconnaissance promotion, it could level up by exploring the map. The extra levels would let it effectively transition to direct warfare at any point, rather than being pushed toward attacking cities from the get-go. It would also make the unit more unique than just getting coastal raider one level early.

I was kinda aiming for an actual scouting-promotion instead, like extra vision, extra movement or the ability to enter oceans.
 
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