Hey all!
New version inbound, with some worthwhile changes. Here's the list:
New version will be uploaded as of 11:55pm EST (2/15).
Cheers,
G
New version inbound, with some worthwhile changes. Here's the list:
Bugs - DLL
- Fixed bug related to diplomacy if you attacked/bullied a CS too many times (auto-war wasn't triggering diplo screen)
- Fixed bug related to consulates policy display in WC
- Fixed bug related to insulting the AI and opinion generation
- Fixed bug related to camps not granting culture upon capture
- Adjusted value of insult to make it last a bit longer
- Fixed bug in scouting xp bonus that was not granting the extra xp from finding natural wonders
DLL - Other
- Incorporated Ilteroi's improvements (pulled from UAI, largely):
- Changes to tactical AI, deal AI, settler site location AI, Homeland AI, production AI and diplomacy AI (improvements to quality of AI decision-making and performance)
Rewrote a bunch of the code for spies:
- Spies take longer to travel based on player distance from your empire (no more 1 turn teleports across the world)
- Re-spawn time for spies doubled (now 10 turns)
- Increases in city potential (i.e. jumps from 1 Potential to 2 Potential, etc.) in owned cities will now result in a notification, so you can know if your cities are becoming better targets for foreign spies. This is similar to the 'intrigue rising' message from Civ:BE. Can only occur once per 40 turns per owned city (to limit spam)
- Greatly simplified Potential model- all cities now have a potential of 0-10, with 10 being the most vulnerable. The 'stars' in the espionage screen correspond to this (so 5/10 = 2 1/2 stars). Potential calculation modified to include city unhappiness (more unhappiness = more vulnerability) and city wealth (more trade routes/money = more potential entrances for spies and more things to disrupt!)
- Notifications will occur if a spy fails to take an advanced action even if said spy passed all other tests - this is rare, but it is a good warning that an enemy spy is in your city (and a good warning for the spy owner to move the spy!)
- Spies cannot be killed from advanced actions until they have completed a few advanced actions in a city - the number of actions until killable (i.e. the heat is on) is based on the rank of the friendly counterspy in the city.
- Advanced Actions are now affected by the length of a spy's stay in a city - the longer a spy is in the city, the better chance that they will complete a high-yield advanced action. This time bonus is capped at the spy's rank, so higher ranked spies get better bonuses for staying in the same cities longer.
- Adjusted cooldown values and decay rates on advanced actions to increase the number of turns between advanced actions for each spy. Cooldown is 'global' for each player, so if one spy performs an advanced action in an enemy city, all spies will be unable to do advanced actions until the cooldown ends. Cooldown time varies, but is somewhere between 5-20 turns (roughly).
- Advanced actions are slightly more rare overall, but also slightly more potent.
- Added 'steal research' advanced action in which you get a fraction of a the other player's science output per turn added to your output that turn. Does not reduce the other player's science output, simply boosts yours.
- Rewrote tooltips to more clearly explain new systems.
- AI encouraged to diversify spy presence by discouraging them from sending all their spies to the same civ, and to avoid sending spies to friends.
Units:
- Carthaginian Quinquereme now gains the Reconnaissance Promotion (instead of coastal raider), giving it XP from revealing tiles.
- New Unit: Volley Gun! Artwork courtesy: Wolfdog, Nutty, typhoon353
- Unlocked at Metallurgy, obsolete at Dynamite
- CS/RCS: 14/24
- Range: 2
- Is unit in-between Crossbowman and Gatling Gun.
- Moved Lancer to Metallurgy, Moved Cannon to Gunpowder, moved Gatling Gun to Dynamite
- Gatling Gun CS/RCS now 30/30
- Subs have a larger city attack penalty (75%)
Buildings:
- Moved Arsenal to Rifling
- World Wonders now have their costs increased based on the number of world wonders you have built, scaling with era.
- The cost increases as follows:
- For every world wonder you have already built from the same era: 10%
- For every world wonder you have already built from the previous era: 5%
- For every world wonder you have built from any earlier eras (eras before the previous one): 2%.
- This should help control runaway wonder spam a bit.
- Building purchase costs (gold) increased slightly (based on % of known techs - was 50%, is now 100%)
Balance:
- Unhappiness values increased slightly (more late-game unhappiness)
- Reseach gained from international trade routes now scales with era (value is multiplied by era integer, so 2x in medieval, 3x in renaissance, etc.).
LUA:
Full code for LUA function:
- Added CvPlayer:InitNamedUnit(UnitTypes eUnit, int iName, int iX, int iY, UnitAITypes eUnitAI, DirectionTypes eFacingDirection) - creates a unit with a specific name (based on the ID # assigned to unique names in the Unit_UniqueNames Table)
Spoiler :Code:#if defined(MOD_BALANCE_CORE) //CvUnit* initNamedUnit(UnitTypes eUnit, int iName, int iX, int iY, UnitAITypes eUnitAI = NO_UNITAI, DirectionTypes eFacingDirection = NO_DIRECTION); int CvLuaPlayer::lInitNamedUnit(lua_State* L) { CvPlayerAI* pkPlayer = GetInstance(L); const UnitTypes eUnit = (UnitTypes)lua_tointeger(L, 2); const int iName = lua_tointeger(L, 3); const int x = lua_tointeger(L, 4); const int y = lua_tointeger(L, 5); const UnitAITypes eUnitAI = (UnitAITypes)luaL_optint(L, 6, NO_UNITAI); const DirectionTypes eFacingDirection = (DirectionTypes)luaL_optint(L, 7, NO_DIRECTION); CvUnit* pkUnit = pkPlayer->initNamedUnit(eUnit, iName, x, y, eUnitAI, eFacingDirection); CvLuaUnit::Push(L, pkUnit); return 1; } #endif
New version will be uploaded as of 11:55pm EST (2/15).
Cheers,
G




per unknown tech even in the modern era when you are producing 500