New Version - January 14th (1/14)

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Gazebo

Lord of the Community Patch
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Hey all,

New version inbound. Lots of changes and improvements. List below is a compilation of all beta notes since 1/3.

Bugs:
  • Normalized versioning (1.1.14 = Mod Version 1, January 14th iteration)
  • Reworked text formatting on building help for buildings with resource bonuses
  • Fixed a few more bugs in plots, pathfinder, unit movement, pathing, displacement, etc. (ilteroi)
  • Added MP denounce button in trades (offset to left, will address offset later)
  • Fix MP LAN/Online lobby bug
  • Fixed most github bugs, some system interaction bugs, and some other reported bugs
  • Added ilteroi changes to garrison calculation (may fix crime yield issue, hopefully)
  • Optimization of happiness subroutines (ilteroi again - may fix crime issue)
  • Other assorted bugfixes (including fixes for Spain UA-belief synergy)
  • Worked a bit more on some AI building logic
  • Fixed holysite and oil tooltip shenanigans
  • Added GPExtra1-5 support for JFD.
  • QoL elements for civilopedia.
  • Writers and Scientists now have their 'pop' values set at birth, instead of scaling while they exist (i.e., you can't effectively hoard them anymore) (CP)
  • Historic Event bonus from global CS events now only gained once per turn (instead of once per CS with that quest going on) (CBP)
  • Some QoL additions/fixes, and some text clarifications
  • Fixed bug in culture notification system that was causing it to fail (i.e. you should now get annoucements when your culture level changes, and other levels change over you).

Balance:
  • Lots of base resource, improved resource, and building resource yield changes (note: I did revert sheep base yield change)
  • Increase faith cost of buildings for reformation beliefs slighlty (around 25%)
  • Happiness values increase more sharply in the mid-late game
  • Switched +1 Gold from resources on Tabya to +2 Production
  • Yield bonus on Ivory from Circus now +3 Culture (was +3 Gold)
  • Bank Yield for resources now +3 (Was +2)
  • Forge and Stone Works lose base +1 Production - Forge now grants +1 Production +1 Gold to Iron and Copper (was +1 Production)
  • Amphitheater/Acropolis now improves Silk as well - +2 Culture to Silk, Dye, and Lapis (for More Luxuries)
  • Caravansary/Burial Tomb: Truffles now 2 Gold, Cotton 1 Production 1 Culture, and Furs 1 Gold 1 Production
  • Market/Bazaar: Spices now +1 Food +1 Production, Sugar now +1 Food +1 Gold
  • Increased culture border growth slightly for cities (~8%)
  • Trade Routes now add additional gold to Villages/Towns independent of city connections (+1 Gold/Production pre-Industrial, +2 Gold/Production Industrial-on)
  • Village: +1 Gold (base)

Aesthetics Branch modified:
  • Humanism: Amphitheaters, Opera Houses, Museums, and Broadcast Towers produce +3 Science. All Great Works produce +1 Gold and +1 Culture.
  • Refinement: All positive Happiness is added to your Empire-wide Culture rate. +1 Happiness and +3 Culture from all Guilds.
  • National Treasure: A Great Person of your choice appears near your Capital. Entering a Golden Age or completing an Archaeological Dig generates Tourism with all known Civilizations (based on your Culture output).
  • Heritage: All World Wonders produce +2 Tourism. +3 Culture from Great Person Improvements.
  • Cultural Exchange: Increases the Tourism modifier for shared religion, trade routes, and open borders by 25% each. The empire immediately enters a Golden Age.

Leaders:
  • Hunnic UA: Now Plains and Grasslands (was just Grasslands)
  • Arabian UA: When you complete a Historic Event, your Capital gains +3 Science and Culture, and +25% of needed points towards a random Great Person. Tourism from Historic Events increased by 20%.
  • Persian UA: 10% of Tourism added to GAP per turn.
  • Siam UA: now 75% of yields from CS (was 50%)
  • Austria: Coffee House - moved to Grocer, now gains +25 Gold (scaling) from GP birth
  • China UB: Tea Paviliion - moved to Opera House, now +1 science and +1 culture per 4 citizens.
  • Egypt UA: +20% Production towards Wonder construction. Artifacts gain +2 Science, Faith, and Culture. +4 Gold, Golden Age Points, and Tourism from Landmarks
  • Egypt UB: Buffed Burial tomb base yields (now +3 faith, +2 Production)
  • Maya UI: Kuna now available at Agriculture (was Masonry)
  • Korea UA: Science boost scales with era and gamespeed

Not savegame compatible with previous versions. All files updated, including auto-installer.

Should be online as of 5pm EST.

Cheers,
Gazebo
 
Hunnic UA: Now Plains and Grasslands (was just Plains)
As mentioned in the other thread, the old Hunnic UA did not work on plains, only grasslands.

Forge and Stone Works lose base +1 Production - Forge now grants +2 Production to Iron and Copper

Switched +1 Gold from resources on Tabya to +2 Production
Did it get changed back to +2 production? In the last beta it was 1p 1g.

Lots of base resource, improved resource, and building resource yield changes (note: I did revert sheep change)
Did you revert the whole Sheep-thing or just the first point of production?
AKA does it still give you that 1 point of gold from a pasture-improvement?


Anything else that's new in this version that I probably missed? I saw the slightly boosted border expansion(that I felt were unnecessary) and the Siam-change.
 
As mentioned in the other thread, the old Hunnic UA did not work on plains, only grasslands.


Did it get changed back to +2 production? In the last beta it was 1p 1g.


Did you revert the whole Sheep-thing or just the first point of production?
AKA does it still give you that 1 point of gold from a pasture-improvement?


Anything else that's new in this version that I probably missed? I saw the slightly boosted border expansion(that I felt were unnecessary) and the Siam-change.

Thanks, clarified points above. Only other new thing is that Trade Routes now add Gold/Production to Villages/Towns on top of connection bonus, instead of being 'either/or.' Also, Villages/Towns get the bonus whether or not they're on a road, so it loosens them up just a little.

G
 
Thanks, clarified points above. Only other new thing is that Trade Routes now add Gold/Production to Villages/Towns on top of connection bonus, instead of being 'either/or.' Also, Villages/Towns get the bonus whether or not they're on a road, so it loosens them up just a little.

G

so now you can put it anywhere and you get the bonus as long as the city which is working it, has got a connection !?
 
Oasis isn't givint the usual 3F 2G, only 3F. Not sure if is a local problem because I've make a couple of changes in my usual mod setup, so I'll try to test further later.
 
What? No, Villages and Towns get a bonus if they're on a city connection road/railroad and/or a trade route passes over them.

G

ok but what do you mean by "Also, Villages/Towns get the bonus whether or not they're on a road, so it loosens them up just a little."?
 
ok but what do you mean by "Also, Villages/Towns get the bonus whether or not they're on a road, so it loosens them up just a little."?

City connection and/or a trade route bonus. Before, they had to be on a city connection road AND have a trade route pass over them for the latter bonus.

G
 
About the Oasis I see this in FeatureChanges.xml, is correct?


Spoiler :
</Row>
<Delete FeatureType="FEATURE_OASIS" />
- <Row>
<FeatureType>FEATURE_OASIS</FeatureType>
<YieldType>YIELD_GOLD</YieldType>
<Yield>2</Yield>
</Row>
- <Row>
<FeatureType>FEATURE_OASIS</FeatureType>
<YieldType>YIELD_FOOD</YieldType>
<Yield>3</Yield>
</Row>
</Feature_YieldChanges>
- <Feature_YieldChanges>
<Delete FeatureType="FEATURE_OASIS" />
- <Row>
<FeatureType>FEATURE_OASIS</FeatureType>
<YieldType>YIELD_FOOD</YieldType>
<Yield>3</Yield>
</Row>


or is needed to add this at the end ?
- <Row>
<FeatureType>FEATURE_OASIS</FeatureType>
<YieldType>YIELD_GOLD</YieldType>
<Yield>2</Yield>
</Row>
 
About the Oasis I see this in FeatureChanges.xml, is correct?


Spoiler :
</Row>
<Delete FeatureType="FEATURE_OASIS" />
- <Row>
<FeatureType>FEATURE_OASIS</FeatureType>
<YieldType>YIELD_GOLD</YieldType>
<Yield>2</Yield>
</Row>
- <Row>
<FeatureType>FEATURE_OASIS</FeatureType>
<YieldType>YIELD_FOOD</YieldType>
<Yield>3</Yield>
</Row>
</Feature_YieldChanges>
- <Feature_YieldChanges>
<Delete FeatureType="FEATURE_OASIS" />
- <Row>
<FeatureType>FEATURE_OASIS</FeatureType>
<YieldType>YIELD_FOOD</YieldType>
<Yield>3</Yield>
</Row>


or is needed to add this at the end ?
- <Row>
<FeatureType>FEATURE_OASIS</FeatureType>
<YieldType>YIELD_GOLD</YieldType>
<Yield>2</Yield>
</Row>

Not sure why the oasis code got duplicated. Yep, add that to the end. Not a huge deal, but yeah, should be 3f/2g.

G
 
Not sure why the oasis code got duplicated. Yep, add that to the end. Not a huge deal, but yeah, should be 3f/2g.

G

I'm confused now. Can you show how it should look like?
 
I'm confused now. Can you show how it should look like?

Code:
</Row>
<Delete FeatureType="FEATURE_OASIS" /> 
- <Row>
<FeatureType>FEATURE_OASIS</FeatureType> 
<YieldType>YIELD_GOLD</YieldType> 
<Yield>2</Yield> 
</Row>
- <Row>
<FeatureType>FEATURE_OASIS</FeatureType> 
<YieldType>YIELD_FOOD</YieldType> 
<Yield>3</Yield> 
</Row>
</Feature_YieldChanges>
- <Feature_YieldChanges>
[COLOR="Red"]<Delete FeatureType="FEATURE_OASIS" /> 
- <Row>
<FeatureType>FEATURE_OASIS</FeatureType> 
<YieldType>YIELD_FOOD</YieldType> 
<Yield>3</Yield> 
</Row>[/COLOR]

Remove red part.
 
Code:
</Row>
<Delete FeatureType="FEATURE_OASIS" /> 
- <Row>
<FeatureType>FEATURE_OASIS</FeatureType> 
<YieldType>YIELD_GOLD</YieldType> 
<Yield>2</Yield> 
</Row>
- <Row>
<FeatureType>FEATURE_OASIS</FeatureType> 
<YieldType>YIELD_FOOD</YieldType> 
<Yield>3</Yield> 
</Row>
</Feature_YieldChanges>
- <Feature_YieldChanges>
[COLOR="Red"]<Delete FeatureType="FEATURE_OASIS" /> 
- <Row>
<FeatureType>FEATURE_OASIS</FeatureType> 
<YieldType>YIELD_FOOD</YieldType> 
<Yield>3</Yield> 
</Row>[/COLOR]

Remove red part.

You mean the entire tag:
Code:
<Feature_YieldChanges>
		<Delete FeatureType="FEATURE_OASIS" />
		<Row>
			<FeatureType>FEATURE_OASIS</FeatureType>
			<YieldType>YIELD_FOOD</YieldType>
			<Yield>3</Yield>
		</Row>
	</Feature_YieldChanges>

Right?
 
You mean the entire tag:
Code:
<Feature_YieldChanges>
		<Delete FeatureType="FEATURE_OASIS" />
		<Row>
			<FeatureType>FEATURE_OASIS</FeatureType>
			<YieldType>YIELD_FOOD</YieldType>
			<Yield>3</Yield>
		</Row>
	</Feature_YieldChanges>

Right?

Yep. Going to reupload CBP and installer shortly, so don't worry about it.
G
 
Is some of the Github bugs you mentioned have anything to do with the game crashing/locking up?
 
Is some of the Github bugs you mentioned have anything to do with the game crashing/locking up?

In what context? There was no specific reported issue related to locking-up, though I've run around 12 full 0-600 turn games on the current DLL with nary a crash or slowdown.

G
 
In what context? There was no specific reported issue related to locking-up, though I've run around 12 full 0-600 turn games on the current DLL with nary a crash or slowdown.

G

I've been experience crashes or the game just locking up like what I mentioned in the Bug Report thread on post 4246.
I also someone else talking about something similar in the 1-10b thread, but I didn't understand if that was resolved or what the was causing the problem there.
 
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