New Version - July 1st (7-1)

Status
Not open for further replies.

Gazebo

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

New version inbound. Sorry for the quick turnaround again, however I figure you would rather have fixes than not. Some minor adjustments here (and a major fix for the AI city construction logic).

  • Fix for AI building logic while at war due to threat overcompensation
  • Fix for AI blockade logic regarding citizen reassignment
  • Fixes for unit movement quirks regarding single-target move missions
  • Fix for roads buffing towns/villages when not on a connection plot
  • Some CTD work (hopefully)
  • Text fixes for CBO
  • Removed CSD German language files in CSD (part of Estebanium's German language pack now)
  • Other small fixes

Online as of 2:25am EST (yawn!). Not savegame compatible (had to add two memory elements to city level logic for blockades and threat value). Link to installer here, and on main page.

Link: 7-1 VP Auto-installer

Cheers,

Gazebo
 
Oh yeah, would rather have fixes no doubt. As a matter of fact I check this subforum everytime I start a new game. Starting one now.

I am glad this is getting polished.

Thank you.
 
I asked about this before but have never seen an answer. Is it intended that you get quest notifications from yet unmet City States? Could also be mod conflict.

\Skodkim
 
Well done. Glad to see this mod improving at such a fast pace, despite it being already the best game overhaul on civ 5. Props to you G and to all those who gives feedback.
 
I asked about this before but have never seen an answer. Is it intended that you get quest notifications from yet unmet City States? Could also be mod conflict.

\Skodkim

I'm pretty sure I don't get notifications from unmet city states. I do however sometimes see city-states sticking in the city-state list after they have been conquered for some reason.
 
Definitely worth this version coming out now, really enjoyable and improved AI.
 
Fairly harmless but yet weird quirk. With city-connections gold being gutted as badly as it is it is now actually possible to earn negative gold from city-connections for some weird reason (I'm not talking about road-prices). with a 5pop capital and two 1pop cities I was suffering a total of -0.4 gold per turn from city-connections.
 
Fairly harmless but yet weird quirk. With city-connections gold being gutted as badly as it is it is now actually possible to earn negative gold from city-connections for some weird reason (I'm not talking about road-prices). with a 5pop capital and two 1pop cities I was suffering a total of -0.4 gold per turn from city-connections.
Damn. And I thought I was unlucky to get a 8 gold worth road providing me only 2.4 gpt.
 
I'm pretty sure I don't get notifications from unmet city states. I do however sometimes see city-states sticking in the city-state list after they have been conquered for some reason.

Well it might be a conflict. I don't know where to look though (logs are clean).

I already found a mouse conflict with the city state screen (pop up when you first met them) from rtp and cbo eui compatibility files.

\Skodkim
 
In starting a new game, my auto-install failed to include the Setup Screen, so I manually installed it. The game plays fine, except I can't build settlers. (This has happened before, with earlier versions.) I downloaded a .sav file on Github, but thought there might be a quick procedural fix.

I haven't gotten around to testing Hotseat yet, but would expect to find my familair "no AI cities in #2 human's map" error.
 
Fairly harmless but yet weird quirk. With city-connections gold being gutted as badly as it is it is now actually possible to earn negative gold from city-connections for some weird reason (I'm not talking about road-prices). with a 5pop capital and two 1pop cities I was suffering a total of -0.4 gold per turn from city-connections.

That's intentional early on. I don't like the 'glut' that city connections were creating, gold-wise. Gold should come from trade routes and city planning, not a generic road.

G
 
Fix for roads buffing towns/villages when not on a connection plot

Does that mean that villages should only be constructed on roads that connect cities in order to get extra yield?

Salamat po sa magagandang gawain (Thank you for the great efforts) :D

Kabayan! Eat bulanglang! :crazyeye:
 
Been playing on quick speed with small/tiny map past couple days due to the fast turnover on the betas.

Played Venice last night (wow are they fun to play now).

  • VP 1.7.1
  • Quick Speed
  • Small Map
  • Prince

Influencial at 102.7% with Brazil on turn 139... I think I haven't even reached Renaissance yet. Normal behavior?

Spoiler :
d9C5r2E.jpg

Spoiler :
bqw3IFN.jpg
 
Thank you G for your splendid efforts. This latest build installed flawlessly and is the most enjoyable version yet; I only have two games in with it but no unusual phenomena have occurred.

I will say though that the "Raging" Barbarians option has been nerfed somehow; they should now be called "Occasional and Retreating"
 
Status
Not open for further replies.
Back
Top Bottom