New Version - January 22nd (1/22)

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Gazebo

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Hey all,

New full release inbound. Pretty happy with this one, and wanted to get a new release out to phase out the 'warping units' from the previous version. No known core-game bugs at present (though some mod/scenario conflicts remain for a later date).

Full changelog:

Spoiler :

Bugfixes and Enhancements
  • Moved as much savegame data as possible to the m_syncarchive (out of the raw kstream). Duplicates and poor attempts at 'savegame preservation' were leading to savegame bloat and large packet sizes for MP games.
  • Fixes for pathfinding warping and AI road-building logic
  • A few other pathing and operational bugfixes from ilteroi
  • Fixed most issues on github and those reported in bug reports thread
  • Incorporated sound selection fix from 8h42
  • Rewrote building/unit/process/project selection methodology to focus more on the object being made (instead of just AI flavor modeling)
  • Worked on grandstrategy and policy AI to take into account buildings, policies, religions, and other elements of the empire as factors in choice weighting
  • Note: yes, up to this point 99.9% of AI choices (i.e. units to build, wonders to get, etc.) were based solely on weighted flavors and a roll of the dice. Not anymore!
  • Puppet AI overhauled a bit, should be a bit more rational, build more things, and will also switch to processes (usually wealth) if you are in negative GPT or have nothing else to build
  • AI changes extensive, and still being tweaked/tested/balanced. Need feedback!
Balance:
  • Arabia UA now +2s/+1c (was +3/+3) and 20% (was 25%)
  • Siamese Wat now grants +4 Science to Temples/Shrines in the City
  • English Steam Mill now +1 production per 3 citizens (was per 2)
  • Reduced Krepost Maintenance to 1 (was 4), gains +3 Production base
  • American MoMA now The Smithsonian - now grants Museums +5 Science (in addition to +5 Culture) and gains +5 Science if themed (instead of +5 Gold) - art a modified file from Janboruta
  • Puppet unhappines modifier now -50% (was -25%)
  • Added new coastal building: Minefield (1000p, unlocks at combustion, requires a harbor). All naval and embarked units moving into a tile around the city must expend 1 additional point of movement per turn. +8 defense, +15 HP.
  • Removed free harbor from pioneer/conquistador
  • Adjusted building purchase costs slightly - now lower, but with increased gold costs based on # of cities in your empire.
  • Increased purchase cooldown on SS parts to 5 turns each (was 1)
  • Wind Plant increases production on Plains/Grass by +2 (was +1)


Version online as of 1:15am EST. not save game compatible.

Cheers,
Gazebo
 
Increased purchase cooldown on SS parts to 5 turns each (was 1)
Wind Plant increases production on Plains/Grass by +2 (was +1)


I am quite happy with most changes, but I don`t like these.
The additional time does nothing but prolong the already slowest victory condition even more. It doesn`t make it more interesting. Also, does it only hit the freedom route, or is GE rushing nerfed also? And does it scale with gamespeed?

The production improvement of wind plant is nice, but wind plant is already much better than hydro plant in most situations (often, there will be very short (1-2 tiles) rivers at coastal start positions).
If you improve the wind plant like that, please give the hydro plant some love, too.
 
Agreed with the issue with putting a cool down on buying SS parts being questionable.

Freedom is already considered the weakest of all three trees by many, this will make it even weaker.
 
re: minefield

i thought about this before ... wouldn't a plot improvement be better? it could have ZOC and deal damage. and it should nullify all yields from the plot. no good fishing there after all. forces you to place them strategically. needs a bit of logic in the AI of course

Sent from my LG-D855 using Tapatalk
 
This was very timely, just finished a game last night. New version runs smoothly so far, albeit I'm only in the beginning of the medieval era, but the trade UI interface bug still remains for me. I simply can't trade for an AI to DoW someone, when I click the "Declare War On" option nothing happens, and it still says this in the LUA.log:
[786194.921] Runtime Error: C:\Users\Kasper Michelsen\Documents\My Games\Sid Meier's Civilization 5\MODS\Community Patch (01-22)\LUA\TradeLogic.lua:3295: attempt to call method 'canDeclareWar' (a nil value)
I have tried to clear cache, albeit admittedly only after I started the game, but when loading, the error still persists. I'm using the CP (as well as a range of other mods, so I don't know if this is a compatibility problem) and I downloaded the CP manually from the mega site.
 
re: minefield

i thought about this before ... wouldn't a plot improvement be better? it could have ZOC and deal damage. and it should nullify all yields from the plot. no good fishing there after all. forces you to place them strategically. needs a bit of logic in the AI of course

Sent from my LG-D855 using Tapatalk

Buildable by a regular Work Boat? Or a Great Admiral tile improvement similar to the GG's Citadel?
 
I think +2S/+1C is a bad change for Arabia, it should've remained at +1S +1C.

I mean it's about the same as adding +2S+1C to every Great Person (regardless of whether they make an improvement or not) and every wonder. The same is added after every city state mission done and even after getting a new era.

I like the rest of the changes, maybe except for the -Harbour for Conquistadors.
 
G,
Just curious on your thoughts about the locking up issue that I have reported earlier while playing my scenario map. This issue was still occurring on my end, which I know you are looking into this, but I have been doing some testing on my end and wanted to get some feed back from you.

1. During my current game with the 1-20 version by game locked up ( On the barbarians turn right as it was switching to end the previous turn and starting my turn ) on turn 128.
2. So I started the game back up and loaded an auto save from the turn the game locked up and the game never finished loading, so another ctrl-alt-delete and restart.
3. Started game back up and loaded an auto save from two turns prior to the lock-up and I was able to play for another 12 turns or so before it locked up again.
4. Started back up again and loaded an auto save from two turns prior again, but this time I remembered way back when while playing "THAL'S" mod he said that having any less than a 10 turn auto save could cause issues at one point in time.
5. At some point for some reason I had changed my auto save to every 2 turns and this my question - Is having a too often of a auto save cause issues?
 
re: minefield

i thought about this before ... wouldn't a plot improvement be better? it could have ZOC and deal damage. and it should nullify all yields from the plot. no good fishing there after all. forces you to place them strategically. needs a bit of logic in the AI of course

Sent from my LG-D855 using Tapatalk

I like that idea better. A minefield improvement. I think you would just need a ZOC entry though as you already have NearbyEnemyDamage.
 
G,
Is there a reason you set minefield to BorderObstacleCity and not BorderObstacleWater?
 
I am quite happy with most changes, but I don`t like these.
The additional time does nothing but prolong the already slowest victory condition even more. It doesn`t make it more interesting. Also, does it only hit the freedom route, or is GE rushing nerfed also? And does it scale with gamespeed?

The production improvement of wind plant is nice, but wind plant is already much better than hydro plant in most situations (often, there will be very short (1-2 tiles) rivers at coastal start positions).
If you improve the wind plant like that, please give the hydro plant some love, too.

Comes a bit later, though, and is a little more expensive.

The SS part change was done to prevent single-city gold-purchasing cheese. Also, if you do it right (science) it will be the first victory. ;)

This was very timely, just finished a game last night. New version runs smoothly so far, albeit I'm only in the beginning of the medieval era, but the trade UI interface bug still remains for me. I simply can't trade for an AI to DoW someone, when I click the "Declare War On" option nothing happens, and it still says this in the LUA.log:

Using just the CP? I'll take a look.

Freedom is already considered the weakest of all three trees by many, this will make it even weaker.

That seems doubtful, given the amount of specialist and tourism-related bonuses in freedom. Are Order and Autocracy stronger than they used to be? Yes. But that doesn't mean freedom is 'weak.'

I like new versions with less changes like this one. They prevent some severe bugs.

Lists are deceptive. There is more new code in this one than the last full version. Bugs exist because you are all our beta testers, whether or not its actually called a beta. :)

i thought about this before ... wouldn't a plot improvement be better? it could have ZOC and deal damage. and it should nullify all yields from the plot. no good fishing there after all. forces you to place them strategically. needs a bit of logic in the AI of course

Thought about that, but absence of 3d artwork, AI training of where to put a 'bad' improvement (breaking tile yields), and also human reluctance to ever use them made me shy away from that. This building gives coastal cities a little more defense than their land brethren, which is useful against raids. Honestly I wanted to call it 'Coastal Battery,' but I was feeling lazy and used a piece of art for underwater mines that I already had on my PC.

G
 
Using just the CP? I'll take a look.
Only the CP from "your range" of mods. I use a number of whowards other mods also plus some additional mods, but none of those have changed recently apart from a bit of XML code, and this issue is has come since about the time where you changed it so that bribing AI to DoW required a DoF between the two of you, so I think it seems likely the problem comes from that?
 
This was very timely, just finished a game last night. New version runs smoothly so far, albeit I'm only in the beginning of the medieval era, but the trade UI interface bug still remains for me. I simply can't trade for an AI to DoW someone, when I click the "Declare War On" option nothing happens, and it still says this in the LUA.log:

Forgot to mention this one earlier, I've also got this error all the time with only CP on. Should be easy to reproduce.
 
Only the CP from "your range" of mods. I use a number of whowards other mods also plus some additional mods, but none of those have changed recently apart from a bit of XML code, and this issue is has come since about the time where you changed it so that bribing AI to DoW required a DoF between the two of you, so I think it seems likely the problem comes from that?

Should be an easy fix, if I find it I'll just rehost the CP and change lua folder in the auto-installer (won't affect save games, thankfully).

G
 
Looks exactly like the last beta from 1-20, is it savegame compatible with that one? I have a wonderful game going there and don't want to waste it...
 
Looks exactly like the last beta from 1-20, is it savegame compatible with that one? I have a wonderful game going there and don't want to waste it...

No, it's not, as I added a few more subroutines for the AI that needed memory storage. I wouldn't update for this, though, as the changes are not all that big from the beta. Finish your game, then move up.

G
 
Really, really, really not a fan of the Wind Plant change. Doubled effectiveness is far too big of a buff. I thought it was fine before, honestly.

Don't like the removal of harbors from Pioneers and Conquistadors either, especially Conquistadors.

The Minefield sounds interesting but probably not that impactful. Movement is water is already pretty easy. Could you apply the Citadel effect to it instead?

The Arabian UA is very strong, but +1/+1 would *feel* really weak. +2/+0 would *feel* better and be roughly the same balance.

The AI changes are absolutely fantastic. I've had to move down TWO difficulty levels. All hail Gazebo!
 
Really, really, really not a fan of the Wind Plant change. Doubled effectiveness is far too big of a buff. I thought it was fine before, honestly.

Don't like the removal of harbors from Pioneers and Conquistadors either, especially Conquistadors.

The Minefield sounds interesting but probably not that impactful. Movement is water is already pretty easy. Could you apply the Citadel effect to it instead?

The Arabian UA is very strong, but +1/+1 would *feel* really weak. +2/+0 would *feel* better and be roughly the same balance.

The AI changes are absolutely fantastic. I've had to move down TWO difficulty levels. All hail Gazebo!

The changes may, well, change, we'll see how things go.

Wind Plant comes so late, it really needed something to make it a priority at that point. Also helps with late-game cost scaling.

Removal of Harbor from adv. settlers was an indirect buff for Carthage and Indonesia. It allows their UAs to have purpose into the Industrial Era.

Can't easily apply status effects via buildings to tiles (not without some significant rework of plot iterators for unit->improvement->building interaction).

You've had to step down two levels with this version of the CP, or in general?




Also, to note, if any of you are curious about helping me optimize AI choices, you can see their unit/building production logic in the CityStrategyProduction (I think that's what it is called) log. PRE: refers to building/unit/process/project value as a result of flavors, POST: refers to their value after passing through my new logic. The score list won't always change, but it usually does. If you see any aberrant behavior in this log, let me know!

G
 
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