New Version - July 15th (7-15)

Gazebo

Lord of the Community Patch
Supporter
Joined
Sep 26, 2010
Messages
18,400
Location
Little Rock
Hey all,

New version inbound. Lots of good fixes and optimizations here. I'm particularly happy to note that my pet project of reworking the AI demand system is complete. The AI can demand again, and will do so properly (and will generally use this as a prelude to war - unless you acquiesce!).

Leaders:
  • Austrian UA additions: +50% Quest Rewards from CSs. GP Rate bump boosted to +15 (was 10)
  • Aztec Floating Garden buffed (1f/p per 2, was 1 per 4)
Units:
  • Dromon now 12 RCS (was 10)
  • Greatly increased SS part cost

General:
  • CS tribute scales with era.
  • Reworked GP faith scaling model.
  • Fixed God King/Dagda to only work for owned cities.
  • Adjusted scaler for Assyrian tech bump UA sub-element
  • Fixed some text issues and other typos
  • Fixed some Event quirks

CP:
  • Increased range delta for religious pressure by 50% (should bring it back into line with vanilla pressure distance, if not functionality).
  • Worked on some performance bottlenecks a bit
  • Added Contracts and Sovereingty support for JFD
  • Fixed assorted CTDs and other bugs reported on github.
  • Addressed some save/load issues and other problems associated with DLL stability
  • Adjusted scaling on AI difficulty bonuses slightly (should result in same performance, just slightly different scaling)

AI:
  • Improvement to builder AI logic and city AI construction of builders/workboats.
  • Tactical AI fixes and optimizations.
  • Additional work on Military AI and Homeland AI defensive logic.
  • Worked on AI responsiveness to victory thresholds and competitiveness.
  • Re-enabled AI demand system, and tweaked AI major/minor civ opinion/approach logic somewhat
  • Improvements to AI site selection, operational movement, and some other failsafes for operations
  • Worked on Venice and Puppet AI a little more

Events:
  • Added GameOption based system for filtering out good/neutral/bad/trade/civ-specific events from being avaialble
  • Event modders will need to use the new EventClass table element to set this. If left un-set, the filters will not apply to your events
  • By default, all events are available

New version online as of 10:45pm EST. Not savegame compatible.

Installer Link (7-15 Version)

Cheers,
Gazebo
 
I hate you. Not.

Seriously, when I was full steam on a new (and wonderful) Babylon game (to try and replicate AI's supertech performance reported in Brutal AI post), you come and post this.

I hate you. ;)
 
I hate you. Not.

Seriously, when I was full steam on a new (and wonderful) Babylon game (to try and replicate AI's supertech performance reported in Brutal AI post), you come and post this.

I hate you. ;)

Haha. See, I knew that, so I thought I'd throw you off with a new version. :)

G
 
Well, maybe Shaka will make short work of my Babylonians and force me to go 1.7.15...

By the way, TacAI 1.7.7 is amazing... see what I wrote in that Difficulty post.
 
Hey Gazebo,

When you mention "Reworked GP faith scaling model." I assume you mean the cost of buying GP with faith as it scale up through eras? Any details?

Will start a game with the new version right now, thanks for the update.
 
So did you not like my changes to the Communitas mapscript or did this install get created without checking that?

Hmm... something odd is going on. Although my GitHub desktop app shows my changes as being applied to the repo, the actual repo on the web has no such change! Weird.

Okay I've made the same fixes to the web version so maybe next version will see them.
 
An events filter? AN EVENTS FILTER!!! :):p:D:D:D:goodjob::goodjob::thumbsup:;):)

Just when I was considering giving up events because their effects felt too drastic, now I can just be a Neutral Nelson with only minimal butthurt at the RNG! Hopefully there will be enough events to support such a choice without getting repetitive.
 
Hey Gazebo,

When you mention "Reworked GP faith scaling model." I assume you mean the cost of buying GP with faith as it scale up through eras? Any details?

Will start a game with the new version right now, thanks for the update.

GP with faith based on # of GPs you've purchased (GP = Great Prophet). Should be a more lean curve.

So did you not like my changes to the Communitas mapscript or did this install get created without checking that?

Hmm... something odd is going on. Although my GitHub desktop app shows my changes as being applied to the repo, the actual repo on the web has no such change! Weird.

Okay I've made the same fixes to the web version so maybe next version will see them.

I did not see any updates to Github, sorry. A PM sent my way is a good idea, as updates to github do not always send emails. In the meantime, feel free to post the updated mapscript either here or in a new thread.

G
 
@ExpiredReign: If it'd be easy enough for you to post here, I for one would love to try your edited mapscript once I finish my current game and install this new version!
 
Hi, thanks for this new version
I'm wondering what this change are about:
" Adjusted scaling on AI difficulty bonuses slightly (should result in same performance, just slightly different scaling)"
Any numbers? thanks :)
 
May I ask? Do AI changes apply also to non-modded game (without overhaul, just CP)? Because on Emperor (with CP enabled) I have 87% win rate but changing it to CBO makes AI much harder to beat and I struggle a lot.

Well, maybe I just should go level up then. Because once I tried vanilla Immortal it was way harder than Emperor.
 
May I ask? Do AI changes apply also to non-modded game (without overhaul, just CP)? Because on Emperor (with CP enabled) I have 87% win rate but changing it to CBO makes AI much harder to beat and I struggle a lot.

Well, maybe I just should go level up then. Because once I tried vanilla Immortal it was way harder than Emperor.

I think so since CBO only handles balancing while the AI stuff is on the Patch side.
 
May I ask? Do AI changes apply also to non-modded game (without overhaul, just CP)? Because on Emperor (with CP enabled) I have 87% win rate but changing it to CBO makes AI much harder to beat and I struggle a lot.

Well, maybe I just should go level up then. Because once I tried vanilla Immortal it was way harder than Emperor.

Yes, they do. Keep in mind that the balance of the CBO means that a lot of Deity strategies for vanilla civ no longer work, meaning that the AI is more likely to create a positive synergy and perform well. The CBO is more challenging, but also more AI-friendly.

Hi, thanks for this new version
I'm wondering what this change are about:
" Adjusted scaling on AI difficulty bonuses slightly (should result in same performance, just slightly different scaling)"
Any numbers? thanks :)

I added in an AI bonus for winning a war, but adjusted all other numbers accordingly (and removed AI bonus for capturing a city, which could lead to some snowball in certain situations).

I thought this patch addressed the github load savegame CTD problem, appearently it didn't. :(

If you're the only one experiencing this, or you are in the minority, it is most likely a local install issue.

G
 
I thought this patch addressed the github load savegame CTD problem, appearently it didn't. :(

You are loading the save AFTER clicking the Mods button and going through the screen which activates the mods, right? Loading from the main menu will try to load your modded save into the base game which will result in a CTD.
 
Does the event filtering not do anything by default? I'm not sure if I'm reading the notes correctly. I'm assuming the event modders will need to go back and flag the events?
 
Does the event filtering not do anything by default? I'm not sure if I'm reading the notes correctly. I'm assuming the event modders will need to go back and flag the events?

It affects the core set of CP events that I've written. Leaving all checkboxes for events un-checked will allow all CP events to fire. Checking boxes makes the events stop firing if they're categorized a certain way.

Hokath et. al. will have to manually add classes to their events later. For now, filters do not affect them.

G
 
Back
Top Bottom