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New Version - June 25th (6/25)

Discussion in 'Community Patch Project' started by Gazebo, Jun 25, 2016.

  1. Gazebo

    Gazebo Lord of the Community Patch Supporter

    Joined:
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    Hey all,

    New official version inbound, a mix of balance and AI improvements/bugfixes. Here's the changelog:

    New version online as of 11:15pm EST. Version is not savegame compatible. Download link can be found in 'How to Install' thread.

    Cheers,
    Gazebo
     
  2. Takagi Hiro

    Takagi Hiro Prince

    Joined:
    Jan 8, 2010
    Messages:
    516
    Thank you!
     
  3. thunderbird_14

    thunderbird_14 Prince

    Joined:
    May 21, 2016
    Messages:
    326
    Location:
    Isles of Marble de Pilipinas
    Thanks for the non-stop efforts in reaching this game's potential, Gazebo, Ilteroi, Putmalk and countless others in this community which provided code and essential feedback :D
     
  4. saamohod

    saamohod Prince

    Joined:
    Jul 22, 2014
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    572
    Location:
    Unoccupied Ukraine
    Gonna give it a go right away.
     
  5. Glidergun

    Glidergun Chieftain

    Joined:
    Oct 26, 2014
    Messages:
    59
    The crash in the first couple of turns seems to be back. Made a post about it on Github.
     
  6. Gazebo

    Gazebo Lord of the Community Patch Supporter

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    Quite odd, as I've now run a half dozen games on this one with nary a crash. Same spot (your minidump) as before, but no evidence as to why. I'll keep my eyes open. Meanwhile, you can disable patrol moves by setting AI_HOMELAND_MOVE_PRIORITY_PATROL to -1 in the Community Patch/Core Files/Core Changes/CoreChanges.sql file.

    G
     
  7. glider1

    glider1 Deity

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    Where animals hop not run
    Thanks will give it a try. I got the turn two crash as well but it could be because I am running double the number of civs and have increased the city spacing. I'll check back if I find something concrete.
     
  8. Gazebo

    Gazebo Lord of the Community Patch Supporter

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    Just FYI, small merge snafu with 6-25 CP. Reuploading now (yawn), fixing savegame load issue. Memory pointer, so boinkers to any games you are working on (unless you marathon the thing and never save). Sorry, this is what I get for having a bailey's while finishing a merge! :)

    G
     
  9. Taikavarpu

    Taikavarpu Chieftain

    Joined:
    Mar 3, 2016
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    93
    I know capping God of All Creation to +8/+8 helps on big maps, but the pantheon is still ridiculously overpowered on standard maps with 8 civs. If AI would stop ignoring Stonehenge and getting religion as a player wouldn't be guaranteed regardless of pantheon, things might be different. Right now God of All Creation gives huge early game yields and you will safely get a religion with it as well.
     
  10. Funak

    Funak Deity

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    Great work, as always.

    One thing however, I'm currently a bit off, but I don't see any bugfixes/changes mentioning the Mausoleum/Celestial throne holy-site issue or the broken Egypt UA.
    Were they fixed anyways or was this skipped over for some intentional/unintentional reason?
     
  11. Tarzan737

    Tarzan737 Warlord

    Joined:
    Dec 18, 2015
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    212
    For me it Randomly CTD all the time, latest version 6/25-1 Non EUI version
    autoinstaller, i did clear cache and all those things!


    only other 2 mods is

    No Mechs V3
    Really advanced setup v15

    i upload savegame with these 2 mods and non EUI version i think it´s turn
    25 and game will crash 26
     

    Attached Files:

  12. Sub6

    Sub6 Chieftain

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    Japan
    I changed AI_HOMELAND_MOVE_PRIORITY_PATROL.
    There is no crash.:)
     
  13. Gazebo

    Gazebo Lord of the Community Patch Supporter

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    They were fixed. Part of yields fixes and religious building fixes.

    Please do not post this here. Post on GitHub.

    G
     
  14. Funak

    Funak Deity

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    Technically this was not a re-balancing, since the yields were just straight up missing, and technically they are wonders not buildings, but whatever I'll let you win this one :D.


    By the way the Roman UB ingame and in text-box still gives conflicting information, the textbox and civpedia claim the yields on kill are supposed to be 5, ingame value is 3.
     
  15. XplosiveLun

    XplosiveLun A humble village

    Joined:
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    Location:
    Hong Kong, China
    I got science from improved iron.

    Spoiler :


     
  16. Revolutionist_8

    Revolutionist_8 Prince

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    Hungary, Earth, M.W. Galaxy
  17. ZZMitch

    ZZMitch Chieftain

    Joined:
    May 10, 2012
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    Maine
    Hey, thanks for the update!

    Sorry if this is off topic, but is VP compatible with the Mod Support version of Flag Promotions? Or just the base version?
     
  18. hokath

    hokath King

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    London
    Nice nice nice.

    I like the choice to 'focus' the polynesia UA
     
  19. Magean

    Magean Prince

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    Just in time for my next game, hehehe. Thanks !
     
  20. ZZMitch

    ZZMitch Chieftain

    Joined:
    May 10, 2012
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    Maine
    Also (sorry if this is old news I haven't been playing VP in a few months), is it normal that your first city starts off with about 100ish hammers (playing on Marathon)? I just started a game as Carthage and was shocked to find I could build a scout in about 4 turns since my city already had a bunch of hammers stored.
     

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