New Version - July 1st (7-1)

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Any chance of a comments as to how AIPerEraModifier and DifficultyBonus in HandicapInfos work? I'd like to raise the difficult a bit (above deity :crazyeye:) and I figure I should probably increase both numbers..?

To be more specific I find that the AI is very competitive early on but after a few eras I always outrun them tech wise.

\Skodkim
 
Oil reveals earlier than Biology right?

Spoiler :
Yu1eQhX.jpg
 
Villages now sometimes do not get the bonus from roads (that are connecting cities) because they are ALSO connected by a lighthouse. This seems to be an oversight.
Towns also have the same problem by the way.
 
Crap, I'm new to the mod and I pretty much base all my decisions on the tooltips. Probably explains a few things though

The tooltips on the tech tree are right. The civpedia is right. Its only the pop ups on research that are wrong.
 
I just finished a full game with CP-only version of 01-07, and I must say it's one of the most enjoyable and exciting games I've ever had!

I was playing Celts/Emperor/continents, and was off to a pretty regular start where I expanded (probably a bit too fast) to 5 cities. I got DOW'd by Brazil to my immediate north and put what was in hindsight probably too many resources into building pictish warriors in a futile attempt to claim his capital swiftly. I was settled in iron-rich lands, and Pedro clearly didn't understand the implication of that, so when he DOW'd me again in medieval era, my Longswordsmen made a pretty efficient demise of him. He got reduced to one city which I later razed when he was stupid enough to accept Assyrias bribe to DOW me again.

Assyria to my east was had been sitting still through entire early game because they lacked iron and horses to make a serious army. Had had DOW'd me a couple of times, but I was just holding my borders against him, but come industrial era he starts sending a wave of Generals my way and starts stealing resources and land from me and my city state allies. That cannot be tolerated, so I DOW him and take all his cities and reduce him to a one-city empire on a remote icy island in the south.

The real surprise for me was how late-game played out. This would normally be around the time where I would be swimming in money, buy all city-states as allies, and wait out a comfortable diplomatic victory. Not this time! On their own continent, Siam and Korea had gobbled up Denmark and The Huns respectively, and Korea furthermore reduced China, which had been pretty big, to an empire consisting of Beijing and two minor cities. Siam hogged half the world's city states and dominated even my 500 culture pr. turn, giving me no chance of either diplomatic or culture win. Korea consistently were two eras ahead of me and build Apollo Project when I was barely into the modern era.

So, how did it end? Oddly, I ended up winning science victory because after Korea build the Apollo Project, he did nothing. Sure, he was locked in a war with minor Germany, but still, he never build as much as a single SS module. He was ahead of me in science even at the end of the game (96 % vs. 93 %), so it was not that he didn't have the tech's. He just didn't move on it, even after I voted through the international space station (which I won).


So, here are a few observations about shortcomings in the AI at this point:
- AI votes for world projects but doesn't commit any production towards it afterwards. Not putting production into the project might not be a bad strategy, but then the AI shouldn't vote for it in the WC either - yet so it does. Here's an example, and this has been the norm for me for the last couple of months:
Spoiler :

- AI builds Apollo Program but then doesn't pursue this path further. This might just have been a fluke special case, but it was odd. I feel like Korea could have won if they had put all resources into it.
- AI (still) doesn't favor Natural Wonders when selecting locations for cities. Brazil started with Uluru in a juicy jungle position some 10-15 tiles to the east of them (along with the continent's only resource of cocoa) and with Sri Pada some 10-15 tiles to the west of them in a fine coastal spot (along with a rogue copy of copper). Yet somehow they managed to settle neither of these positions and failed to found a religion accordingly, in spite of settling three cities besides their capital.
- AI still seem to make dodgy trade offers for your cities at times. It's not a major issue, but Elizabeth several times offered to buy one of my cities at a trade value which according to the (very helpful, thank you) UI said the deal was 4000+ gold in her favor.
 
Also, a small interface bug(?): When a city state is captured by an AI, this notification pops up about third-party AI's who's been at war with said city state:
Spoiler :
 
- AI builds Apollo Program but then doesn't pursue this path further.
- AI (still) doesn't favor Natural Wonders when selecting locations for cities.
- AI still seem to make dodgy trade offers for your cities at times. It's not a major issue, but Elizabeth several times offered to buy one of my cities at a trade value which according to the (very helpful, thank you) UI said the deal was 4000+ gold in her favor.

Very interesting account, and reminiscent of some of my games. Korea has done precisely the same thing with me: lose because it refuses to build SS parts. The offers to buy cities do become annoying -- just being open to a sale should be enough. But I haven't noticed them not settling near NW -- they often stretch for them in my games.
 
Hi, I've been playing this version intensively for the past few days, and I took notes of bug and odd things and concern, I hope it can help improve this wonderful mod !
(I just saw the new 7-7, some of the bug are already corrected, but I will dump all my list anyway, there is no specific order)
I play on YnAEMP, Immortal, Domination/science

-Dromon need a nerf, it had is own thread, but yeah, pretty cheated thing !
-Ruins on mountain, why :( there is so many, is that intended? is there a way to disable or force ruins to pop on land only?
-On one of my game "Hurricane" event pop on my capital city, at medieval era, where you can do anything about it, and it's very, very punishing at that stage of the game(-5pop - multiple building), it that possible to make it later event?
-We can't see airplain on an enemy city, is that intended? even with a spy on that city, impossible to "click" the little box above city banner, is there way to make it possible as before?
-I "insulted" a "Hostile" AI , make it become "Neutral" (as explain in the tooltip, but it's odd :p )
-If I have 0 or negative amount of a strategic resource, I can't upgrade a unit even if they need the same amount (for example, Canon to Artillery)
-Event "Viral outbreak" (lose 5 pop and -2k science) happen again, even if I already spent 2k science to be immune (or it's city based? which not worth spend science)
-Culture cost for Wonder is too high for late one, if we don't focus culture, I end up having 1 or two era late wonder still undoable
-I can't attack an enemy unit if a neutral civilian unit is in same spot (have the "go war?" pop up )
-Very early unit upgrade cost become too expensive over time, and "not worth it", maybe lower it "per era" could be a new feature?
-Upgrade from "Cavalry" to "Armored car" but end up having a different upgrade tree? (ranged to melee) is that intended?
-Bomber do around 30 damage to a Destoyer, it feel too much for a early plane vs late boat ?
-What kind of advantage AI have science wise? I had the first science output in info addict, but the first AI let me 7-8 tech behind? (or information displayed by info addict is false?)
-Happiness level become lower over tech, what mechanism behind that?
-I had some issue about coal do not display on UI
-What is war weariness about? I don't get the point of this feature, I feel like I'm missing something, and also feel there is enough "punishing" thing about happiness, is there a way to disable it?
-Armored car can attack then move, upgrade to helicopter keep that, building a new helicopter make it don't have that ability, is that intended?
-AI have monopoly on "glass" "coral" and such thing, but it happen even with 2 copy (with Armiral or Jakarta UA I guess)
-the Great diplomate stacking, but it's already fixed I assume

Ok, I thing I have it all, I was not sure to post it here on in the new thread, I hope it help a little, cheers :)

Edit: and yes, as above, AI seem not to rush spaceship part, in one of my game Asika was the science lead, but I assume he was more focusing on Domination victory
 
Thank you for the great work!

Couple remarks with the previous version (game of more than 300 turns), which probably still hold for the current one:

1. I'm at war with England and some Korean unit migrating somewhere stopped for a rest in the city I'm going to attack. But I cannt attack the city since the game interpretes it like an attack on this random 3d party unit there. Also I cannt put units on the cell where Korean worker happens to be resting.
I dont think this should be so, does it?

2. Arent helicopters supposed to be able to move after attacking? Besause if they do, they dont really. Which makes them mostly useless unless you use them in the coastal water to attack water or coastal units which is weird as hell. Also melee units on the coast cannt respond after being attacked by a heli from the water, which is also weird but at least somewhat logical.

3. Destroyers and missile carriers melee one shot sink submarines which is weird, since even embarked units are sturdier.
 
I'm at war with England and some Korean unit migrating somewhere stopped for a rest in the city I'm going to attack. But I cannt attack the city since the game interpretes it like an attack on this random 3d party unit there.

This happened to me once, but a few versions back.
 
1. I'm at war with England and some Korean unit migrating somewhere stopped for a rest in the city I'm going to attack. But I cannt attack the city since the game interpretes it like an attack on this random 3d party unit there. Also I cannt put units on the cell where Korean worker happens to be resting.
I dont think this should be so, does it?
I haven't experienced this particular problem, but since the last month or so, there are pathfinder issues where a unit will end its turn on top of another unit, or possibly inside a city, and then during the AI turn the unit will be displaced to an adjacent tile (I think it gets pushed back, so you can't abuse it from what I've observed). Still, an issue that might be related to 3rd party units ending their turns in another player's city.
 
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