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New Version - February 7th (2/7)

Discussion in 'Community Patch Project' started by Gazebo, Feb 7, 2018.

  1. Gazebo

    Gazebo Lord of the Community Patch

    Joined:
    Sep 26, 2010
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    Location:
    Aquidneck Island
    Hey all,

    New official version inbound. Lots of good stuff here. I'm going to link to the old changelogs as well so that people can know what has changed since December's official version (it's a lot!). Here's the current changelog for this version:

    Online as of 10:00pm EST. Not savegame compatible with previous versions.

    Link: https://mega.nz/#F!DMsxkDYI!zSpR9CHpmAfWyIvMXaN3pw

    Main link will also be updated.

    Old version changelogs:



    Cheers,
    Gazebo
     
    Last edited: Feb 10, 2018
  2. SpankmyMetroid

    SpankmyMetroid Chieftain

    Joined:
    Jun 22, 2016
    Messages:
    47
    Gonna try and steal R&F’s thunder? You dirty dog you. Now I have quite the decision to make...

    Edit: Wow, forge is even more of a gamechanger than it used to be.
     
    black213 likes this.
  3. Txurce

    Txurce Chieftain

    Joined:
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    Venice, California
    It all looks very promising. I'm glad you went light on addressing happiness for now. Between the various specific building buffs and the major culture-discrepancy reduction, happiness should be much less of a problem as is.
     
    Erikose likes this.
  4. Gazebo

    Gazebo Lord of the Community Patch

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    It largely ends in the same result reduction-wise, but comes a bit more smoothly. The little bit of extra luxury happiness should reward wide players a bit and put happiness back into the -10/+10 sweet-spot.
     
  5. Enginseer

    Enginseer Salientia of the Community Patch

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    So.. cities no longer flip?
     
  6. ryanmusante

    ryanmusante Chieftain

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    Easy decision, VP.
     
    vyyt likes this.
  7. Gazebo

    Gazebo Lord of the Community Patch

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    ?

    They do. Just you'll always have 10 turns once the conditions are possible (so no '1 minute to midnight' scenario).

    G
     
    Erikose likes this.
  8. Stalker0

    Stalker0 Chieftain

    Joined:
    Dec 31, 2005
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    2,857
    G, I really appreciate you trying some things to smooth out the happiness system. And for fixing the immediate flip bug:)

    Overall I like it. Feel like one step closer to the finish line. Maybe some more tweaks to the AI handicaps, maybe a religious adjustment here or there, some tweaks on some late game buildings perhaps...but honestly I feel like there isn't too much left to tweak.
     
  9. phantomaxl1207

    phantomaxl1207 Chieftain

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    Yes, please! Have 43 Crime over 11 Cities in my current game.


    So Forges turn Mines into 5 :c5production:. :c5happy: Nice.
     
  10. pza

    pza Chieftain

    Joined:
    Oct 20, 2017
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    awesome! but still no extra sight while embarked for bandeirantes like explorers :(
     
  11. ElliotS

    ElliotS Warlord

    Joined:
    Jun 13, 2013
    Messages:
    1,762
    I like everything I see here! We're nearing completion, which is crazy exciting. What even happens then? I think it might be like a dog who catches the car... :p
     
  12. pza

    pza Chieftain

    Joined:
    Oct 20, 2017
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    1. polishing of new player experience (changelog from vanilla)
    2. an official mod installer with multiplayer version inside
    3. some marketing to get the word spread
    4. watch as hundreds of new players stream into the forums
    5. create weekly custom achievement challanges
    6. organize tournaments
    7. watch the community thrive

    8. create new expansion for vox populi with new features never imagined
     
    Last edited: Feb 8, 2018
    Jdoug312, Erikose, black213 and 6 others like this.
  13. pza

    pza Chieftain

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    uh. i have a "distance: 1" traderoute. have to refresh trade route every turn. UI doesn't tell me how many turns it should last. city is founded in minimal distance and is connected with roads.
     
  14. ryanmusante

    ryanmusante Chieftain

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    9. Witness Firaxis release patch in 2018 for Civilization 5 disabling all in-game mods and enabling an in-game banner advertising R&F in blinking neon yellow colors with warning banner "If you are enjoying Vox populi and have increased dopamine levels you will be punished by our corporate team, fun is disabled ":borg:
     
    Last edited: Feb 8, 2018
    black213 likes this.
  15. NikMuazHakim

    NikMuazHakim Chieftain

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    it's true!
     
  16. MorphBer

    MorphBer Chieftain

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    Would have liked 8/8 more on council of elders but I am looking forward to have a reason after all to pick sonething different :)
     
  17. randomnub

    randomnub Chieftain

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    civsugar.png

    4:c5food:1:c5production:1:c5gold: on forest is a bit nuts for an unimproved tile, feels like 1 bonus yield slipped through.

    Edit: it shouldn't even spawn there, using vanilla mapscripts/random map.

    civsugar2.png


    Also salt buff is not necessary if mines are buffed on the same update: easy to connect, early stoneworks, good monopoly.

    civtea.png

    Tea, on the other hand, doesn't get many buffs over the base tile and they come late. At +1:c5food: only and with a monopoly that doesn't give flat yields, building tea plantations is very low priority.
     
    Last edited: Feb 8, 2018
    Owlbebach, Dimmy, black213 and 2 others like this.
  18. BiteInTheMark

    BiteInTheMark Chieftain

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    Thanks for the smoother treshold reduction by buildings, this will help a lot. I still would have liked to see the population effect reduced a bit, like a qarter of the former increase. And reduce the treshold reductions a bit to compensate, making less hard difference.
    But simply lets try the result first. :)

    I agree with @randomnub, the increase of sugar and salt was unnecessary. Both are already very valuable early yields and nice monopoly. Btw, it looks like you messed up with sugar, you increased its base value, not its improved value.
    Increased yields for improved camps: needed.
    Iam a bit sad about whales, would it be possible to give something other the science? It really is enjoying and special.
     
    Dimmy likes this.
  19. randomnub

    randomnub Chieftain

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    Oh I was still editing :D Generally speaking I think the n-th thread about yield balance on lux was an unnecessary mess but that's all edits we can easily change on our own.

    Furs +1 :c5production: is also been applied on base tile, not on the camp improvement.

    civfur.png
     
    LukaSlovenia29 likes this.
  20. Randomsheep

    Randomsheep Chieftain

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    This looks really promising.

    I'm starting a new game straight away.

    Thanks for the work Gazebo - really appreciate what you are doing.
     

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